Wave breakers

The wave breakers are concrete tetrapods created by Pumice construction Ltd.. Imbued with powers of Tartarus & Proteus they are able to liquefy or solidify sand.

The wave breakers have 4 faces, the centre of a face where 3 of the pods/limbs meet. Each face projects a sand altering force in the shape of a triangle based pyramid with mile long sides. There are 2 types of faces:

  • Blue coloured side: Changes the colour of sand to blue whilst making it “liquefy”, acting like deadly quick sand.
  • Red coloured side: Changes the colour of sand to red whilst making it “solidify”, acting like hard concrete.

Two overlapping opposite forces will cancel each other, making normal sand. The active force of overlapping forces is based on the majority.

These special wave breakers have 15 HP and 5 ARMOR

Wave breaker towers

Each wave breaker is secured within a triangle based tower with its operator. A few guards Sandbound doppelgangers lookout for intruders on a flat roof covered by a sun sail. They primarily keep an eye away from the base but are generally lax thinking the liquefied sand will deter most land attacks whilst the Skybound doppelgangers and their tamed Giant adult antlions keep care of the skies.

Within each tower is a different method to change the orientation of the wave breaker along with 1D6 of its specialised Wave Breaker Technicians. The room with the wave breaker is high up from the ground so it can solidify the entire foundation of the tower. An outside staircase goes up to the tower room’s door and continues up to the roof.

WAVE BREAKER TECHNICIAN

8 HP | 1 ARMOR | EYES : 0 | JAWS : +1 | LIMBS : +1 | NERVES : -1

  • Long range water jet cutter (1D6+1 DAMAGE)
  • Warhammer of concrete and rebar (1D6+2 DAMAGE)
  • Reactive concrete armour (liquefies and solidifies in response to damage) (1 ARMOR)
  • Pumice Construction Ltd. employee
  • Sunburnt red skin covered in thick blue sun screen
  • They enjoy co-op board games

SPECIALISED: See the below table to randomly determine its ability.

Ability & Method

When randomly determining the ability and method ensure you:

  • Keep the ability and method matched as the technician’s ability is a clue to the method.
  • All the technicians of one tower have the same ability.
  • Use each ability & method pair once (i.e. each wave breaker tower has a different one).
  1. Awakened strength
    • Ability: When they die they return to life after one turn with 1 HP and an additional +1 JAWS (max +3 JAWS) and -1 LIMBS (min -3 LIMBS). After an hour they return to their normal ability scores.
    • Method: Brute strength, a character with +3 JAWS or 2 characters with +2 JAWS can move and or flip the wave breaker. If not available then some other form of leverage may be used.
  2. Aquarium
    • Ability: With webbed digits and gills they are natural swimmers.
    • Method: The tower is filled with water, the entrance being an airlock. Although the wave breaker is not difficult to move, due to buoyancy, those who can’t breath underwater would have a very difficult time in the tower.
  3. Mimics
    • Ability: They can communicate and control one Cement Talos each.
    • Method: In the room are 6 wave breakers, however 5 of them are actually Cement taloes in disguise. The actual wave breaker can be easily moved but if even one Cement talos is touched they will all attack.
  4. Charcoal lubrication
    • Ability: They enjoy nothing more than creating charcoal drawings. The inside and outside of the white concrete tower is covered with charcoal art.
    • Method: The wave breaker is fastened to a massive mechanical object. The controls can only be activated by turning a large key into a large lock. However, the lock is horribly jammed and requires a lubricant applied, such as charcoal, to turn the key.
  5. Ice and fire
    • Ability: They can create ice and fire, able to create damaging attacks (1D6+2 DAMAGE) and other environmental effects.
    • Method: The wave breaker is encased in a large block of ice lying atop a bowled floor. To adjust it the technicians melt the ice into a sphere so they can rotate it in the convex ground. The ice has 20 HP and 2 ARMOR but takes double damage to heat based attacks.
  6. Concrete
    • Ability: Their weapons are replaced with a Combat jackhammer (1D6+3 DAMAGE, ANTI-MATERIEL: Deals double DAMAGE to vehicles and structures; cumbersome to carry around (F:UE)).
    • Method: The wave breaker is within a block of cement. The non-wave breaker cement has 25 HP and 3 ARMOR. When destroyed the excess damage is suffered by the wave breaker.

CEMENT TALOS

5 HP | 1 ARMOR | EYES : -2 | JAWS : +2 | LIMBS : +2 | NERVES : -2

  • Concrete punch (1D6 DAMAGE)
  • Concrete chunks on its surface (1 ARMOR)

LIVING CEMENT: Can freely change the shape of its body and switch its cement to concrete and vice versa.

ENGULF (BOSS MOVE): If the Cement talos deals damage with concrete punch and the defender’s defence roll was a fail the Cement talos can engulf the character. Whilst engulfed the character can only attempt to escape the talos, failed escapes cause the escaping character to suffer 1D6 damage.