Many Tectonic Entities were summoned by Shifters to defend Tolkeen from the Coalition’s attack.
After fulfilling their missions, these entities either fled to the Federation of Magic, made their way back to their realms of origin, or wandered out into the wilderness to wreak havoc wherever they may.
They are particularly fond of ley lines, where they can draw unlimited ISP for their attacks. They’re unlikely to stray far from one unless stalking a particularly interesting target.
They are cruel, sinister creatures that enjoy tormenting and terrifying humanoids with which they cross paths.
They’ll stalk living prey, then, when they sense the time is right, pull together a body made of whatever small, non-living material is lying around, or possess a humanoid object like a doll or statue. The more potent the prey, the more selective the entity will be in what material it uses. Their goal is terror, mayhem, and, ultimately, murder.
Destroying the entity’s construct will put a stop to its rampage, and destroying its incorporeal energy form will kill it completely.
Tectonic Entity
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Survival… d6, Psionics d10, Climbing d10, Fighting d10, Throwing d6, Shooting d6.
Pace: 20; Parry 8; Toughness: varies, see Special Abilities
Hindrances: Hatred of humanoids and things of beauty, Mean, Arrogant
Edges: Ambidextrous, Block, Frenzy, Improved Frenzy, Quick, Arcane Resistance, Improved Arcane Resistance, Arcane Background (Psionics), Major Psionic, Master Psionic, Danger Sense, Sixth Sense, Brawny, Tough as Nails, Improved Tough as Nails
Powers: telepathy, detect/conceal arcana, telekinesis,
drain Power Points (ISP). ISP: 20 PPE: 10
Gear: None, normally, although may pick up weapons and use them.
Special Abilities:
- In energy form, the entity is invisible to normal sight, immune to non-magical and non-psionic damage, can hover and fly at Pace.
- The entity can draw unlimited ISP when near (within Spirit x 2 inches) a ley line. Otherwise it will attempt to drain ISP/PPE from others, up to its current maximum.
- When on a ley line, the entity can double its ISP maximum the way Magic practitioners double their maximum PPE, and if encountered within a reasonably short distance from one (1/2 mile or less), assume its maximum ISP is doubled. When using the PPE Thief Mega Power version of drain Power Points (ISP), the entity may recharge ISP up to its current maximum rather than its normal maximum.
- The entity is immune to Fear and Intimidation, and has the Hardy ability, not taking a Wound from a second Shaken result.
- The tectonic entity can compose a physical body of Size -1 up to Size 3 from debris and small objects, telekinetically pulling them into a roughly humanoid shape (it can alternatively possess dolls, statues, inactive robots, or puppets); this construct is impervious to cold, poison, and disease, does not breathe, and provides protection to the energy form within, the amount of which is determined by what material it is made from (See chart below).
- The construct can hold and wield weapons it finds, or can strike with its constructed limbs, doing damage based on what material it is made from (See chart below).
- The construct takes separate Wounds from the entity itself, representing the material of its construction being blasted or burned away. After taking 3 Wounds, any further Wounds reduce the construct to dust, leaving the entity unable to physically fight (it’s likely to flee at that point if facing a powerful opponent). The entity may spend Bennies to Soak damage to itself or its construct.
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The construct lasts 24 hours before it collapses in a heap unless destroyed in combat. The entity must wait a further 12 hours before it may compose a new construct.
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The construct is at +2 to recover from being Shaken and has the Hardy ability.
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The construct, especially if at maximum size, is terrifying to look at, resulting in a Fear check at -2 for those who find themselves being stalked by it.
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The construct takes half damage from non-magical and non-psionic Mega-Damage attacks, or from non-Mega-Damage attacks involving explosives or fire/heat. Magical and psionic attacks do full damage to the construct.
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A construct made of flammable material such as rags or sticks that takes a Wound from a fire-based or heat-based attack may catch fire; roll 2d6, and on a single 6, part of the construct is burning, taking a Wound every combat round in which it draws a Club for initiative, but doing an additional d6 of Fire damage in melee all the while; on double sixes, the entire construct is engulfed, taking a Wound every combat round in which is draws a Club or Spade for initiative, but doing an additional d10 of Fire damage in melee all the while.
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The entity within the construct can be targeted for damage by magical or psionic attacks by making a Called Shot at -4. An attacker within sight who spends an Action making a successful Knowledge: Arcana roll can reduce that penalty to -2 for the remainder of the combat with one entity, and, on a Raise, takes no penalty. The entity, however, is still protected by its construct’s Toughness and Armor.
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Area Affect magical or psionic attacks that damage the construct will also inflict Wounds on the entity itself.
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The entity cannot take possession of a robot with an active A.I. brain, nor can it possess a large robot armor or vehicle.
Tectonic Entity Construct Material |
Toughness |
Melee Damage |
None |
10 |
None |
Leaves, rags |
17(6) |
Strength + 1d6 |
Twigs, wood |
19(6) |
Strength + 1d6 |
Plastic, rubbish, cans |
22(7) |
Strength + 1d6 |
Dirt, clay |
25(7) |
Strength + 1d8 |
Granite, bedrock |
30(10) |
Strength + 1d10 |
Metal alloys |
30(16) MDC |
Strength + 1d12 Mega |
Mega-Damage debris |
32(18) MDC |
Strength + 2d8 Mega |
Categories: Monsters
Tags: Adaptation