The last "Monster Type" in Overgrown Secrets is perhaps the most abstract: the Provosts. These were magically created beings powered by a large magic device in the center of cities (ruins, in the case of overgrown ruins). The Provosts had Illusions, Clairvoyance, and Telekinesis, but these powers were confined to the area immediately around their device. Provosts were dedicated to upholding the interests of a kingdom that died out a long time ago. The result looked a lot like a science fiction AI, complete with holograms and wonky programming directives.
The Provosts were designed as the right-hand agents for the cities they were installed in, complete with an overdressed avatar (which was just an illusion anyways, so why not). All of the rulers were dead, so they acted mostly independently. Of course, they're designed to have a moderating ruler over them, so they tended to be a little hidebound and inflexible. They were aware of each other's position and allied to each other, but they couldn't move, so contact between each other was quite limited.
Statistics and Abilities
ST | 10 or 30 (via TK) | HP | - | Speed | 5.5 |
DX | 11 (via TK) | Will | 14 | Move | - |
IQ | 14 | Per | 14 | ||
HT | NA | FP | - |
Skills: Wrestling - 12, Brawling -12, Fast Talk -14, Diplomacy -14, Artist (Illusion) - 16, Hidden Lore (Most things) -14, Hidden Lore (Pyramid Provosts) -16, Propaganda -15
Traits: Telekinesis 10, Telekinesis 30 (only within inner radius), Clairsentience, Illusion, Illusion (persistent 1 hour duration), Compartmentalized mind (only within inner radius) x2, Doesn't Eat or Drink, Doesn't Breathe, Doesn't Sleep, Immune to Metabolic Hazards, Immune to Mind-effecting magic, Produced by apparatus, Obsession (reestablish kingdom), Megalomania
The Telekinesis, Illusion, and Clairsentience can be used freely within
the radius of the Provost's power: This is a large enough area to
include a village: 200 yards is not atypical. As the center of the
Provost's power is approached, the TK becomes stronger, and more effects
may be maintained at once. The inner radius of power is typically half
of the outer radius. As an effect that didn't see play, a human
sacrifice can open up a portal between two Provosts. Actually destroying
the Apparatus at the center is usually difficult, as it will be hidden
in a stone chamber and the Provost will be able to attack the whole
time.
Motivations and Tactics
The Provosts in overgrown secrets were obsessed with rebuilding the kingdom that birthed them. They generally want people to move into their empty cities. They also want those people to start acting like the inhabitants of the original kingdom. Or at least a patriotic and idealized version of those inhabitants. This includes paying the correct taxes, celebrating long dead holidays, giving up your own religious practices, letting the Provost pick all of the marriages, letting citizens with a certain appearance get economic and legal perks, occasionally finding a human sacrifice to open up portals in search of the long-lost heir to the kingdom, and fighting any wars the provost starts. The provosts try to ease their subjects into this, but in the end, the they will insist that the populace must follow this program. Provost's usually try to enforce this by holding citizens hostage, trapped within its inner radius by TK 30, Illusions, and eventually prison cells. Most of the time, the community dies as people leave the Provost and consider their trapped loved ones already dead. Occasionally, angry neighbors will lay siege just outside the Provost's reach, attempting to starve the inhabitants. Often, when only a few people are left, the Provost will sacrifice its last citizens to open portals to other Provosts to ask if they have found a new population or the lost heir.
Of course, none of that matters if no-one will go within reach of the Provost, and the peoples of Overgrown secrets have strong taboos about entering ruins. Many of the ruins housing Provosts have a ring of markers erected around the limits of their abilities. The Provosts must resort to trickery or argument in order to get someone to come within their grasp. They generally prefer to have someone in their power before talking to them, and once they have a hostage, they'll try to keep one at all times, though exchanges are on the table. They do have many things they can offer: they personally plant and harvest a small amount of crops, can defend an area quite well, and have mastery of a lot of secret information. They just won't do any of that if it doesn't help them get a functional population back in their city.
Pyramid Provosts in Play
In our game-play, the Provosts were really fun to GM. Provosts were mysterious, devious, and completely over the top. There is also something satisfying (if childish) about taunting and negotiating with a caged monster, and Provosts certainly have that feel. They radiate power, but they also have very clear limits. They didn't lean towards horror, like most of the rest of the setting. Perhaps if one had gotten control of anyone, but it didn't. They were a good surprise to spring on the players once or twice, but after they'd interacted with the Provosts, they decided they didn't need any help from them. It would have been fun to negotiate someone out of a Provost's clutches, and if the players were really stuck on how to deal with their enemies they could have struck a deal with a Provost, but I'm happy with the players discovering them and having some investigation after someone stuck a limb into the danger zone.
A Provost in a Monster Hunters game would be tough to defeat: a strong foe that can fight you for a while before you find and destroy its core ... but I suspect a well-informed and prepared group could take it down.
I hope this gives you food for thought, and that you've enjoyed this series on the monsters of Overgrown Secrets.
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