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Beleth Final Boss Mechanics

As before, here are a collection of my jot notes/screentext for the Beleth final encounters! We're gonna start with the big guy and then move on to the next opponent. Massive spoilers. Only a fraction of these mechanics were seen.


Eternity Phase 0 - Chill

Purification Protocol: Eternity will choose his targets based on his mood. He will lock in this mood based on his initial dice, and stay with it until he is wounded or convinced otherwise with one exception.


[RED] Target the Strong

[PURPLE] Target Civilians

[ORANGE] Target the Weak

[BLACK] Target whoever bothers me most

If anyone is adjacent to eternity, he will, without fail, target them.


Aura of Death: Whenever you begin your turn adjacent to Eternity, sustain 10 damage.

Rend Flame: [ACTION] [RED] On success, removes the flame from the target. They are STUNNED. At the end of the Act the target dies if their flame is not returned to them.

Drain: [ACTION] [BLUE] Weakens the target and all adjacent enemies, heals Eternity for all damage dealt. Deals at the VERY LEAST 20 damage. If any damage spills over, it can be reallocated to new targets.

Spill: [ACTION] [ORANGE] Expands Aura of Death to 50', increases damage dealt by 10.

Reave: [ACTION] [BLACK] Knocks the target back up to 100'.

Command: [ACTION] [WHITE] Commands the target. Their next action MUST follow the command to the letter.


Eternity Phase 1 - WIZARD

Edge of the World: Creates a zone of instant death. Conscious creatures that pass through the rim of the world are killed instantly, their flames pulled from their bodies. The area slowly contracts inwards.

Timekeeper: Summons twin towering titans that point large desaturating lasers at the battlefield. Deals 20 unavoidable damage in a line that spans the entire battlefield. Your first Roll to Dye during an act determines the first target, the second determines the second. Attackers for each of these rolls determine what you lock in.

Red: Closest target

Purple: Furthest target

Orange: Lowest health

Black: Highest health

White: Random

Flamebleach (Near): [RED] Marks the nearest target with Flamebleach. Sustain 10 damage at the start of your next act, and heal all adjacent targets 5HP at the start of each act. Each Act the damage and healing doubles. This effect ends when you heal others for 10 HP during one turn. 

Flamebleach (Far): [PURPLE] Marks the furthest target with Flamebleach. Sustain 10 damage at the start of your next act, and heal all adjacent targets 5HP at the start of each act. Each Act the damage and healing doubles. This effect ends when you heal others for 10 HP during one turn. 

Mine Time (AoE): [Orange] Marks 3 areas, trigger at any point to freeze time. DC 10 or become frozen and stunned until the end of your next act.

Timeskip: [Black] Relocate to any point in the arena. Roll to Dye and perform one action during stopped time. You do not need to reveal what it is.

Timestop: [White] Roll to Do. Always clashes. Target and all adjacent creatures are frozen in time until the end of your next act.

Time Out: Once per session send someone to THE CUBE.

Rebuke: Your normal attacks knock targets back a number of spaces equal to the damage dealt.


Eternity Phase 2 - MARTIAL ARTS

Oblivion Style: While colorless, damage sustained is reduced to 0 and is reflected in full to the attacker. You must then immediately lock in another dice of the attackers choosing. You cannot drop your swing without igniting.

Crushing Strikes: [RED] Your attacks ignore all positive effects on your target. Ignite to perform an attack that removes a gift from the target's character sheet until you are wounded.

Weaving Viper: [PURPLE] On a successful attack, you may roll again immediately until you miss. Ignite to perform a series of blows at +2d6. Every success allows you to teleport to a new target and repeat the attack. Continue this process until you miss. At that point, the target who successfully blocked you sustains the combined damage of every successful attack.

Chain of Agony: [ORANGE] Damage dealt by all attacks is tripled, but players may split damage between their entire team. Ignite and spend an action to deal 20 damage to someone.

Timestep: [BLACK] All attacks in this stance are undefendable. Ignite at any point to stop time and prevent an attack of your choosing, Roll to Dye, and then lock in a new attribute of the attackers choosing.

Candle Crusher: [WHITE] Attacks the targets flame directly. Damage dealt in this form permanently reduces the target's HP. Ignite to heal equal to your Swing.


Eternity Phase 3 - CHAOS

As above, but all at once.

Timekeeper II: Summons four towering titans that point large desaturating lasers at the battlefield. Your first Roll to Dye during an act determines the first target, the second determines the second and so on. Attackers for each of these rolls determine what you lock in.

Red: Closest target

Purple: Furthest target

Orange: Lowest health

Black: Highest health

White: Random

Oblivion Style: While colorless, damage sustained is reduced to 0 and is reflected in full to the attacker. You must then immediately lock in another dice of the attackers choosing. You cannot drop your swing without igniting.

Bleach and Burn: [RED] Marks 2 targets with flamebleach (nearest and furthest) and summons 3 zones of frozen time.

Reap and Sow: [PURPLE] Roll to Do. On a success, give the target a command they must follow. Success or fail, deal 10 damage and heal 10 hp.

Absolute Pinnacle: [ORANGE] Attacks in this stance cannot be mitigated or reduced in any way. If the target gains any bonuses to roll to dye, they are inverted into penalties and added to the damage of this attack.

True Time Stop: [BLACK] Freezes time, Rolls to Dye, performs an attack that cannot be resisted based on your other abilities, Rolls to Dye, and then time resumes.

True Severence: [WHITE] Clashes with everything. Multiple dice can be locked out to ignite/push this attack multiple times. If a Roll to Do during your turn wounds, the wound is permanent.


Willow

[RED] Heroslayer, targets the strongest individual and gains access to ramjets giving her a charge attack, adding a 2d6 bonus to any roll in a straight line to all targets within that straight line.

[BLUE] Apocrypha Stance, always attacks whoever is closest. Gains the ability to follow up any attack with a 1d6 squares of movement and 1d6 free damage to whoever is closest to her.

Lancet Detonation: After a successful attack, can ignite to detonate your lance, dealing an additional 1d6 damage to the target and all adjacent targets.

Hero Hunter Protocol: [ACTION] Deals double damage to members of OPIA for the remainder of the encounter. Triggers automatically on wound.

GLOCK AND ROLL: [Action] Fires a shot, on a miss fires again until a hit is achieved. You can intentionally chose too fail this roll.

SQUARE UP: [Action] Issues a challenge. If nobody rises to the challenge by the end of the Act, performs an attack against all enemies within 100'. If you rise to the challenge, you clash automatically. You gain a 3d6 bonus to your efforts and your damage roll.

Beleth Final Boss Mechanics

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