Stormcaller

Veil-Born Boss · 5 XP The Stormrise
HP
30
Defense
12
AR
0
Mettle
3

Attacks

Attack Pool WR Tempo Qualities Notes
Thunder-Lance 10 5 5 Range: Far; Breaker; Stun on Crit.
Static Burst 0 3 6 All within Near: 3 damage; GRIT TN 13 or drop all metal items.
Trample 8 4 4 Charge attack from above.

Traits

  • Lightning Rod: Any character who attacks with a metal weapon at Near range or closer takes 1d3 electrical damage immediately after their attack resolves (the Current arcs through the metal). Non-metal weapons (wood, bone, stone) are exempt.
  • Storm Form: Immune to electricity, wind, cold, and falling damage. Takes ×2 damage from Grounding (Bastion Soul Talent) and from attacks made with Crop Iron weapons.
  • Flying: The Stormcaller rides its cloud-horse above the ground. Melee attacks cannot reach it unless it descends for a Trample or the character can reach elevated positions.

Abilities

  • Flash Step (Tempo 2): Teleport to any visible point within Far range. The Stormcaller disintegrates into lightning and reforms instantly.
  • Weakness — Electrical Lure: Stormcallers can be lured away by powerful electrical signals — a telegraph machine set to rapid-fire, a Ghost-Rock engine overloading, or a Psionic deliberately entering the Open State as bait. They are drawn to the signal and must make an ECHO check (TN 11) to resist investigating. This buys time, not victory.

Elemental nightmares that ride the perpetual storms of the Stormrise Bluffs — skeletal figures of crackling blue lightning mounted on spectral cloud-horses that gallop across the sky. They are the Frontier’s equivalent of natural disasters with a personal grudge: ancient, powerful, and drawn to movement and metal.

Stormcallers hunt by detecting electrical activity — the firing of neurons, the spark of a telegraph, the static charge of a Psionic in the Open State. They attack anything that moves fast, anything that carries significant metal, and anything that dares to fly. The Consortium’s first attempt to build an airship lasted exactly fourteen minutes.

The Circle of Ash believes Stormcallers are the ghosts of a pre-human civilization that worshipped the sky. The Dust Vultures believe they are the Frontier’s immune system, punishing anyone who reaches too high. Whatever they are, they are beautiful and terrible — blue lightning dancing in the shape of a rider, and your last thought before the lance hits is how gorgeous the storm looks from below.

Speed 16.

Tactics

Hunt from above. The Stormcaller circles at Far range, firing Thunder-Lance at anyone moving quickly or carrying significant metal. It uses Static Burst when enemies cluster. Trample is reserved for isolated targets or Psionics in the Open State (the electrical activity draws it like blood in water). Flash Step allows it to reposition constantly — fighting a Stormcaller is like fighting weather.

Encounter Design

Stormcallers should feel like environmental catastrophes with agency. The encounter isn’t “fight the boss” — it’s “survive the storm.” Encourage players to find shelter, ditch metal gear, and stop moving. Direct confrontation requires preparation: non-metal weapons, Bastion Soul support, and elevated positions to bring the fight to melee range.