The Cacophony
Aberration · no Crown (Meridian)
T5d12Sovereign
A mass of intertwined light-forms producing the sound of twelve worlds screaming as they collide, directly attacking minds with conflicting emotional resonances from all twelve progenitors.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
Twelve Voices
At the start of each round, every creature within 100 ft that can hear it makes a Heart save (DC 19) or suffers one torment for that round, chosen by the GM to fit the moment: rage (attacks the nearest creature), despair (dazed), paranoia (weakened), fascination (stunned 1 round), grief (slowed), or madness (frightened).
Screaming Chorus
Immune to Vigor damage from sound or emotion and to its own torments. The deaf are untouched by all of its powers.
Maneuvers
Targeted Shriek
Twelve voices converge on one creature within 60 ft. Heart save (DC 19): on a failure it takes 5 damage; on a success, 1 Vigor damage.
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.
Twelve-Voice Crescendo
All twelve worlds scream at once. Every creature within 100 ft that can hear it makes a Heart save (DC 19): on a failure it takes 5 damage and is stunned 1 round; on a success it takes 1 Vigor damage.
Reactions
Psychic Feedback
When a creature succeeds on a save against the Cacophony, the residual din still deals it 1 Vigor damage.
Tactics
GM tactics
The Cacophony dissolves organized resistance before it can form. Armies fall into internal chaos from conflicting emotions. It uses Targeted Shriek and the Twelve-Voice Crescendo against creatures that resist its aura. Only the deaf and mindless are safe. Physical damage works normally -- getting close enough to deal it is the challenge.
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 16+ (Cunning 18).
- 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.