Alternative Conjuring Rules - Templates
Conjuring Templates
If you're looking to use conjure to bring a new entity into a combat encounter, then you'll need to chose one of the basic templates listed below. 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.
To use a template, first chose which level of conjure you're wanting to use.
Then, you may choose which elemental profile you want to apply to your summoned entity. 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. Some elementals have the "forbidden" tag next to their name. Each of these elementals have been singled out as they have an extra condition that needs to be met before they can be summoned. This requirement is unique for each elemental and should be discussed with your GM. 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 - Forbidden
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 - Forbidden
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 - Forbidden
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
Attack Type: Melee
Effect: Viscous 2
Modifiers: +2 Wounds
Special:
Empowered: Savage (+2 damage, Pierce 1, Vicious 2)
Plant
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).
Celestial Favour- Forbidden
Attack Type: Melee
Effect: Knockdown
Modifiers: +2 Wounds
Special: Immune to Knockdown
Empowered: Concussive 1
Reinforcements - Forbidden
Attack Type: May choose either Melee or Ranged (Medium) (use Brawn 2, Agility 3)
Effect: Viscous 2
Modifiers: +2 Soak
Special: Will always have Ally additional effect. Cannot be silhouette 2
Empowered: Savage (+2 damage, Pierce 1, Vicious 2)
If you're looking to use conjure to bring a new entity into a combat encounter, then you'll need to chose one of the basic templates listed below. 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.
To use a template, first chose which level of conjure you're wanting to use.
Minion
Brawn - 3
Agility - 2
Intellect - 1
Cunning - 2
Willpower - 2
Presence - 1
Soak - 3 Wound Threshold - 4 M.Def - 0 R.Def - 0
Skills (group only): Brawl, Resilience, Vigilance.
Attack: Brawl; Damage 4; Critical 4; Range [Engaged]
Brawn - 3
Agility - 2
Intellect - 1
Cunning - 2
Willpower - 2
Presence - 1
Soak - 3 Wound Threshold - 4 M.Def - 0 R.Def - 0
Skills (group only): Brawl, Resilience, Vigilance.
Attack: Brawl; Damage 4; Critical 4; Range [Engaged]
Rival
Brawn - 3
Agility - 2
Intellect - 2
Cunning - 2
Willpower - 2
Presence - 2
Soak - 4 Wound Threshold - 12 M.Def - 0 R.Def - 0
Skills : Brawl 3, Perception 2, Resilience 2, Vigilance 2
Attack: Brawl; Damage 6; Critical 3; Range [Engaged]
Brawn - 3
Agility - 2
Intellect - 2
Cunning - 2
Willpower - 2
Presence - 2
Soak - 4 Wound Threshold - 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)
Note - This entity is silhouette 2
Brawn - 3
Agility - 2
Intellect - 2
Cunning - 2
Willpower - 3
Presence - 2
Soak - 5 Wound Threshold - 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
Note - This entity is silhouette 2
Brawn - 3
Agility - 2
Intellect - 2
Cunning - 2
Willpower - 3
Presence - 2
Soak - 5 Wound Threshold - 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
Then, you may choose which elemental profile you want to apply to your summoned entity. 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. Some elementals have the "forbidden" tag next to their name. Each of these elementals have been singled out as they have an extra condition that needs to be met before they can be summoned. This requirement is unique for each elemental and should be discussed with your GM. 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 - Forbidden
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 - Forbidden
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 - Forbidden
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
Attack Type: Melee
Effect: Viscous 2
Modifiers: +2 Wounds
Special:
Empowered: Savage (+2 damage, Pierce 1, Vicious 2)
Plant
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).
Celestial Favour- Forbidden
Attack Type: Melee
Effect: Knockdown
Modifiers: +2 Wounds
Special: Immune to Knockdown
Empowered: Concussive 1
Reinforcements - Forbidden
Attack Type: May choose either Melee or Ranged (Medium) (use Brawn 2, Agility 3)
Effect: Viscous 2
Modifiers: +2 Soak
Special: Will always have Ally additional effect. Cannot be silhouette 2
Empowered: Savage (+2 damage, Pierce 1, Vicious 2)
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