The Basin of All Mercies
Celestial · Crown of Redemption
T5d12Sovereign
A towering fifteen-foot figure of living copper bearing a bathtub-sized basin of perfectly clear water reflecting a brighter sky with different stars. Its face is lined, worn, kind beyond endurance, with copper eyes that have looked into every form of evil and still believe in the good beneath it.
Tier 5 · Role Sovereign · Pool Vigor 11 / Vitality 30 · AC 14 · ATK +7 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | +3 | d6 |
| Mind | 18 | +4 | d8 |
| Sense | 22 | +6 | d12 |
| Heart | 22 | +6 | d12 |
| Cunning | 8 | -1 | -d3 |
| Fate | 22 | +6 | d12 |
Passives
Aura of Peace
Cannot be provoked to violence under any circumstances. Within 60 ft, all attack rolls suffer -4, allies included.
Indestructible While Needed
Cannot be destroyed while a creature within 300 ft wants redemption and has not yet been offered it.
Maneuvers
Copper Tears
The Basin weeps. Every creature within 10 ft regains 1 Vitality, or 1 Vigor if it has no Vitality, regardless of allegiance.
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.
Universal Absolution
Every creature within 300 ft hears its worst acts recounted, not as accusation but as acknowledgment, and is offered a choice: accept forgiveness, shedding one curse, geas, corruption, or madness and regaining 1 Vitality, or refuse and be untouched. No defense keeps the words out; it is not an attack but a gift.
Reactions
Weep for the Lost
When a creature within 300 ft refuses Universal Absolution, the Basin weeps, and every creature that accepted regains 1 Vigor.
Tactics
GM tactics
The Basin does not fight. It walks toward the guilty and offers forgiveness. It uses Universal Absolution to offer every creature in range a chance at redemption. It relies on Indestructible While Needed for survival and Aura of Peace to suppress violence. It stands and accepts its destruction rather than leave someone unredeemed. This is either the most powerful or most naive force in the Concentrica.
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 20 only (Cunning 8 does not widen the range).
- 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.