Moar summons

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Moar summons

Post  Greywander on Wed Jan 16, 2013 7:54 pm

Apart from the Fire Giant, there really aren't any summons that function so directly. The skeleton and blood mite require KO'ing an enemy before you can summon them, and the wraith/spectre is nice, but indirect. I thought we could use some more variety for some weaker summons.

[-3] Conjure Imp - Standard Utility
Conjure an allied Fire Imp. It has the following stat block.
Fire Imp - 10 HP

[+3] Cackle - Standard Utility
The Fire Imp suffers vulnerability 4 until its next turn, and an enemy takes 1 ongoing damage (save ends).

[+1] Fireball - Standard Attack
Deal 1d8 damage to target creature.

[-4] Lava Wave - Standard Attack
Up to six creatures take 1d8 damage.

[-5] Deploy Turret - Standard Utility
Deploy an allied Sentry Turret. It has the following stat block.
Sentry Turret - 10 HP

[+2] Reload - Standard Utility
The Sentry Turret can roll twice on its next attack and take the preferred result.

[-1] Auto Targeting - Reaction Attack
Trigger - A creature deals damage.
Effect - Triggering creature is dealt 2d8 damage.

[-4] Missile Launcher - Standard Attack
Deal 3d10 damage to target creature.

[-2] Conjure Fangling - Standard Utility
Conjure an allied Fangling. It has the following stat block.
Fangling - 5 HP

[+2] Howl - Standard Utility
Grants up to three allied Fanglings +1 damage to their next attack, up to a maximum of +10 bonus damage.

[0] Bite - Standard Attack
Deal 1d8 damage to target creature and target creature takes 2 ongoing damage (save ends).

[-6] Ferocious Attack - Standard Attack
Deal 1d20+X damage to target creature, where X is the number of allied Fanglings present.

[-4] Conjure Obelisk - Standard Utility
Choose one of the following Obelisks to conjure. You can only have one Obelisk summoned at a time, and they are only affected by direct damage (healing, ongoing damage, resist, etc. don't affect them).
Stone Obelisk - 12 HP
Trait - Earthen Ward
All allies gain resist 2 as long as the Obelisk is standing.
River Obelisk - 12 HP
Trait - Healing Flow
All allies gain regen 4 as long as the Obelisk is standing.
Sun Obelisk - 12 HP
Trait - Heavenly Judgement
All enemies gain vulnerability 2 as long as the Obelisk is standing.
Storm Obelisk - 12 HP
Trait - Desert Shriek
All enemies gain 3 ongoing damage as long as the Obelisk is standing.
Gold Obelisk - 12 HP
Trait - Kingly Wealth
Every round, a random ally gains 1 pip.

[-10] Summon Right Hand - Standard Utility [1/Battle]
Summons the Right Hand of Vindictus. It has the following stat block.
Right Hand of Vindictus - 50 HP
Trait - Dexterum Impetum
When all five parts of Vindictus are summoned, the Right Hand gains 30 temp HP.

[+2] Digitus Mortis - Standard Attack
Deal 1d12 damage to target creature.

[+1] Manu Iudicium - Standard Attack
Deal 1d8 damage to up to four creatures.

[-3] Pugnus Fati - Standard Attack
All enemies take 2d10 damage.

[-10] Summon Left Hand - Standard Utility [1/Battle]
Summons the Left Hand of Vindictus. It has the following stat block.
Left Hand of Vindictus - 50 HP
Trait - Sinistram Defensionis
When all five parts of Vindictus are summoned, the Left Hand gains 30 temp HP.

[+2] Digito Auxilium - Standard Utility
Target creature gains 1d12+4 temp HP.

[+1] Manu Murum - Standard Utility
Target creature gains resist 1d8 (save ends).

[-2] Pugnus Clypeum - Interrupt Utility
Trigger - An ally is the target of another creature.
Effect - The creature targets the Left Hand of Vindictus instead, with any damage taken cut in half and the Left Hand can immediately make a saving throw for any inflicted effects, even ones that can't normally be saved against.

[-10] Summon Right Foot - Standard Utility [1/Battle]
Summons the Right Foot of Vindictus. It has the following stat block.
Right Foot of Vindictus - 50 HP
Trait - Pedem Dextrum Stabilitatis
When all five parts of Vindictus are summoned, the Right Foot gains 30 temp HP.

[+2] Digito Sustentationem - Standard Utility
All of the parts of Vindictus are healed for 1d6 HP and gain resist 4 until the Right Foot's next turn.

[+1] Pes Sanitatum - Standard Utility
Heal target creature for 2d8 HP and they can make a saving throw.

[-3] Tabernus Fidei - Interrupt Utility
Trigger - An ability targets multiple allies.
Effect - Only one ally is effected, at the choice of the triggering creature.

[-10] Summon Left Foot - Standard Utility [1/Battle]
Summons the Left Foot of Vindictus. It has the following stat block.
Left Foot of Vindictus - 50 HP
Trait - Sinistrum Pedem Celeritate
When all five parts of Vindictus are summoned, the Left Foot gains 30 temp HP.

[+2] Digitus Agilitatis - Standard Utility
Reselect target creature's place in the initiative order.

[+1] Pes Alacritatem - Standard Utility
Target creature gains 2 pips.

[-3] Tabernus Velocitatis - Standard Utility
Target creature can immediately take two standard actions.

[-10] Summon Head - Standard Utility [1/Battle]
Summons the Head of Vindictus. It has the following stat block.
Head of Vindictus - 30 HP
Trait - Regium Diadema
When all five parts of Vindictus are summoned, the Head gains 20 temp HP.

[+2] Oculus Iudicii - Standard Utility
Target creature suffers vulnerability 5 until the Head of Vindictus' next turn.

[-1] Ardens Obtutum - Standard Attack
Target creature is stunned and suffers 5 ongoing damage (save ends both).

[-6] Vindictus Ultimum - Standard Attack
Prerequisite: All five parts of Vindictus must be present, and have at least 3 pips.
Each part of Vindictus (except the head) loses 3 pips. Deal 5d12 damage to all enemies. All parts of Vindictus suffer vulnerability 10 (save ends).

I, uh, think I got carried away there. Probably needs some balancing, but I'll bet Vindictus would make a fun boss fight. I'm generally more interested in getting the idea out than in making sure it's balanced right out the door, so feel free to suggest tweaks and whatnot.


Last edited by Greywander on Thu Jan 31, 2013 1:50 am; edited 2 times in total
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Re: Moar summons

Post  SilentBelle on Wed Jan 16, 2013 8:07 pm

I think the obelisk should cost a bit more... 2 pips maybe, either that or cut down it's life to half as much. Over-all, the effects of the obelisks are fairly balanced between each other.
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Re: Moar summons

Post  Grey Pen The Flawed on Wed Jan 16, 2013 8:28 pm

[-5] Summon Bigger Fish
Conjure an allied Bigger Fish. It has the following stat block.


Bigger Fish - 15 HP

Trait - Always A Bigger One
This creature has Resist 2 and +1D6 Damage for every conscious enemy at the time of conjuring.

[+2] Om Nom Nom - Standard Utility
Deals 1D6 damage to target enemy. Gain that many temporary hit points.

[-4] Throw Away The Bones - Standard Attack
Deals 2D6 damage to target creature. Bigger Fish leaves combat.

Please somebody get that reference.
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Re: Moar summons

Post  Jason Shadow on Wed Jan 16, 2013 8:35 pm

Grey Pen wrote:[-5] Summon Bigger Fish

Please somebody get that reference.
Cyborgs under my command! Kneel before Valorum!


...If I wasn't busy, I'd totally put together a cyborg summon...
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Re: Moar summons

Post  Xel Unknown on Wed Jan 16, 2013 8:40 pm

Greywander wrote:Apart from the Fire Giant, there really aren't any summons that function so directly. The skeleton and blood mite require KO'ing an enemy before you can summon them, and the wraith/spectre is nice, but indirect. I thought we could use some more variety for some weaker summons.

[-5] Deploy Turret - Standard Utility
Deploy an allied Sentry Turret. It has the following stat block.
Sentry Turret - 10 HP

[+2] Reload - Standard Utility
The Sentry Turret can roll twice on its next attack and take the preferred result.

[-1] Auto Targeting - Reaction Attack
Trigger - A creature deals damage.
Effect - Triggering creature is dealt 2d8 damage.

[-4] Missile Launcher - Standard Attack
Deal 3d10 damage to target creature.

[-4] Conjure Obelisk - Standard Utility
Choose one of the following Obelisks to conjure. You can only have one Obelisk summoned at a time, and they are only affected by direct damage (healing, ongoing damage, resist, etc. don't affect them).
Stone Obelisk - 20 HP
Trait - Earthen Ward
All allies gain resist 2 as long as the Obelisk is standing.
River Obelisk - 20 HP
Trait - Healing Flow
All allies gain regen 4 as long as the Obelisk is standing.
Sun Obelisk - 20 HP
Trait - Heavenly Judgement
All enemies gain vulnerability 2 as long as the Obelisk is standing.
Storm Obelisk - 20 HP
Trait - Desert Shriek
All enemies gain 4 ongoing damage as long as the Obelisk is standing.
Gold Obelisk - 20 HP
Trait - Kingly Wealth
Every round, a random ally gains 1 pip.
I love these two ideas... But I personally find that Storm Obelisk as OVERPOWERED... Maybe turn it down to 3 ongoing or something?
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Re: Moar summons

Post  Whiteeyes on Thu Jan 17, 2013 1:08 am

Jason Shadow wrote:
Grey Pen wrote:[-5] Summon Bigger Fish

Please somebody get that reference.
Cyborgs under my command! Kneel before Valorum!


...If I wasn't busy, I'd totally put together a cyborg summon...

Nice references.

[-2] Conjure Fangling - Standard Utility
Conjure an allied Fangling. It has the following stat block.
*snip*
This...has some real potential, especially if you get a good number of them out. I can see Fangling Swarm as a viable build. Especially with this new Summon Related move...

[-X] Empower Summon Standard Utility
Chose one of your own allied conjugations. It gains as many pips as you spend on this talent.
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Re: Moar summons

Post  Greywander on Thu Jan 17, 2013 5:14 am

SilentBelle wrote:I think the obelisk should cost a bit more... 2 pips maybe, either that or cut down it's life to half as much. Over-all, the effects of the obelisks are fairly balanced between each other.
This is a good point. I tried to balance them by making them one-at-a-time, but they're probably a little too tough. Still, I think they should be fairly resilient. Maybe 12 HP?

Grey Pen wrote:[-5] Summon Bigger Fish
Conjure an allied Bigger Fish. It has the following stat block.
*snip*
Please somebody get that reference.
That's no space station. It's... the Peace Moon!

Xel Unknown wrote:I love these two ideas... But I personally find that Storm Obelisk as OVERPOWERED... Maybe turn it down to 3 ongoing or something?
Well, I was typing out something saying basically that it was actually balanced and that regen 4 vs. ongoing 4 was the same thing, but then realized that it's actually not. In all likelihood, most of the regen will end up wasted, as it's rare for all party members to take damage in a single round. Ongoing damage, on the other hand, will affect all the enemies, unlike the regen. So point taken.

Whiteeyes wrote:
[-2] Conjure Fangling - Standard Utility
Conjure an allied Fangling. It has the following stat block.
*snip*
This...has some real potential, especially if you get a good number of them out. I can see Fangling Swarm as a viable build. Especially with this new Summon Related move...

[-X] Empower Summon Standard Utility
Chose one of your own allied conjugations. It gains as many pips as you spend on this talent.
That was kind of what I had in mind. The Fanglings are individually fairly weak; a single AoE attack can wipe them all out. This makes them situational, but especially if you have multiple party members summoning them, they can get pretty powerful. Even though it has an obvious counter, though, I'm wondering if it might be a little too powerful. I don't know that combat should be Rock-Paper-Scissors to such an extreme.

I'm kind of wondering about the balance of all of these, actually. Is the Sentry Turret's Missile Launcher too powerful, for example? Is the Fire Imp too weak? I'm less worried about Exodia Vindictus because he's really hard to summon and will practically require a 5+ person party to build with summoning him in mind (which might actually be kind of cool), making him sort of a specialty/niche/exotic type of summon. It's more of a Timmy type of ability. I still think he'd make a good boss fight, though. Because you know a boss won't just stop at summoning a single part. (Hint: When building a boss fight with five weaker enemies, each of which summons one part, give them each two different parts, so that they can still complete him if one of them gets KO'd, or even summon him a second time.)

Also, thanks everyone for the compliments.
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Re: Moar summons

Post  Azureink on Tue Jan 22, 2013 9:51 pm

[-3] Guardian Shields - Standard Utility
Summon two floating Guardian Shields.

Guardian Shield - 1 HP

Trait - Shield Ally
Whenever a Guardian Shield becomes the target of an attack, non-conjuration allies adjacent to the Guardian Shield are not targeted if the attack damages adjacent targets.

[0] Intercept - Interrupt Utility
Trigger - An enemy targets a creature with an attack.
Effect - Guardian Shield becomes the target of the attack.


Last edited by Azureink on Wed Jan 23, 2013 1:29 am; edited 3 times in total
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Re: Moar summons

Post  SilentBelle on Tue Jan 22, 2013 10:04 pm

Azureink wrote:[-1] Guardian Shields - Standard Utility
Summon two floating Guardian Shields.

Guardian Shield - 1 HP

Trait - Shield Ally
Whenever a Guardian Shield becomes the target of an attack, allies adjacent to the Guardian Shield are not targeted if the attack damages adjacent targets.

[0] Intercept - Interrupt Utility
Trigger - An enemy targets a creature with an attack.
Effect - Warder Orb becomes the target of the attack.

Probably too powerful for 1 pip. I think I'd prefer for it to be:

[-2] Conjure Shield - Standard Utility

You conjure one guardian shield which you may position wherever you wish. (Between any of your allies and yourself)

Guardian Shield - 1 HP
Trait: Bulwark
Creatures that are not conjurations, which are adjacent to the Guardian Shield cannot be attacked.
[0] Barrier - Standard Utility
Adjacent creatures gain 3 temporary HP

Something like that Smile That's my take on it anyway. I feel like summoning 2 creatures for 1 pip is somehow exploitable.
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Re: Moar summons

Post  Zarhon on Wed Jan 23, 2013 12:28 am

[-1] Warder Orb - Standard Utility
Summon a Warder orb conjuration.

Warder Orb - 1hp
Trait - Blocker
Whenever an ally is targeted by a single target attack, flip a coin. If heads, the Warder Orb prevents the attack, but is destroyed.

[0] Pummel
Flip a coin. If heads, target enemy is dazed for one round.

[-4] Psionic Orb - Standard Utility
Summon a Psionic Orb conjuration.

Psionic Orb - 15hp
Trait - Psionic Charge
The orb gains +1 PiP at the start of each turn.

Trait - Unstable Discharge
When brought to 0 hp or less, the orb inflicts 1d4 vulnerability to all creatures.

[-2] Psychic Assault
Target enemy suffers weakness (save ends).

[-3] Psychic Control
Target enemy is dominated (save ends). When this effect ends or is saved against, the psionic orb is destroyed (does not trigger unstable discharge).
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Re: Moar summons

Post  Azureink on Wed Jan 23, 2013 1:25 am

Taking a page from Critfisher and Greywander.

[+3] Dancing Dagger - Standard Utility
Choose one:
A) Summon a floating Dancing Dagger.
B) Pay 2 pips. If you do, summon three Dancing Daggers.

Dancing Dagger - 1 HP

Trait - Dancing
A Dancing Dagger has Resist 2 to single-target attacks.

[+2] Sword's Dance - Standard Utility
Grants up to three allied Dancing Daggers +1 damage to their next attack, up to a maximum of +10 bonus damage.

[+1] Stab and Slash - Standard Attack
Choose One:
A) Deal 6 damage to one target creature.
B) Deal 4 damage to two target creatures.

[-3] Whirling Dervish - Standard Attack
Deal 1d4+X damage to up to six creatures, where X equals the number of Dancing Daggers you control.


Last edited by Azureink on Wed Jan 23, 2013 1:59 am; edited 5 times in total
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Re: Moar summons

Post  Azureink on Wed Jan 23, 2013 1:27 am

SilentBelle wrote:I feel like summoning 2 creatures for 1 pip is somehow exploitable.
How about [-3]?
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Re: Moar summons

Post  SilentBelle on Wed Jan 23, 2013 1:44 am

That's probably more balanced Very Happy
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Re: Moar summons

Post  Azureink on Wed Jan 23, 2013 1:54 am

SilentBelle wrote:That's probably more balanced Very Happy
Dan said that [-3] could be argued as being on the cusp of balance, as [-4] may have been too steep.

I want to be able to summon multiple things quickly. Perhaps we could get a combat trait or something that would allow for more summons or something.
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Re: Moar summons

Post  sunbeam on Wed Jan 23, 2013 2:16 am

Maybe something like this:
2/battle, when you use a combat talent that summons a conjuration, you may immediately use a combat talent that summons a conjuration. You cannot activate this ability twice in one round.
Optional: You may not use the same combat talent twice in a row with this ability. (probably unnecessary, I just instinctively shy away from letting someone potentially spam one move 4 times in two turns. ...Which could, admittedly, be badass.)
Optional: You may only use [-] combat talents with this ability. (To avoid gaining obnoxious amounts of pips with this, the theoretical [+] summons that I thought I saw earlier, and the sacrifice ally trait in tandem)

2/battle because it gives you a free standard action, which is 1000 gold out of 2000 combat talent gold.
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Re: Moar summons

Post  Zarhon on Wed Jan 23, 2013 10:03 pm

[-1] Recursive Orb - Minor Utility
Summon a Recursive Orb.

Recursive Orb - 5 hp
Trait - Slow Charger
Recursive orbs skip their first turn after being summoned/entering combat. During this time, they gain 10 resist.

[+1] Recursion - Standard Action
Summon a Recursive Orb. This conjuration is considered as being owned and controlled by the player.

[-1] Zap! - Free Action
Deal 1 damage to up to six enemies.

I think it might need an alteration to its attack...
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Re: Moar summons

Post  SilentBelle on Tue Feb 26, 2013 2:42 am

Well, here's a summon I just thought up, kind of like a Hulk rage or what-have-you:

[-10] Limit Break – Standard Utility
You conjure your Final Form with the following Stat-block:

Final Form
HP: 30
Traits:
An Avatar in Your Place
While the Final Form is alive, the conjurer remains stunned and removed from combat.

Overflowing Energy
At the start of the Final Form's turn, Final Form loses 10 HP

Final Burst
When the Final Form is destroyed, the conjurer is reduced to 0 hitpoints.

[+1] A Sight of Inspiration – Minor Utility
Up to five allies may roll 1d8, 1d10, and 1d12

[0] Unstoppable Might – Standard Attack
Deal 2d10 damage to target creature and stun it until the end of that creature's next turn; this attack ignores all resist.

[-3] Ending Burst – Interrupt Attack
Trigger: This creature would be reduced to 0 or fewer hitpoints
Roll 3d8, 2d10, and 1d12. Deal that much damage to up to five creatures and the Final Form. For each 8 rolled on a d8, 10 rolled on a d10 and 12 rolled on a d12 in this manner, trigger a random ally's corresponding special move.
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Re: Moar summons

Post  Stairc -Dan Felder on Tue Feb 26, 2013 3:15 am

Wouldn't this just make more sense as a conjured weapon?
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Re: Moar summons

Post  SilentBelle on Tue Feb 26, 2013 12:32 pm

Stairc -Dan Felder wrote:Wouldn't this just make more sense as a conjured weapon?

Hmm, well it could I suppose... It'd have to be reworded though so the player doesn't outright die. I'll give it a shot.
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Re: Moar summons

Post  Stairc -Dan Felder on Tue Feb 26, 2013 1:16 pm

Why not have it give the player a huge amount of temporary hp immediately upon conjuring?
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Re: Moar summons

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