Radiant Titan
Giant · no Crown (Meridian)
T5d12Sovereign
A fifty-foot humanoid blazing with the full intensity of a single progenitor-light, the ultimate expression of one race's nature at mythic scale, with all strengths and weaknesses magnified.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 20 | +5 | d10 |
Passives
Progenitor Embodiment
Embodies one progenitor's light at full intensity, with all of that race's strengths at mythic scale and all of its weaknesses magnified. Creatures of the matching race within 1 mile feel the pull in their blood.
Racial Aura
Creatures of the matching race within 100 ft have their racial abilities and ceilings doubled.
Maneuvers
Titan Stride
The titan walks up to 30 ft. Each creature in its path makes a Body save (DC 19); on a failure it takes 5 damage and is knocked prone, on a success it takes 1 Vigor damage and is shoved aside.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Light Pillar
Calls down a column of pure progenitor-light in a 20 ft radius. Each creature inside makes a Body save (DC 19); on a failure it takes 5 damage, on a success 1 Vigor damage. Creatures of the matching race are unharmed; creatures of an opposing race save at disadvantage.
Tactics
GM tactics
Each Radiant Titan fights according to its progenitor's nature. A Korathi Titan outthinks armies but cannot sacrifice for any cause. A Galeni Titan cannot be stopped physically but has no strategic capability. They are magnificent, terrible, and fundamentally limited by the very nature they embody.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 15+ (Cunning 20).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.