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Ziz

Ziz_tier1.jpg

Represents: Predatory and Malicious Destruction; Obscuring of Perception; Fearsome Presence; some association with Stealth and Dominating Strength
Ziz are lions with eagle's wings. Ziz patrol the skies or prowl around, sometimes roaring to proclaim their great power and other times quietly stalking a victim in darkness they have wrought. Ziz are among the most fearsome unholy elohim you can encounter. They have a more weighty presence than others and will make others feel lesser in comparison. Few can fully resist the fear they inspire. Their roar can be heard from great distances away and will challenge the Resolve of the hearer. Ziz can choose to be stealthy if desired and can pounce past those who would stand between them and their victim. They attack with tooth and claw. Ziz who strike an enemy can rend, adding significantly more damage. Ziz are only seen at strengths of 3rd Domain or Ziz Beast. They do not have mutations related to other beasts. Instead, stronger Ziz become even more malicious and are referred to as Fierce, Ferocious, or Murderous Ziz.

Special Abilities

When using a known Maneuver, Martial Mastery grants the Ziz 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 Ziz to Move 2” each Activation 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 Ziz's toughness by reducing Wear related to Strikes received by 10%. Wear related to Strikes dealt by a Ziz is increased by 10%. The Ziz also gains +1 to all Resist Checks.

Situational Awareness gives the Ziz a Perception of 9 allowing them 9 Adjustments in their Favor when Perceiving or being Perceived.

The Perceptions Adjustments are increased to 12 upon becoming a Ziz Beast.

Trained Eye lets the Ziz choose a Target to watch. The Ziz can make a Perception Check each Segment in which they are using Action Points until they succeed. Once succeeding, the Ziz may make 2 Adjustments to any Strike rolls made by the Target against the Ziz and any Resist Checks the Ziz makes against the Target. Also, the Ziz can ignore Guard provided to the Target by Defensive Stance. The Ziz 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 Ziz loses line of sight with the Target for an extended time, Trained Eye may be lost.

Weapon Effects

Ziz Strike with strong jaws and rending claws that deeply wound the Target.

Weapon Effect 

Standard Effect 

Passion Effect 

Jaws & Claws

12 = +7 Wear/Tier of the Target (1/Strike)

+10% Wear


Maneuvers

Ziz can Pounce, leaping or swooping upon their prey. They can also Bite & Rend with their powerful jaws or claws dealing massive amounts of Wear. These Maneuvers are both at a Mastery Level of 4 at 3rd Domain and increase to Mastery Level 5 upon becoming a Ziz Beast.

Pounce (2 AP)

Pounce allows the Ziz to Move a greater distance while making a Strike, generally toward a Target. The Ziz may ignore the area occupied by other elohim while Moving with this Strike, but cannot ignore occupied area where ending the Move. At Mastery Levels 4 and 5, Pounce also grants additional Force for the Strike.

Pounce may be employed without actually Striking a Target. If doing so, Exertion is still gained. Unlike other Strikes, the elohim can only Strike a Target within Range from where they end the Charge.

Mastery Level 1

Move 3" with this Strike, ignoring others in the path

may only Strike Target at the end of the Movement

Mastery Level 2

Move 3"-4" with this Strike, ignoring others in the path

may only Strike Target at the end of the Movement

Mastery Level 3 

Move 3"-5" with this Strike, ignoring others in the path

may only Strike Target at the end of the Movement

Mastery Level 4

Move 3"-6" with this Strike, ignoring others in the path

may only Strike Target at the end of the Movement

+3 Force

Mastery Level 5

Move 3"-7" with this Strike, ignoring others in the path

may only Strike Target at the end of the Movement

+6 Force

 

Tearing Bite (3 AP)

Tearing Bite uses the strong jaws of the Ziz to cut through the Target's defenses. The Ziz may not Move during this Strike, but can ignore a number of Stops determined by the Mastery Level. If the Ziz has uncancelled Hits, they may spend 1 Action Point to make another Strike using a Might Check vs. the Target’s Might instead of Precision and Guard. At Mastery Level 4, 1 Effect is ignored. At Mastery Level 5, up to two 1 Effects are ignored.

Mastery Level 1

may not Move

if uncanceled Hits, may Tear with a Might vs. Might Check

Mastery Level 2

ignore up to 1 Stop

may not Move

if uncanceled Hits, may Tear with a Might vs. Might Check

Mastery Level 3 

ignore up to 2 Stops

may not Move

if uncanceled Hits, may Tear with a Might vs. Might Check

Mastery Level 4

ignore up to 3 Stops

ignore one 1 Effect

may not Move

if uncanceled Hits, may Tear with a Might vs. Might Check

Mastery Level 5

ignore up to 4 Stops

ignore one 1 Effect

may not Move

if uncanceled Hits, may Tear with a Might vs. Might Check

 

Spiritual Effects

Ziz can use Spiritual Effects called Darkness and Pervasive Darkness by stretching and holding out their wings, blocking the light at a great distance. 

Ziz_dark.jpg

Song Name

Tier

Class

Resolve

Effect 

Darkness

3rd 

M-O-S

80

Perception Penalty and increased Magnitude
Pervasive Darkness

Arch

M-O-S

144

Perception Penalty and increased Magnitude
 


Darkness 
blocks almost all light as the Ziz keeps its wings spread, blocking the sun. In the spiritual realm, this darkness obscures the Ziz's exact location and also increases the Ziz's Magnitude by 3. All elohim other than any Ziz within a 40" area of the Ziz receive a penalty of 7 to their Adjustments to Perceive. All other than a Ziz in the area of darkness lose line of sight of any elohim outside of 12". Any affected elohim attempting to target the Ziz with a Ranged Strike or Spiritual Effect outside Melee Range must pass a Perception Check. This does not effect Spiritual Effects that do not require a Target. Trained Eye makes further Perception Checks unnecessary unless the Ziz breaks line of sight with the Messenger. Likewise, Detection eliminates the Perception Check requirement for the Ministering Spirit.

Fierce Ziz gain 4 Magnitude instead and Ferocious Ziz instead gain 5 Magnitude.

In the material realm this darkness effect will usually bring a noticeable shadow as clouds move to block much of the sun's light. The Host will determine if the situation warrants any additional direct effects in the material realm.

Pervasive Darkness blocks almost all light as the Ziz keeps its wings spread, blocking the sun. In the spiritual realm, this darkness obscures the Ziz's exact location and also increases the Ziz's Magnitude by 7. All elohim other than any Ziz within a 40" area of the Ziz receive a penalty of 12 to their Adjustments to Perceive. All other than the Ziz in the area of darkness lose line of sight of any elohim outside of 12". Any affected elohim attempting to target the Ziz with a Ranged Strike or Spiritual Effect outside Melee Range must pass a Perception Check. This does not effect Spiritual Effects that do not require a Target. Trained Eye makes further Perception Checks unnecessary unless the Ziz breaks line of sight with the Messenger. Likewise, Detection eliminates the Perception Check requirement for the Ministering Spirit.

Fierce Ziz gain 8 Magnitude instead, Ferocious Ziz gain 9 Magnitude, and Murderous Ziz instead gain 10 Magnitude.

In the material realm this darkness effect will usually bring a noticeable shadow as clouds move to block much of the sun's light. The Host will determine if the situation warrants any additional direct effects in the material realm.

Songs

Ziz have a powerful and pervasive roar that shakes the core of all who hear it, even from a great distance. 

Song Name 

Tier

Class

Comp.

Effect 

Disheartening Roar

3rd

A-I-W

80

Causes WearR and Falter at a great distance

Bestial Disheartening Roar

Arch

A-I-W

144

Causes WearR and Falter at a great distance

 


Disheartening Roar
produces a wave of percussive force that presses in on all enemies who hear. It deals 30(10) WearR & Falter:6(2). Disheartening Roar affects all enemies out to a Range of 24" and can be heard out to 40". Enemies outside 12" gain 1 Pass.

This Song does not not work like regular Songs. It requires the use of 3 Action Points during which the Ziz can Move and adds 3 Exertion to the Ziz immediately when used. It can be initiated during Activations later during the Cycle and can be Sung only during one Activation each Cycle. It is Resisted at the end of the Activation during which it is initiated. Disheartening Roar is Resisted using Resolve or Passion, whichever is lower.

Bestial Disheartening Roar produces a more powerful wave that deals 45(15) WearR & Falter:6(2). Disheartening Roar affects all enemies out to a Range of 36" and can be heard out to 49". Enemies outside 12" gain 1 1 Pass. Enemies outside 24" gain an 2 Passes instead.

This Song does not not work like regular Songs. It requires the use of 3 Action Points during which the Ziz can Move and adds 3 Exertion to the Ziz immediately when used. It can be initiated during Activations later during the Cycle and can be Sung only during one Activation each Cycle. It is Resisted at the end of the Activation during which it is initiated. Disheartening Roar is Resisted using Resolve or Passion, whichever is lower.

Attributes

Ziz are treated as Warrior-Messenger elohim and also have exceptional Might and boosted Swiftness and Resolve, receiving an additional 40 Might and 21 Swiftness and Resolve at 3rd Domain, and 80 Might and 40 Swiftness and Resolve once becoming a Ziz Beast.

Ziz also gain +3 Skill to Excite Enemy Social Interactions.

Size and Variants

Ziz do not gain Mutations. However, some Ziz may be of a larger variant. The variants are Fierce Ziz, Ferocious Ziz, or Murderous Ziz. A 3rd Domain Ziz cannot be Murderous.

Fierce Ziz gain an additional 12 in every Basic Attribute and deal 36(12) with Disheartening Roar and 51(17) with Bestial Disheartening Roar.

Ferocious Ziz gain an additional 24 in every Basic Attribute and deal 42(14) with Disheartening Roar and 57(19) with Bestial Disheartening Roar.

Murderous Ziz gain an additional 40 in every Basic Attribute and deal 48(16) with Disheartening Roar and 63(21) with Bestial Disheartening Roar.

Ziz exceed the standard rules of Occupying Space for elohim.

As a 3rd Domain, their standard occupied width of 1.75" from center of the Ziz and height of 3.5". Fierce is 2"/4" and Ferocious is 2.25"/4.5".

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

 

3rd Domain Ziz followed by 3rd Domain Fierce & Ferocious Ziz

Ziz1.jpgZiz Beast followed by Fierce, Ferocious, & Murderous Ziz Beasts

Ziz2.jpg