I'm working on options to streamline the process of dealing with summoned Minions and Rivals. Right now, if you call up a minion, you could potentially summon something as weak as a kobold, or as effective as a fleshripper, statwise. For Rivals, you could get anything from a Gang Leader to a Dragon Hybrid or Ironbound (using only examples from RoT). I'm trying to figure out what would be a fair compromise to use as a baseline for summoning creatures.
Here is what I have so far. I'd like your thoughts on the base templates, and on the specific creature type templates as well. Thanks for any input you provide!
Summoning Templates
Templates
These are the basic templates used when summoning creatures with a Conjure skill check. When you summon a creature, use the entries under each creature category to see how to modify the template.
If a Triumph result comes up on a Conjure magic skill check, your summoned creature(s) benefit from the Empowered feature listed under their entry. An additional Triumph may be used to add Adversary 1.
Minion
Brawn |
Agility |
Intellect |
Cunning |
Willpower |
Presence |
||||||||
3 |
2 |
1 |
2 |
2 |
1 |
||||||||
Soak |
3 |
Wounds |
4 |
M Def |
0 |
R Def |
0 |
|
Skills (group only): Brawl , Resilience, Vigilance.
Attack: Brawl; Damage 4; Critical 4; Range [Engaged]
Rival
Brawn |
Agility |
Intellect |
Cunning |
Willpower |
Presence |
||||||||
3 |
2 |
2 |
2 |
2 |
2 |
||||||||
Soak |
4 |
Wounds |
12 |
M Def |
0 |
R Def |
0 |
|
Skills: Brawl 3 , Perception 2, Resilience 2, Vigilance 2.
Attack: Brawl; Damage 6; Critical 3; Range [Engaged]
Grand Summon (Rival)
Brawn |
Agility |
Intellect |
Cunning |
Willpower |
Presence |
||||||||
3 |
2 |
2 |
2 |
3 |
2 |
||||||||
Soak |
5 |
Wounds |
18 |
M Def |
1 |
R Def |
1 |
|
Skills: Brawl 3 , Perception 2, Resilience 2, Vigilance 3.
Attack: Brawl; Damage 8; Critical 3; Range [Engaged], Vicious 1
Notes: Silhouette 2
Elemental
Elemental creatures usually appear as humanoid creatures comprised of their specific element, but they can take nearly any shape. Air and Water elementals frequently take no specific shape.
You may choose what type of elemental beings you wish to summon. You may only summon elemental beings of one type per skill check. The profile for each type of elemental is modified as follows:
Earth
Attack Type: Melee
Effect: Knockdown
Modifiers: +2 Wounds
Special: Immune to Knockdown
Empowered: Concussive 1
Air
Attack Type: Ranged (Medium) (use Brawn 2, Agility 3)
Effect: Manipulative
Modifiers: +1 Defense
Special: Immune to Immobilize, Flying (Hovering)
Empowered: Disorient 2, Stun 4 (lightning)
Fire
Attack Type: Melee
Effect: Burn 1
Modifiers: +1 Damage
Special: Immune to fire damage
Empowered: Blast 4
Water
Attack Type: Melee
Effect: Ensnare 2
Modifiers: +1 Defense, +1 Soak
Special: Immune to Immobilize
Empowered: Disorient 2, Ensnare 4
Undead
Undead creatures usually appear as animated skeletons, zombies, ghouls, or undead animals.
Attack Type: Melee
Effect: Pierce 1
Modifiers: +2 Soak
Special: Immune to poison and disease
Empowered: Reanimate (if an Undead minion or rival is defeated, may spend 2 Threat from the attack roll to revive them at full health on their next turn)
Demonic
Demonic creatures usually appear as fiendish horned humanoids, wreathed in flames, wielding vicious weapons or huge claws.
Attack Type: Melee
Effect: Burn 1
Modifiers: -1 Critical rating
Special: Immune to fire damage
Empowered: Hellfire (characters that begin their turn engaged with Demonic creatures suffer 1 wound)
Eldritch
Eldritch creatures usually appear as horrifying, amorphous entities with staring eyes, gnashing mouths, and lashing tentacles.
Attack Type: Melee
Effect: Ensnare 2
Modifiers: +1 Defense, +1 Soak
Special: Immune to Coercion and fear
Empowered: Madness (Instead of rolling for Critical Injury inflicted by Eldritch creatures, you may choose to apply the Fearsome Wound result).
Beast
Beast creatures appear as normal animals. They can vary greatly depending on what creatures are summoned.
Attack Type: Melee
Effect: Vicious 2
Modifiers: +2 Wounds
Empowered: Savage (+2 damage, Pierce 1, Vicious 2)
Plant
Plant creatures usually appear as mossy, vine-covered humanoids, animate trees, or seething masses of thorny vines or roots.
Attack Type: Melee
Effect: Ensnare 2
Modifiers: +2 Soak
Special: Immune to Coercion and fear
Empowered: Piercing Thorns (Instead of rolling for Critical Injury inflicted by Plant creatures, you may choose to apply the Hamstrung result).
Edited by Direach