The Final Necessity
Celestial · Crown of Necessity
T5d12Sovereign
A titan of black iron fifteen feet tall, carrying a giant's hammer in one hand and bearing an invisible weight on its shoulders that visibly bends its spine. Its featureless steel mask has a single horizontal slit through which cold grey light burns. Its footsteps leave impressions in solid stone.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 16 | +3 | d6 |
| Fate | 20 | +5 | d10 |
Passives
Immovable
While standing its ground, nothing can move it: not magic, physical force, or divine power. Immune to fear, charm, and any effect that would make it abandon a task.
The Weight of the World
Gains +1 to attack rolls for every major shirked duty in its vicinity, up to +5. Each such duty someone takes up and completes in its sight strips one point of the bonus.
Maneuvers
Hammer of What Must Be
Slams the giant's hammer into the ground. Each creature within 10 ft makes a Body save (DC 19) or is knocked prone and takes 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.
Inescapable Duty
Names a genuinely necessary duty and binds a creature within 60 ft to it. Fate save (DC 19): on a failure the creature takes 5 damage and is geased to complete the duty, removable only by completion or divine intervention; on a success it takes 1 Vigor damage and knows the duty anyway.
Reactions
Unyielding Stand
When a creature tries to move past it while it holds its ground, that creature makes a Body save (DC 19) or is stopped in place, unable to pass.
Tactics
GM tactics
Plants itself at a critical point and becomes Immovable. Opens with Inescapable Duty on the creature most obviously shirking responsibility. Uses Hammer of What Must Be against anything threatening those who are performing their duties. Grows stronger the more neglected duties surround it. Does not save people-shows them what will happen if no one acts, then stands there bearing the weight.
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 17+ (Cunning 16).
- 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.