The Cartographer
Elemental · no Crown (Meridian)
T5d12Sovereign
A vast entity existing partially in physical reality, constantly reshaping terrain -- mountains forming in its body, rivers through its limbs, forests on its shoulders -- remaking the Meridian's geography.
Tier 5 · Role Sovereign · Pool Vigor 8 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 22 | +6 | d12 |
| Fate | 20 | +5 | d10 |
Passives
World-Shaper
Reshapes terrain within 500 ft at will: mountains rise, chasms open, rivers turn, forests grow. The changes are permanent.
Geographic Entity
Does not perceive creatures smaller than a geographic feature and never attacks a living creature directly. Its dangers are the landscape it makes.
Maneuvers
Terrain Shift
Reshapes 100 ft of ground: raises or lowers it 30 ft, opens or fills a 30 ft chasm, or redirects a stream.
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.
Tectonic Reshape
The land itself convulses for 500 ft in every direction. Every creature in the area makes a Body save (DC 19): on a failure it takes 5 damage and is knocked prone by the heaving ground; on a success it takes 1 Vigor damage.
Reactions
Terrain Shield
When attacked, raises a 20 ft stone wall between itself and the attacker. The wall breaks after absorbing 4 damage.
Tactics
GM tactics
The Cartographer does not fight individuals. It reshapes the world around threats -- crushing them under rising terrain, dropping them into chasms, or burying them under newly formed hills. It cannot be reasoned with because it does not perceive creatures at individual scale. Survival means getting out of its path.
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 14+ (Cunning 22).
- 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.