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Summon Beast

Summon Beast

Rank: Novice
Power Points: 2+
Range: Spirit
Duration: 5
Trappings: Clay figure that grows into an animal, a tattoo that comes to life.
 
This power allows the character to summon a beast from Fae realms. The beast typically takes the form of a basic mundane animal of the appropriate Size but is not fully connected to the human world and it’s appearance may differ from those of regular animals of its kind based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well (Resilient Extras can take one Wound before they’re Incapacitated.)
 
The beast acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the beast is Incapacitated, it’s spirt returns to the Fae realms and it’s body fades into nothingness, leaving no trace behind.
 
The type of beast that can be summoned depends on the caster’s trappings, but the beast’s abilities are determined by the caster’s Rank.
Modifiers
Bite/Claw/Sting (+1): The bite, claw, or sting increases by 1 die type (ex. Str+d4 becomes Str+d6)
Speed (+2): The beast’s pace increases to 10.
Worg (+1): The caster can communicate and sense through the beast.


Novice (2 Power Points)
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Survival d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 4
Special Abilities:
Bite/Claw/Sting: Str+d4
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.
 
Seasoned (4 Power Ponts)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Survival d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges:
First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
Special Abilities:
Bite/Claw/Sting: Str+d6
Armor +2: Hardened skin (see Toughness).
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.
 
Veteran (6 Power Points)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d8, Notice d8, Survival d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 10 (4)
Edges:
First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty, even if cast by allies, and magical damage is reduced by 2 as well.
Special Abilities:
Bite/Claw/Sting: Str+d6
Armor +4: Hardened skin (see Toughness).
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.
 
Heroic (8 Power Points)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d10, Survival d10, Stealth d10
Pace: 6; Parry: 7; Toughness: 13 (6)
Edges:
First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty, even if cast by allies, and magical damage is reduced by 2 as well.
Improved Sweep: Fighting roll to hit all adjacent targets, no more than once per turn.
Special Abilities:
Bite/Claw/Sting: Str+d8
Armor +6: Hardened skin (see Toughness).
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.

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