Satanic Black Summoners

Summoners are mages that use magic or powers to summon other beings, but not objects or items, to assist them in combat and attempts. Commonly summoned creatures are dragons, elementals (not the 2d10's and alike)/golems, fae/fairies/pixies/sprites, skeletons/zombies, and just about any other creature { try to keep these to common creatures people know }.

Summoner Rules

Summoners MUST roll 1d20, 2d20, 3d20, or 4d20 according to their SB dice, which dice to use can be determined with the table below. Each roll that is above 10 is a successful summoned creature that can be used.

Summoner's Dice and Amount of Summons

d30-d44 - 1d20, d45-d64 - 2d20, d65-d84 - 3d20, d85-d100 - 4d20

Summoners can only summon their creatures in the beginning of combat or after a perception check is passed; and the summoner intends to fight the assassin(s)/slaver/thief or whatever {no need to waste time if your not going to fight and use them}. Summoned creatures can both attack or defend at any time; but still can only attack or defend once per round like an enhancer.

Once a summoner has attempted to summon, they are no longer allowed to try summon any more until the next combat or attempt on them. Therefore no more attempts are to be made.

Summoned creatures serve the same purpose as elemental enhancers except for they can die or be beaten out of battle when used defensively in combat. Each creature has only 10 HP and when they take 10 damage total in defending their master, they are beaten or dead. {Damage on the summoned creatures will be cumulative just like on a charrie, and should be stated on the scoreboard when they out and what other creatures are left; like they were combatants).

A summoner is granted to attack along with its creatures in battle. When one creature attacks, you roll 1d10 for it. When two creatures attack, you roll 2d10 and so on.

When one creature is defending the summoner or another person, 1d10 is rolled to see what damage was taken to the creature; if two creatures defend, it's 2d10 and so on.

When a summoner has been beaten or killed, so have his/her creatures.

Summoners may use enhancers and elementals. Elemental enhancers must be rolled separate as normal. When summoned creatures attack or defend at the same time, their rolls are to be combined {to save a roll or two}. Like if someone can roll 4d20 and gets four creatures, you can use two for attack and roll 2d10 with them and the other two the same for defense.

People may ask summoners for their audits to proof that they can use the dice they can use when summoning creatures. (If you ask me, you should wait till you are d90 audited before bothering to do summoning.)

Obtaining the Summoner Registration

First of all, if you are wanting the summoner reg, then you NEED to be audited no matter what your dice are. Why you may ask? Well, cause doing this is like getting and using elementals, for free, and this is the only valid way of making sure people do not cheat on the number of creatures they could possibly get.

Once you have the audit done, you can submit a mock or real combat log, you or someone else proctoring, with at least one person using summoner status as real or mock and the person who is wanting the summoner reg is in it, but doesn't have to be using summoner mock status. BTW, multiple people wanting the reg can MS with summoning in it and turn that log in each to save time.

Example Beginning for when Summoners can do their magic
  • -Standard terms of whatever combat-

  • {Add in the terms}

  • Summoners state dice and regs if you wish to use it

  • -The init for order-

  • [Summon Attempts]

  • Person A rolled 4 20-sided dice: 20 6 1 1

  • [1/4 Summons Successful]

  • Person B rolled 4 20-sided dice: 12 13 7 8

  • [2/4 Successful Summons]

  • And so forth for all summoners then state

  • {Person A & B were both d85+ for the above.}
    (Example attempts and matches will be added shortly.)

End of Satanic Black Summoners