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Summoner | Conjure otherworldly beings. | |
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caret-right | Archon | Summon anything. |
caret-right | Magnate | Exert more power. |
caret-right | Preservation | Death-proof summons. |
caret-right | Shaman | Cheaper contracts and spirits love you. |
caret-right | Synchronous | Two at once. |
Enterprises | Summoner School |
Social | plus-circleIrresistible Call: If you know the name and individualized summoning ritual for a Spirit creature that has the Beyonder ability, they are compelled to always come when you summon them and can no longer choose to simply ignore you. minus-circleI'm Busy: If you attempt to summon a Beyonder that has an active contract with another summoner (see below), they can still choose to ignore your summons if they wish. |
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Protection | plus-circleMagic Circle: Whenever you summon a Beyonder spirit, they are bound in the spot you summoned them to. Bound spirits cannot leave or take any actions other than talking with you. minus-circleCommunication Barrier: Beyonders won't necessarily always share a language with you. You'll have to figure out your own way to communicate with them. minus-circleScuffed Pentagram: You can only bind a spirit if its level is equal to or less than your own. Beyonders whose level exceeds your own are free to do whatever they want, possibly including taking vengeance on you. Knowing an individual spirit's summoning ritual does not give you any special foreknowledge of what its level is; be careful not to conjure up anything you cannot put down. minus-circleMad As Hell: A trapped Beyonder's current Stress is added to its actual level for purposes of its effective bindability. Leaving a trapped demon to starve for a few days might make it more pliable, but also might give it the power needed to escape. plus-circleControls: You can choose to dismiss or free any Beyonder you've trapped as an action so long as you're in the same node. Dismissing them sends them immediately back to their home universe, while freeing them lets them do whatever they want. Anybody else can also free a trapped Beyonder by messing up your binding ritual (by scuffing a gap into the circle they're standing on, removing your sealing papers, pulling out your sacred arrow, etc). |
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Utility | plus-circleContract: You can create a contract with a willing Beyonder. This allows you to summon them quicker and with a much greater degree of control (see below). minus-circleYou Couldn't Handle It: You cannot contract with any Beyonder whose level is higher than your own. minus-circleHeavy Price: Creating a contract with a willing Beyonder costs an amount of Dosh equal to the Beyonder's level. plus-circleThe Key and Sceptre: A single summoner may contract with as many Beyonders as they wish. A Beyonder may only contract with a single Summoner at a time. minus-circleSundered Terms: A Beyonder can choose to terminate their contract with you at any time they want. This refunds the Dosh used to create the contract back to you. If a Beyonder is killed while in your service, this also breaks the contract but does not refund your Dosh. Beyonder death will break the contract regardless of whether the Beyonder in question has a way to come back from the dead afterwards (such as the Avatar ability from the Spirit class); if they don't hate you now, you could always ask for a new contract. |
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Utility | plus-circleImproved Summoning: You can summon any Beyonder you've contracted with into any adjacent space as a single action instead of a full procedure, and you can control their actions directly until they are automatically dismissed back to their home universe at the end of the current exploration turn. At your option, you can also choose to dismiss them (or have them dismiss themselves) early as an action. minus-circleIncompatible Resources: Resources (Provisions, Supplies, Mojo) held by a summoned creature cannot be given away directly, although a summoned creature can freely use them to power its own abilities as you direct. minus-circleSingle Walker: No matter how many different Beyonders you've created contracts with, you can only have one actively summoned at a time. minus-circleOntological Inertia: A Beyonder is not healed or re-supplied between summonings. If they got hurt and used up some of their resources the last time they were summoned, they are still hurt and depleted if you summon them again later on during the same session. Contracted Beyonders are completely healed and re-filled between sessions. minus-circleSupplies: Summoning a contracted Beyonder costs 1 Supplies. |
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Utility | plus-circleExpanded HR: You can create a contract with any willing spirit, not just ones that have the Beyonder ability. Contracted spirits can be summoned to your location as normal, even though they don't usually have the ability to be summoned. minus-circleNatives Are Free: You have no special ability to bind or control uncooperative spirits that are not Beyonders that you personally summoned. |
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caret-right | Alternative | plus-circleSummon Anything: You can contract with any willing creature in the game world even if they're not a spirit at all, allowing you to summon them to your side and enjoy their help from anywhere. minus-circleSteeper Price: Contracting with non-spirits costs double the target's level in Dosh instead of only their level as normal. |
Utility | plus-circlePocket Aces: You can contract with spirits whose level is up to double your own. minus-circleSupply Eater: Summoning a contracted creature whose level is higher than your own costs 2 Supplies instead of the normal 1. |
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Utility | plus-circleStronger Binds: Your binding rituals can safely hold Beyonders of up to double your level. | |
Protection | plus-circleWorkman's Comp: You've added powerful protection clauses to your contracts. If one of your summoned creatures dies in your service, they do not die or suffer any permanent consequence and the contract is not automatically broken. Knowing this ability also makes contracting with you a more attractive proposition, for obvious reasons. minus-circleMandatory Vacation Time: If one of your summons “dies”, they become unavailable until the end of the current session in order to take the time to recuperate. |
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Utility | plus-circleCheaper Contracts: The Dosh cost to create contracts is halved (round fractions down). If you also know the Archon ability, you can create summoning contracts with non-spirits at a cost equal to their level instead of double their level. | |
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Social | plus-circleWho Loves Ya, Baby: You're so good at negotiating with spirits that they naturally can't help but like you. The initial attitude towards you of all spirits is adjusted +2 steps higher than it would otherwise be. | |
Sidebar: Reaction Checks |
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All creatures have a general default attitude from the following list in ascending order of friendliness: Hostile - Confrontational - Suspicious - Neutral - Curious - Polite - Welcoming. If a creature is randomly encountered, the referee might ask for a reaction check. This is a trigger die roll that adjusts their default attitude up or down the scale. |
Die Result | Attitude |
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1 | -2 |
2-4 | -1 |
5-8 | 0 |
9-11 | +1 |
12 | +2 |
Utility | plus-circleDouble Summon: You can have two contracted creatures summoned at the same time. You control both. minus-circleObviously: You can't summon a single creature more than once at a time. This ability is for summoning two different creatures at once. |
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Summoner School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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Elseworlders List 1 | |
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1. Muscle Creep | |
Scarred, hulking humanoid with chained-on masochistic helmet. | |
Classification: Churl Level: 5 Size: 6 M/P/A: 3/1/1 Blade / Powerhouse: Bouncer / Wrestler: Deathgrip |
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Active | OffenseRusty iron cleaver. Melee attack, range 1-2, 10+ Bleeding/Deprived/Sore OffensePowerful grasp. Grab action that always succeeds, can reposition target to different adjacent space as action, recovery from grab requires 11+. |
Passive | UtilitySwole as fuck. Carry weight as size 7. ProtectionClothesline maneuver. All enemies ≤ size 7 stop moving when trying to pass through any adjacent space. |
Reactive | MovementInterception. Move up to 2 meters during enemy turn to intercept+stop them with clothesline maneuver, costs 1 Energy. |
2. Baseball Player | |
Regular dude from another dimension with no clue what the fuck's going on. | |
Classification: Churl Level: 5 Size: 5 M/P/A: 2/2/1 Basher: Mighty Blow / Sprinter / Thrower: Juggler |
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Active | OffenseSolid oak bat. Melee attack, range 1-2, 10+ Cracked/Dizzy/Numb. Option: attack for +2 damage, but failure chance 3. OffenseFastball. Remote attack, range 1-10, 10+: Bleeding/Numb/Sore, 1: lose Supply. Range 11-20: failure 3, range 21-50: failure 6, range 51-100: failure 9. UtilityPass. Transfer any held item to an ally within throwing distance. |
Passive | MovementBase runner. Always ignore Energy cost when sprinting in straight line, else roll trigger die and ignore on 7+. |
Reactive | ProtectionCatch. Cancel and redirect incoming thrown effect passing through adjacent space. Lose 1 action from upcoming turn, also 1 Energy if thrown effect wasn't directed at themselves personally. |
3. Scraither | |
Malicious toad/maggot creature with powerful vomit. | |
Classification: Churl Level: 6 Size: 3 M/P/A: 1/1/4 Acrobat: Steady / Mordant: Insoluble / Shotgunner: Pushback |
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Active | OffenseGravel blast. Whelm attack, hits closest (1-3: 1, 4-6: 2, 7-9: 3, 10+: 4) targets in adjacent triangle, 10+ Cracked/Sore/Vulnerable AND Dissolving. Pushback struck targets within AoE 2m. +2 damage to targets within 5m. Ignore concealment, size failure -12. Requires reloading, loud. 1-3: lose 1 Supply. OffenseAcid glob. Inflict Dissolving on target within 1-10m. 1-3: lose 1 Supply. Failure chance as weapon. |
Passive | ProtectionAcidproof. Immune to Dissolving. 1/round when subject to Dissolving, can remove another condition on 5+ instead. ProtectionSlither. Immune to Dizzy and ignores difficult terrain. MovementSurprisingly Nimble. Can climb rough surfaces with impairment, can jump 5m horizontal as action (10m if lose 1 Energy). ProtectionSquishy. Falling damage applied to Energy first. |
4. Ash Maiden | |
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Former sacrifice possessing her own cremated remains. | |
Classification: Churl Level: 6 Size: 3 M/P/A: 2/1/3 Weakness: Synthetic (Undead) Adamant: Mechanical / Miasmist: Storm, Tainted / Undead: Paling |
Active | OffenseAsh storm. Whelm attack, hits target space in range 0-10 plus , 10+ Cracked/Sore/Vulnerable AND Dissolving. Pushback struck targets within AoE 2m. +2 damage to targets within 5m. Ignore concealment, size failure -12. Requires reloading, loud. 1-3: lose 1 Supply. OffenseAcid glob. Inflict Dissolving on target within 1-10m. 1-3: lose 1 Supply. Failure chance as weapon. |
Passive | ProtectionAcidproof. Immune to Dissolving. 1/round when subject to Dissolving, can remove another condition on 5+ instead. ProtectionSlither. Immune to Dizzy and ignores difficult terrain. MovementSurprisingly Nimble. Can climb rough surfaces with impairment, can jump 5m horizontal as action (10m if lose 1 Energy). ProtectionSquishy. Falling damage applied to Energy first. |