Elementa Coach and Keeper Actions
The role of Keepers and Coaches are established here.
Coaches can either be a character devoted to the role or a substitute waiting for an appearance and, during their turn, they can take one of the following actions:
- Tactical nous: You start using tactical jargon to reposition your team, select three of your players and they can then use their reactions to be moved in a direction of your choice up to 15ft in order to gain a more advantageous position.
- Close them down: You scream for your team to press the opponent and pressure the opponent. Your players are all forced to move 10ft forward (including the keeper) as they are instructed to press their opponents.
- Motivate the team: You reel off some inspirational lines and notes to your team and they all can add 1d4 to their next attack roll, ability check or saving throw.
- Pressure players: You scream aggressively at your players to get a response. You can scream at up to 3 players and, on their next turn, they gain advantage on all checks, however, if a pressured player fails a single roll that round, they gain disadvantage for their next turn.
- Big up the bois: You shout encouragement at your team as an action and bolster them, giving them temporary hit points equal to your hit dice.
- Psych out: You can target an opponent striker and unnerve them with tactics, intimidation or an unsportsmanlike insult. If that striker attacks the strawman this round they have disadvantage.
- GET IN POSITION YOU FUCK!: You can yell at a player on your team and they can use a reaction to move equal to their movement speed.
- Prepare Heroics: You prepare to complete a truly spectacular display of keeping at the risk of looking like a complete moron. You take triple damage if you parry a dummy but, if you are successful, the crowd are swayed to be impressed by your display.
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