Tuesday, August 18, 2015

The Summoner - Just a Game Avatar

Your build is meant to control pets and minions to do your fighting for you.
  • You get 1:
    • Contract Bearer – When you Tap a Skill you can choose to summon a creature out of a general theme. You can have one summon out at a time. Summons have 5 Health, 3 Mana and a Base Weapon Damage of 2 with a range of Hand. You choose 2 of the summon options each time you summon.
    • Minion Master – When you Tap a Skill you can choose to summon a creature out of a general theme. You can have several summons at a time. Summons have 3 Health, 2 Mana and a Base Weapon Damage of 1 with a range of Hand. You choose 1 of the summon options each time you summon.
       
    • Summons Generalities:
      • Your Tap a Skill, Shield Other, and Teamwork moves can be performed via the summon instead of you. The summon suffers the costs and consequences of such moves when it is the source. (You’re basically using your action to direct the summon).
      • You cannot Shield Other and target yourself via a summon, but if the summon is near you, it can take the damage for you during Exchange Blows.
      • If you and your summon work together on the same move that requires an action, you get an automatic +1 bonus to that roll.
      • If you don’t give direct orders to the summon, the GM will have it act according to your last orders and/or the nature of the summon.
    • Summon Options
      • +1 Weapon Damage
      • Additional Weapon Range: Intimiate, Close or Far
      • 1 Armor
      • +1 Health
      • +1 Mana
      • Choose an effect from the Tap a Skill list for the Summon to use
        • Example, the summon might have the ability to Heal 1 Health on allies.
      • Troop, the summon has the Troop tag and this single summon spell actually summons a large group of creatures.


  • You choose 1:
    • Primary Summon – One of your summons is more powerful than the others and has 1 extra summon option. Requires Contract Bearer or Minion Master. However, it is a quirky summon: choose 1 Positive Quality and 1 Negative Quality:
      • Positive Qualities: Courageous, Hyper, Protective, Patient, Cunning, Observant, Insightful
      • Negative Qualities: Frenzied, Cowardly, Violent, Stupid, Literal, Mischievous, Random
    • Assist Command – You use the Teamwork move through a summon, the ally you are aiding can choose between taking a +2 Forward or a +1 ongoing for as long as the summon is assigned to them. Requires Contract Bearer or Minion Master.
    • Your People – Your summons are sentient. Choose 2 positive qualities and 2 negative qualities to describe their general attitude. Requires Contract Bearer or Minion Master.
      • Positive Qualities: Loyal, Understanding, Discrete, Cohesive, Friendly, Wise, Honest
      • Negative Qualities: Plotting, Mischievous, Alien Behavior, Gossips, Raucous, High Expectations, Secretive
    • Autonomy – You can choose to add the Autonomous tag to any piece of gear as a gear option.
    • Decoy Summons – You can summon decoys to imitate yourself or an ally. Roll +System
      • On a 10+ hold 2, on a 7-9 hold 1. On a failure, you create decoys of the enemy.
      • You can spend a hold to negate one attack on the person being imitated.

Back to the Just a Game Playbooks

No comments:

Post a Comment

Daggerheart Analysis

  Daggerheart - What I've Seen So Far Template-Based Character Builds This will be familiar to players of D&D, Pathfinder 2e...

Popular Posts