Spirit Totem

Tier 3 — Standard

A pillar of living wood and compressed spirit-will. Not waiting. Watching. The boundary has always been here, you simply crossed it.

Motives & Tactics: Anchor Territory, Repel Intruders, Alert the Court

7
HP
0
Stress
14
Difficulty
20
Minor→Major
40
Major→Severe

Attack

Spirit Pulse +4 to hit Close 3d8+5 mag

Passive Features

Regeneration. The Totem recovers 2 HP at the start of each round while in contact with living ground. Severing it from the ground, raising it, suspending it, destroying the ground beneath it, ends this regeneration.
Slow. The Totem cannot move more than Close range per round and cannot Chase fleeing targets.
Court Connection. Any damage dealt to the Totem immediately alerts its spirit court. Members of the court begin moving toward the Totem's location; the GM determines arrival time based on distance.

Actions

Anchoring Roots. Close, roots surge from the ground around one target. The target must succeed on a Strength roll (Difficulty 15) or be Restrained for the rest of the scene. A Restrained target may attempt the Strength roll again as an action each turn.
Spirit Pulse. All within Close range take damage and are pushed one range band away. Each target must also succeed on a Presence roll (Difficulty 13) or suffer Disadvantage on all rolls against spirits of the Totem's court for the rest of the day.
Absorption Touch. The Totem begins drawing the target's spirit inward. The target loses 1 Hope at the start of each of their turns until they are freed from the Restrained condition.

Experience

Territorial Warding +3

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