1. Objects

Titan Apparatus

The Titan Apparatus was the collection of blueprints describing a theoretical construct which harnessed the power of the Primordials and the Deities as a means to combat either forces should the need arise. They were drafted by an artificer early in the Gait era, but the surviving blueprints had no definitive maker's mark or signature to indicate their identity.

The Titan Apparatus' blueprints were found by Ormund Vanstein. He shared them with Bill's Bimbos and they helped him gather Primordial Shards needed for beginning construction and powering it. He then traveled south from the Isles of Reus to Resonaegis alongside Killian Sweeney. They met with Leminy Gilcog and began construction. 

They progressed with R&D, but hit a roadblock concerning powering the construct at it's intended size. Around the middle of Flosculus 1113 GE, Bill's Bimbos reconnected with the artificing group working out of O'Fisher and Sons and proposed using Codas as power conduits, which solved it, but presented it's own challenge of harnessing the immense divine power emanating from those items in a safe manner.

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Stat Block

The Titan Apparatus, when constructed in Resonaegis with the resources and guidance of Bill's Bimbos along with the majority of the workforce in Resonaegis at the time, took 2 months to complete and consumed over 100,000 gold in materials.

The following stats were chosen for the construct (A pool of +20 ability score improvements are available from the standard array (15 14 13 12 10 8); +4 per tier (1-4), +4 from Arwa Hathspelt's contribution; an additional +12 are available upon reaching tier 5, 8 of which could exceed 20):

Tier 5 allocation:

AbilityStrengthDexterityConstitutionIntelligenceWisdomCharisma
Score15+5=20

14+8=22

10+8=188+0=1213+3=1412+8=20
Modifier+5+6+4-1+2+5
Benefit+2 to hit per +2 AC per +50 HP per +2 spell levels per (collective pool)+2 DR per+2 max power dice per, +1 power die regen per round per

The following benefits will be conferred to each creature within the Titan Apparatus:

  • +10 to hit for weapon attack rolls and spell attack rolls
  • +14 to AC (+2 bonus from Rohtagels's contribution)
  • +250 maximum HP (+50 bonus from Aoife Sweeney contribution)
  • No spell levels available in a collective pool to be used, no regeneration (slots are determined with construction, user must be able to cast said spell level normally)
  • +5 DR (+3 added due to Adamantine reinforcing)
    • Additionally, critical hits will be permitted by both parties, with adamantine weapons and armoring both ways
  • +10 power dice pool, +5 dice recovered per round (on the Pilot's initiative)

Additional Abilities

The following roles gain abilities to use with the Power Dice and as specific roles in the mech:

  • All
    • Direct: When you take the Direct action, the target gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can direct a friendly creature that can hear you in attacking another target. If your ally attacks the target before the start of your next turn, the first attack roll is made with advantage. The Direct action can be taken multiple times on a ship’s turn.
    • Chinks in the Carapace: When Mother rolls the d12 for the reflective carapace, you can use a reaction to roll a power die. You can choose to replace the original roll with the new one. The die is expended whether the new roll is taken or not.
    • Paragon (5th tier): When using a Power Die, you can choose to use a d4 instead of expending a die. This can be done once per turn.
  • Coordinator
    • Steady: As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, you and your mech allies have a bonus to any saving throws they make equal to the amount rolled.
    • Watch Out: When an ally who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.
    • Uplifting Directive: When you make a Direct action, you gain a nat 20. When an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the nat 20. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.
  • Gunner
    • Distracting Shot:  When you hit a ship an attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.
    • Expose Weakness:  When you hit with an attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.
    • Maximum Power: When you hit a ship with a ship attack, you can deal maximum damage with that attack. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
  • Mechanic (maybe deleted)
    • Reroute Power: Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system. When diverting power to a system, the effects of that system are doubled:
      • Shields: The Titan Apparatus takes half damage and healed hit points are doubled.
      • Weapons: Weapons deal double damage.

      When diverting power to a system, power to the other systems is halved:

      • Shields: Shields take double damage and shield regeneration rate reduced by half.
      • Weapons: Ship weapon damage is reduced by half.
    • Supreme Boost: As a bonus action, choose 2 options from any role and use them both in the same bonus action. Additionally, instead of rolling the Power die for these uses, you can choose to take the maximum (12). Once you’ve used this feature, you must finish a short or long rest before you can use it again.
  • Operator
    • Sensor Blast: When an ally hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s perception. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw against your spell save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
    • Targeted Strike: When an ally makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.
    • System Disturbance: As a bonus action, target a creature to disturb. When the target makes an ability check, attack roll, or saving throw, you can use your reaction to disturb the ship’s functions. Roll a Power die (but don't expend it) and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature five times. You regain any expended uses when you finish a long rest.
    • Overload: As an action, you can attempt to breach the systems of the target of your System Disturbance. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the target’s speed reduced by half, it takes a -2 penalty to AC and Dexterity saving throws, it’s hit points no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn. The creature makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends. Once you’ve use this feature, you must finish a short or long rest before you can use it again.
  • Pilot
    • Break the Lock: When anyone in the mech fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.
    • Snap Roll: When you are hit by an attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.
    • Good Trick: You can take a reaction to give disadvantage to an attack declared against your ship. Once you’ve used this feature, you can’t use it again until you finish a long rest.
    • Pilot Extraordinaire: As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity checks, your mech has advantage on Strength and Dexterity saving throws, and attack rolls against your mech have disadvantage. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
  • Technician
    • Intensify Shields: When you or an ally are hit by an attack, you can expend one power die as a reaction. Until the start of your next turn, the target has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack. This benefit is lost early if you Intensify Shields another target.
    • Powerful Patch:  As an action, you can expend one power die. You gain Hit Points equal to double the amount rolled on the power die.
    • Paragon of Defense: When you would roll to restore hit points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
    • Supreme Save: As a reaction, when you or an ally would otherwise be reduced to zero hit points, you can instead reduce your hit points to one. Once you’ve used this feature, you must finish a long rest before you can use it again.

Additionally, the following abilities were granted to the wielder of the Codas when manning the Titan Apparatus. They can each only be used once per long rest:

  • Blank Face: As an action, hypnotize the target facing off with the mech. They must succeed on a DC 30 Charisma saving throw. On a fail, the next 5 charges of legendary actions are expended. 
  • Blood of the Martyr: As a reaction, all creatures within the Titan Apparatus can be made to succeed on a saving throw.
  • Draunspaer: As an action, gather the power of Solen into your spear. All attacks made next turn, if they hit, will be considered critical hits.
  • Infinite Scroll: The user can choose to cast any spell at 9th level. 
  • Sentence: The user can cast the Gate spell, targeting a creature which currently "serves" (is beneath or subservient to the wielder is any significant way) the wielder or a creature which the wielder conquered (defeated in combat, made powerless, imprisoned, etc).
  • Awe Inspirer: As an action, recreate a destroyed portion of the Titan Apparatus as good as new. Restore a single individual in the mech or ejected from it due to damage to full health.
  • Fate Twister (N/A)