Conductors: Difference between revisions

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*Enormous hands and feet that allow limited passage, but are flexible and lanky enough to band to try and grab from nearby doors and broken windows.
*Enormous hands and feet that allow limited passage, but are flexible and lanky enough to band to try and grab from nearby doors and broken windows.
**Will NOT harm the environment around them as they do this.
**Will NOT harm the environment around them as they do this.
*<Being grabbed by the conductor means a swift death if not able to escape its clutches the next turn after you are grabbed.
*Being grabbed by the conductor means a swift death if not able to escape its clutches the next turn after you are grabbed.
**The DC to remove oneself from its grasp is 10. Strength rank bonuses apply, and small races gain an inherent +2 to escape.
**The DC to remove oneself from its grasp is 10. Strength rank bonuses apply, and small races gain an inherent +2 to escape.

Latest revision as of 22:38, 25 January 2025

Summary

Standing at a massive and towering 22 meters tall, these enormous skeletal monstrosities known simply as "Conductors" are twisted amalgamations of the greater divine spirits once hosted by Cazius. Now turned into a disgusting and twisted horror which emits loud shrieking and siren like sounds, the conductor actively is the most dangerous being the mortals have encountered in the sour symphony fragments. Seemingly invulnerable to all attacks and unable to be killed, the most apt strategy comes in two forms: prevent them from spotting you in the first place, or hope you get to shelter before they can grab you.

Relations

Inherently hostile to everything not also a part of the sour symphony.

Mechanics

  • Invulnerable to all types of damage.
    • Cannot be slowed or stopped for long.
  • When spotting someone via sight as they cannot hear sound, the conductor begins to play a horrible frequency out loud as it chases its prey, creating an air of terror as it does.
    • This frequency can inflict stacks of dread if they escape the conductor.
  • Enormous hands and feet that allow limited passage, but are flexible and lanky enough to band to try and grab from nearby doors and broken windows.
    • Will NOT harm the environment around them as they do this.
  • Being grabbed by the conductor means a swift death if not able to escape its clutches the next turn after you are grabbed.
    • The DC to remove oneself from its grasp is 10. Strength rank bonuses apply, and small races gain an inherent +2 to escape.