Summoning

There are times when a magician wants to summon an ally to aid them in a situation. Powerful allies under a magician's control are built as Extras - these rules cover the small minions that can only last for a single scene (minions).

These rules are heavily cribbed from the Fate Freeport Companion (Green Ronin) and Legends of Anglerre (Cubicle 7), FateCORE, and Fate Accelerated.

Rules

The magician must Overcome the Difficulty to summon them. The value of the difficultly starts at Fair(+2) and is adjusted based upon how likely the specific minion is able to be found and the advantages selected below. Failing to Overcome is a very good candidate for Success with Cost.

Each magician can only control one non-mixed minion group at a time. You can replace the group, but the first group is no longer under your control.

Each group of minions must be exactly the same - no mixed groups.

Minions are built using the Fate Accelerated rules for Groups of Minions:

Advantages

The number next to the name of the advantage indicates how much it raises the base difficulty to Overcome.

Example: Hellstrom Darkmaster wishes to summon for a demonic horde. He is not in an area that would be detrimental to that so, the GM sets the base value for a single minion is Fair(+2). He decides to give them 1 Stunt (Claws), 1 Minor Consequence, and have enough members for 3 Stress boxes (6 minions). This takes the base difficulty to Fantastic(+6).

Example: In our last example Hellstrom was summoning up a group of 6 demonic minions and needed a Fantastic(+6) to Overcome. He has a Superb(+5) skill, but gets a Poor(-1) on the dice for a Great(+4) result. He really needs their help so he elects to take a Consequence himself to get a success on his Overcome. A group of demonic minions arrive, but he has Come to the attention of darker powers.