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fate:summoning [2013/01/11 22:04]
galacticcmdr created
fate:summoning [2021/12/03 23:37] (current)
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 ====== Summoning ====== ====== Summoning ======
  
-Summoning creatures, elementals, spirits, and host of things follow the same rules. These rules are for bringing things from there to hereThese rules are not for interacting with things that are already here. You can use these rules to summon a bear from the woods, but you cannot use it to deal with bear that is right in front of you.+There are times when magician wants to summon an ally to aid them in a situationPowerful allies under a magician'​s control ​are built as [[fate:​Extras]] - these rules cover the small minions that can only last for single scene (minions).
  
-To Summon something you need the following:+These rules are heavily cribbed from the Fate Freeport Companion ([[http://​www.greenronin.com/​|Green Ronin]]) and [[http://​shop.cubicle7store.com/​Legends-of-Anglerre|Legends of Anglerre]] (Cubicle 7), FateCORE, and Fate Accelerated.
  
-  - You must have a [[skills#​power skills|power skill]] that indicates it can summon creatures, not all Power Skills can summon beings. 
-  - You must have the Summoning [[stunts (list)#​power skills|Stunt]] for that skill. Each stunt only allows for the summoning of a set of beings. 
  
 +===== Rules =====
  
-===== Creatures =====+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:**
 +
 +  * They get one thing at +2 and one thing at -2. Everything else is +0
 +  * They get one (1) aspect that describes their High Concept
 +  * They get one (1) stress box for every two (2) individuals in the group.
 +
 +
 +==== Advantages ====
 +
 +The number next to the name of the advantage indicates how much it raises the base difficulty to Overcome.
 +
 +
 +  * **Durable [+1]:** Ally gains Minor Consequence
 +  * **Quality [+1]:** One of their good things gains one level (from +2 to +3). Maximum value is your skill used to summon.
 +  * **Skilled [+1]:** Gain one more thing they are good at. 
 +  * **Stunt [+1]:** Ally gains 1 Stunt
 +  * **Quantity [+1]:** Gain enough minions to add 1 additional stress box.
 +
 +
 +<WRAP tip box round center 80%>
 +**Example:​** [[people:​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).
 +</​WRAP>​
 +
 +
 +<WRAP tip box round center 80%>
 +**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//.
 +</​WRAP>​
 +
 +
 +
 +{{tag>​fate rules magic}}