Difference between revisions of "Include Attune Summon (FiD)"
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<noinclude>{{FiD}}</noinclude>''Summons are Chohorts:'' | <noinclude>{{FiD}}</noinclude>''Summons are Chohorts:'' | ||
Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. | Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. | ||
| − | An ''Expert'' is a skilled individual who can offer advice, Assist, or act independently. | + | An '''Expert''' is a skilled individual who can offer advice, Assist, or act independently. |
| − | A ''Gang'' is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor. | + | A '''Gang''' is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor. |
You can always summon a Gang of creatures one Tier below yours. | You can always summon a Gang of creatures one Tier below yours. | ||
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Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score. | Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score. | ||
| − | + | ;Summoning a Creature | |
The summoning itself is quick but dangerous. | The summoning itself is quick but dangerous. | ||
When you have time and resources, it is wise to use wards and [[Barrier Powers (FiD)|Barriers]], but in action this is usually impossible and you must face the risks. | When you have time and resources, it is wise to use wards and [[Barrier Powers (FiD)|Barriers]], but in action this is usually impossible and you must face the risks. | ||
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Depending on your degree of outcome, a creature is willing to do different things: | Depending on your degree of outcome, a creature is willing to do different things: | ||
| − | * ''Limited Outcome'' allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you. | + | * '''Limited Outcome''' allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you. |
| − | * ''Standard Outcome'' allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight. | + | * '''Standard Outcome''' allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight. |
| − | * ''Great Outcome'' allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen. | + | * '''Great Outcome''' allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen. |
The position usually starts at Risky — the creature is compelled and may resist. | The position usually starts at Risky — the creature is compelled and may resist. | ||
Latest revision as of 22:51, 14 January 2026
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Summons are Chohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
- Summoning a Creature
The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- A short fight to assert dominance
- Deliberate sabotage
- A constant struggle to maintain control