Creating Eidolons
15.3 Creating Eidolons
The custom creation of eidolons is something that GMs and players should approach together. You might not want to introduce too many custom eidolons unless your campaign is all about summoners.
You will see that an eidolon starting out at a higher power level will be more powerful than a lower-level eidolon with Empower Eidolon powers. This is intended to make up for the customizable nature of Empower Eidolon. Higher-level eidolons also are more costly to summon.
Eidolon Creation Steps
In order to create a custom eidolon, follow these steps:
- Figure out the nature and details of the eidolon. What is it called, what is its home world like, what does it look like, and so on. You also need to determine its Level (ranging from 0 to 5) and type (individual, squad, swarm).
- Write down the eidolon’s beginning stats. Note that these are different than PC stats. Every eidolon starts out with 1 wound circle, defense 1, an Action Pool Limit of 5, and a Charge Pool Limit of 4.
- Every eidolon can choose 4 eidolon powers from the list below.
- For every level of the eidolon, add 3 more powers. Level 0 eidolons do not get additional powers and therefore have 4 total powers, Level 1 eidolons get 3 extra powers and therefore have 7 total powers, Level 2 eidolons have 10 total powers, and so on.
- Determine what the entrance of the eidolon looks like when it is summoned. It needs to have aspects of at least 2 of the following 4 groups: sight, sound, smell/taste, and touch. Here are some examples:
Sight: bright flash, colorful sparks, ripples in spatial perception, a window into the home world with flames lashing out, flickering lights, etc.
Sound: loud bang, screeching, roar, humming, buzzing, chains rattling, mechanical noises, etc.
Smell/Taste: sulfur, sweet, acidic, smoky, etc.
Touch: hot, cold, oily, burst of wind, etc.
The eidolon’s entrance should be personalized to the eidolon’s characteristics. You can look at the existing eidolon’s entrances for examples. - Give the eidolon a weakness from the list provided after the eidolon powers.
Eidolon Powers
Passive Powers
Some of these are the same as the powers for characters, but are slightly different (like the lesser effects of boost powers). Therefore and for ease of reference, they are all listed here.
Auto Guard
As long as the eidolon is in the conflict, any strike against the summoner has to be aimed at the eidolon instead.
Body Resistance
This eidolon is immune to any charge powers that reduce its Action Pool or Strike Pool. The following charge powers cannot be used against you: Body Drain, Slow, Weaken.
Charge Boost
The limit on the number of charge dice the eidolon can store in the Charge Pool is raised by 1. An eidolon can take this power up to 6 times.
Darksight
The eidolon is not affected by Blindness or Darkness.
Resilience
Raise the eidolon’s defense by 1. An eidolon can take this power up to 3 times.
Resistance to Electricity
The eidolon’s defense counts as 1 point higher against electricity-based strikes (charged or weapon effect). An eidolon can take this power up to 4 times.
Resistance to Fire
The eidolon’s defense counts as 1 point higher against fire-based strikes (charged or weapon effect). An eidolon can take this power up to 4 times.
Resistance to Frost
The eidolon’s defense counts as 1 point higher against frost-based strikes (charged or weapon effect). An eidolon can take this power up to 4 times.
Soul Resistance
This eidolon is immune to any charge powers that inflict wounds on it without requiring a roll against your defense. The following charge powers cannot be used against you: Life Drain, Life Transfer, Vampiric Strike.
Stamina
The limit on the number of action dice the eidolon can store in the Action Pool is raised by 2. An eidolon can take this power up to 5 times.
Strike Boost
The limit on the number of dice the eidolon can roll from the Strike Pool is raised by 1. An eidolon can take this power up to 4 times.
Toughness
The eidolon has 1 additional wound circle. An eidolon can take this power up to 4 times.
Charge Powers
Eidolons can select all of the general charge powers and use them in exactly the same way that PCs do. Those powers associated with Soulbound Weapons and Summoning are excluded from the list of options for eidolon charge powers.
Weaknesses
Every eidolon has a weakness. Some combinations of powers and weaknesses should be avoided, for example Resistance to Frost with Vulnerable to Frost and Resistance to Fire with Vulnerable to Fire. I’ll leave those up to your good judgment; it’s something for the GM to consider when making or approving custom eidolons.
Other opponents might have a weakness as well—in that case, pick them from this list and modify them as necessary. You can also roll a die for each opponent that the characters face, skipping over two weakness you exclude beforehand (for example, if you are creating a fire demon, skip over Vulnerable to Fire and Darkbound).
List of Weaknesses
Cowardly
The eidolon returns to its home world whenever it suffers a wound, even if it still has unmarked wound circles left. It can be summoned back during the current conflict, but at the usual cost (spending an action and the associated charge dice), and the eidolon loses any accumulated strike and charge dice while retaining its wounds and the current Action Pool. Eidolons that only have 1 wound circle cannot have this weakness. A non-eidolon opponent with this weakness will be considered absent during the turn immediately following the taking of the wound, after which it returns with the same wounds and Action Pool while having lost any charge and strike dice.
Crazy
The eidolon’s action for each turn is determined randomly. If the roll shows an action it cannot do (such as strike when it has no strike dice), the eidolon passes for that round. Every turn, roll 1 die and consult the following list: 1-3: Maneuver, 4: Strike, 5: Power (summoner selects which), 6: summoner’s choice.
Darkbound
Unless Darkness is in effect, this eidolon has to subtract 1 success from every roll. This weakness does not automatically grant Darksight; you have to select that as a power.
Overwhelmable
Squads and swarms gain 2 bonus dice to their strikes against this eidolon.
Restless
The eidolon cannot do the same type of action (maneuver, strike, achievement, power) 2 turns in a row. For example, the turn after it makes a maneuver, it has to choose a strike, achievement, or power. Eidolons above Level 1 cannot select this weakness.
Vulnerable to Electricity
Any fire-based strikes (through charge powers or weapon effects) against this eidolon gain 3 bonus dice.
Vulnerable to Fire
Any fire-based strikes (through charge powers or weapon effects) against this eidolon gain 3 bonus dice.
Vulnerable to Frost
Any frost-based strikes (through charge powers or weapon effects) against this eidolon gain 3 bonus dice.
Weak Spot
The eidolon has a weak spot that can be used to instantly defeat it. The weak spot is represented by a default goal in any conflict. Its difficulty rating is 2 plus the eidolon’s Level. If anyone achieves this goal, all of the eidolon’s wound circles are marked and it returns to its home world. Only eidolons of Level 2 and higher can have this as their weakness.
