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Leviathan

Leviathan_Fire_Tier1.jpg

Represents: Chaos and Rebellion, holding self above all else, any regard for another is self-serving
Leviathan, also known as Dragons, are evil of the highest order and are feared by all other unholy elohim. They are callous and self-focused. They give no care to the desires of any other except as to how those desires relate back to their own. Leviathan are very well rounded in their abilities. They excite the Passions of themselves and all allied characters around them (using the highest versions of the Spiritual Effects: Escalate Passion, Incite, and Inflame on them). As they are injured, they will eventually cease this and instead bolster themselves and can bolster allied characters with increased Endurance and Resolve (using the highest versions of the Spiritual Effects: Entrench and Stubbornness). Leviathan can produce a Fiery Roar (that functions like a Song in game terms) damaging the Resolve of others caught in the (45 degree) cone of flame. Their tails are dangerous and can swing to attack multiple enemies. Their teeth and claws are piercing. Leviathan are only seen at Tier:4. 

Special Abilities

When using a known Maneuver, Martial Mastery grants the Leviathan a bonus to Precision (or Guard, whichever is applicable) equal to half the Mastery Level of the Maneuver. 

While in Defensive Stance, Martial Mobility allows the Leviathan to Move 2” each Turn unaffected by the penalties of Defensive Stance. This 2" is extended or reduced by other effects that extend or reduce distances travelled, such as the Songs Winds of Heaven and Tempest.

Strength in Struggle reflects the Leviathan's toughness by reducing Wear related to Strikes received by 10%. Wear related to Strikes dealt by a Leviathan is increased by 10%. Leviathan also gains +1 to all Resist Checks.

Situational Awareness gives the Leviathan a Perception of 12 allowing them 12 Adjustments in their Favor when Perceiving or being Perceived.

Trained Eye lets the Leviathan choose a Target to watch. Leviathan can make a Perception Check each Segment in which they are using Action Points until they succeed. Once succeeding, the Leviathan may make 2 Adjustments to any Strike rolls made by the Target against the Leviathan and any Resist Checks the Leviathan makes against the Target. Also, the Leviathan can ignore Guard provided to the Target by Defensive Stance. The Leviathan may change watched Targets once in each Segment, but will need to succeed a Perception Check against the new Target before getting the bonus again. If the Leviathan loses line of sight with the Target for an extended time, Trained Eye may be lost.

Leviathan can use their strength of will to protect themselves. Resolute Stability allows the Leviathan to ignore Falter:1 each time Falter is applied to them. It also allows them to ignore one Defensive Hit being caused to them. Lastly, it reduces Wear related to Strikes received by 10%. 

Weapons

Leviathan Strike with fearsome, sword-like teeth as well as a large, sweeping tail. 

Weapon 

Standard Effect 

Passion Effect 

Teeth

12 = +1 Action Point (1/Strike, 2/Segment)

+10% Wear

Tail

12 = Falter:2 (1/Strike) 

+2 Exertion to Target


Maneuvers

Leviathan can use their tail to Swing Through multiple enemies and their bite and claws to seize upon any moment of vulnerability using Window of Weakness. These Maneuvers are both at a Mastery Level of 5.

Swing Through  (3 AP)

Swing Through allows the elohim to Strike additional Targets with their Strike. The Strike is made vs. the highest Guard (or best total Adjustments) among the Targets. Passion Effects are considered individually. If the Strike produces Defensive Hits, they are figured as if Striking only the elohim whose Guard was used. Any Level of Swing Through that includes a “.5” indicates that an extra Target may be Struck, Wear is reduced by 5/10ths for that Target.

Swing Through may not be used on a single Target. Swing Through cannot be performed while in Defensive Stance.

Mastery Level 1

Strike can affect 1.5 Targets

Mastery Level 2

Strike can affect 2 Targets

Mastery Level 3 

Strike can affect 2.5 Targets

Mastery Level 4

Strike can affect 3 Targets

Mastery Level 5

Strike can affect 4 Targets


Window of Weakness (2 AP)

Window of Weakness allows the elohim to Strike for 2 Action Points immediately following a Strike in which there were no Stops. Window of Weakness can ignore some Stops. At Mastery Level 4, one 1 does not cause Falter or cancel the additional Hit and 12 Effect from a 12. At Mastery Level 5, up to two 1s do not cause Falter or cancel the additional Hit and 12 Effect from a 12.

Stops that are ignored do not prevent Window of Weakness.

Mastery Level 1

Strike vs. Target following a Strike with no Stops

Mastery Level 2

Strike vs. Target following a Strike with no Stops

ignore up to 1 Stop

Mastery Level 3 

Strike vs. Target following a Strike with no Stops

ignore up to 2 Stops

Mastery Level 4

Strike vs. Target following a Strike with no Stops

ignore up to 3 Stops

ignore one 1 Effect

Mastery Level 5

Strike vs. Target following a Strike with no Stops

ignore up to 4 Stops

ignore two 1 Effects


Spiritual Effects

Leviathan are by default using Corrupt Escalate Passion, Corrupt Incite, and Corrupt Inflame on themselves and can spread these to affect others as their Resolve will allow.

Corrupt Escalate Passion, Incite, and Inflame and Billowing Inferno from the Passion Family

Effect Name

Tier

Class

Resolve 

Effect 

Corr. Escalate Passion 

3rd 

A-O-B 

12/21

Increases Passion by (Max 80) 

Corrupt Incite 

3rd 

A-O-B 

21/40 

Increases Speed by (Passion/24) (Max 9) 

Corrupt Inflame 

3rd 

A-O-B 

21/40 

P:(Passion/7) WearR (Max 36) 

Billowing Inferno 

Arch 

M-O-R 

144 

holy elohim in Melee range suffer lower Status or Resolve


Corrupt Escalate Passion increases the current Passion of the Target based upon their natural Passion. Corrupt Escalate Passion also gives the Target +1 level of Passion Effect when Striking. This bonus does not increase the maximum levels of Passion Effects. If the Leviathan uses this Effect on themself, they pay the Resolve Cost of a 2nd Target, even if they are the only Target. If they have paid the higher amount and and they add a 2nd Target later, they can pay the lower Cost for that Target.

Corrupt Incite  increases the Speed of the Target based upon their Passion. If the Leviathan uses this Effect on themself, they pay the Resolve Cost of a 2nd Target, even if they are the only Target. If they have paid the higher amount and and they add a 2nd Target later, they can pay the lower Cost for that Target.

Corrupt Inflame produces flame surrounding the Target’s current weapon that adds an additional Passion Effect that dealing WearR. This will be separate from and in addition to any Wear dealt normally by the Strike. This Wear happens as long as there are Hits regardless of Stops. If the Leviathan uses this Effect on themself, they pay the Resolve Cost of a 2nd Target, even if they are the only Target. If they have paid the higher amount and and they add a 2nd Target later, they can pay the lower Cost for that Target.

Billowing Inferno causes the Leviathan to be the center of a billowing blaze. This fire whips around the Leviathan's body and beyond, affecting holy elohim in Melee Range by Tier. Tier:1 are Defeated and Current Resolve is lowered to 0. Tier:2 have Current Resolve lowered to 1/3 of their natural maximum. Tier:3 have their Current Resolve lowered to 2/3 of their natural maximum, or 1/3 if already below 2/3. Tier:4 has their Resolve function at 2/3 of their natural maximum for 1 Cycle. Billowing Inferno will not raise Resolve. This Spiritual Effect is Resistible using Resolve vs. the Leviathan's Passion.

When a Leviathan's Current Endurance, Resolve, or Passion fall below two thirds of their Natural maximum, the Leviathan will drop all Passion Family Spiritual Effects just before their next Turn begins. They will then spend their next Action Points using Corrupt Entrench, Impudence, and then Corrupt Stubbornness. If they would begin an Turn where Endurance, Resolve, and Passion are fully restored, they will drop all Obstinacy Family Spiritual Effects just before that Turn and will spend their next Action Points activating Corrupt Escalate Passion, Corrupt Incite, Corrupt Inflame, and then Billowing Inferno. If instead they are brought low enough in Resolve that they must begin dropping Spiritual Effects, the Host will determine which Spiritual Effects they will drop in which order. Priority will always be given toward keeping Impudence active, but if the Wear is too great in Resolve, that may not be an option.

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Corrupt Entrench and Stubbornness and Impudence from the Obstinacy Family

Effect Name 

Tier

Class

Resolve

Effect 

Corrupt Entrench

3rd

A-O-B

21/40

+80 Resolve, WearR reduced by ⅓ 

Corrupt Stubbornness

3rd

A-O-B

40/40

+144 Endurance, Ignores Weary & Weakened

Impudence 

Arch

A-O-B

144/144

Recover 40 End, Res, & Pass each Turn


Corrupt Entrench
increases the Target’s Current Resolve by 80. It also reduces any WearR received by one third. Entrench versions will have no effect when used on an elohim who is already Defeated. If the Ministering Spirit uses this Effect on themself, they pay the Resolve Cost of a 2nd Target, even if they are the only Target. If they have paid the higher amount and and they add a 2nd Target later, they can pay the lower Cost for that Target.

Corrupt Stubbornness increases the Target’s Current Endurance by 144. It also ignores the extra Exertion gained from Weary Condition as well as negating the effects of Weakened Status. Stubbornness versions will have no effect when used on an elohim who is already Defeated.

Impudence restores 40 current Endurance, Resolve, and Passion to the Target at the beginning of each of their Turns. Also, they will remain at Normal Status until they reaches -40 Endurance, Resolve, or Passion (then becoming Defeated). Nothing may change their Status or Condition below Normal until they have reached -40 Endurance, Resolve, or Passion. Impudence cannot be used to restore a character already Defeated by Endurance.

Songs

Leviathan have the ability to sing Fiery Roar while there Passion Family Spiritual Effects are active. When their Spiritual Effects switch to Obstinacy Family, they instead have the ability to sing Rushing Waters. These Songs do not work like regular Songs. They require the use of 4 Action Points during which the Leviathan cannot Move and add 6 Exertion to the Leviathan immediately when used. They can be initiated during Turns later during the Cycle. One of either can be Sung only during one Turn each Cycle. They are still Resisted at the end of the Turn during which they were initiated.

Song Name 

Tier

Class 

Comp.

Effect 

Fiery Roar

Arch 

M-I-W

144

Inflicts 66(22) WearR in 45° cone; +1 Pass/3" away

Rushing Waters

Arch

M-I-R 

144

Knocks Back all holy elohim 18”(6”) -1”/1” away 


Fiery Roar
sends forth a 45° cone of roaring sound and fire from the Leviathan's mouth that burns and affronts the Resolve of those in its path. This has a range of 12” and affects all in the cone causing 66(22) WearR. Add 1 Pass to the Check for every 3” away an affected elohim is from the Leviathan. The SPP is figured at the Leviathan’s current SPP up to 20. Fiery Roar uses 4 Action Points and adds 6 Exertion. Fiery Roar is Resisted as a Tier:4 Song, using Resolve.

Rushing Waters sends forth a 45° cone of tumult and flooding waters from the Leviathan's mouth that Knocks Back all holy elohim in its path as well as Wear. The distance Knocked Back is reduced by 1” for every 1” the affected character is from the Leviathan. The Difficulty for the Falter Check is increased by 5. Any Knock Back that would carry an affected elohim further than 18" from the Leviathan is instead converted to +1 Falter Check Difficulty for every 2" remaining to have been Knocked Back. The SPP is figured at the Leviathan’s current SPP up to 20. Rushing Waters uses 4 Action Points and adds 6 Exertion. Rushing Waters is Resisted as a Tier:4 Song, using Resolve.

Attributes

Leviathan are treated as Quad-Ordered elohim and also have enhanced Basic Attributes, receiving an additional 40 to each.

Leviathan also gain +3 Skill to Affirm/Aim Interactions.

Size and Variants

Leviathan do not gain Mutations. However, some Leviathan may be of a more sinister variant. The variants have multiple heads betraying the Leviathan's multiple minds for evil. 3-Headed5-Headed, or even 7-Headed are possible varieties of Leviathan that may be witnessed, but hopefully rarely encountered.

3-Headed Leviathan gain an additional 14 in every Basic Attribute and can use Fiery Roar and Rushing Waters during two Turns each Cycle. 

5-Headed Leviathan instead gain an additional 28 in every Basic Attribute and can use Fiery Roar and Rushing Waters during three Turns each Cycle. 

7-Headed Leviathan instead gain an additional 42 in every Basic Attribute and can use Fiery Roar and Rushing Waters during four Turns each Cycle.

Leviathan exceed the standard rules of Occupying Space for elohim.

A Leviathan Beast's occupied width is 2.25" from center and height 4.5". 3-Headed becomes 2.5"/5", 5-Headed becomes 2.75"/5.5", and 7-Headed becomes 3"/6" The height is of course skewed when not standing upright.

Leviathan Beast with Fire Effects Active followed by 3-Headed, 5-Headed, & 7-Headed Variants

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Leviathan Beast without Fire Effects Active followed by 3-Headed, 5-Headed, & 7-Headed Variants

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