OctarineShrike
I ask again, what does Hongyuan need?
For those who may not know, Eric Zawadski(Who was a developer on Deviant the Renegades), is working on Storytellers Vault material for DTR. There's a preview thread on RPG.net(💡 I Made This! - Shallow Graves - A Player's Guide to Deviant: The Renegades | Tabletop Roleplaying Open)
And here's the Summoner Form from page 9 of the thread:
And here's the Summoner Form from page 9 of the thread:
Summoner
The power of the Divergence exists apart from the Deviant or can be split off from him. This homunculus might be an ever-present, hulking guardian, an animal-shaped manifestation of pure energy he summons when he needs it, or any number of other things. It might obey his every command or twist his wishes to serve its own goals.
Systems: By default, a Summoner's homunculus has the following traits:
• Scar-Fueled: Choose a Magnitude 3 Scar to associate with the homunculus (the Homunculus Scar). Bringing the homunculus into existence during a scene follows the rules for activating a Toggled Variation of the appropriate type (including the homunculus disappearing at the end of the scene) and attracts conspiracy attention as though it were an Overt Variation of the same Magnitude as the Homunculus Scar. Whether the Homunculus Scar is Controlled, Involuntary, or Persistent, the Broken carries the cost. Tribulation forces him to spend Willpower to summon the homunculus, for example, and Conspicuous Appearance makes the Remade noteworthy, not the homunculus. In a similar vein, Involuntary Stimulus causes the homunculus to summon itself whenever the Scar's conditions are met.
• Assigned Variations: The homunculus possesses one or more of the Deviant's Variations, each of which is entangled with its own Scar. The Remade cannot use those Variations, as they belong to the homunculus. The Broken's Attributes determine Scar Power/Finesse/Resistance, and they use his Acclimation. The homunculus does not enjoy any of the benefits of a Variation that has not been assigned to it, so a Deviant with the Enhanced Speed Variation doesn't grant the Variation's benefits to all his homunculi, nor does Superhuman Strength make them stronger. If a Homunculus Scar has Standard Deviations that limit or change how entangled Variations work (such as Target Restriction), these apply to all the homunculus's uses of Variations. Whenever the Remade purchases a new Variation, he may assign it to a new or existing homunculus instead of to himself. Adaptations can be used to reset the homunculus's limited-use Variations, but they cannot otherwise affect the homunculus.
• Multiple Homunculi: The Deviant can also define multiple homunculi, but each Variation can only be assigned to one homunculus at a time unless the Remade purchases the Variation multiple times to assign to different homunculi (permitted even if the Variation cannot normally be purchased multiple times). Once a Variation is assigned to a given homunculus, however, it cannot be reassigned to a different homunculus without a narrative explanation and Storyteller approval. Only one homunculus can be active at any given time.
• Distinctive: Each homunculus has a distinctive appearance. Although not all are humanoid (animals, machines, and stranger things are quite common), those that resemble humans have the same face, body shape, and attire each time the Summoner calls them forth.
• Range: When summoned, the homunculus appears at a place the Deviant can perceive within 40 yards/meters.
• Actions: The Deviant and homunculus each have their own separate actions, with both acting on the Deviant's initiative (unless modified by a Variation). For mundane tasks, the homunculus has six dice for actions in two areas of expertise of the Broken's choice and two dice for other actions — both of which can still benefit from Variations like Hypercompetence (treating half the appropriate dice pool as coming from its Skill) and Superhuman Attribute (adding a flat bonus equal to the Magnitude of Superhuman Attribute). Once chosen, these areas of expertise cannot change. Homunculi lack armor, weapons, or equipment when summoned. Their Defense is 3.
• Other Traits: Homunculi do not have Willpower, although the Remade can spend Willpower on their behalf. A homunculus disappears if it suffers any damage, although the Broken can re-summon it. A homunculus can be of Size 5 or less, as decided when the transformed purchases this Form; small (Size 4 or less) homunculi have the same advantages and disadvantages as Remade with the Miniaturization Variation, but it usually doesn't affect Health (but see Durable below) and microscopic homunculi are not permitted. Derived traits like Speed and Initiative are based on the Broken's unmodified Attributes except where the homunculus has a Variation that modifies these.
• Limited Independence: A homunculus has a limited understanding of the world around it. It will obey the Deviant's one-sentence/step commands (which he can issue as a reflexive action on his turn) immediately and without question, but it doesn't act of its own volition.
• Undying: If the homunculus is destroyed, it reforms and can be summoned again at the beginning of the next chapter, but the Broken suffers a medium Instability. If the homunculus has the Ever-Present effect, it automatically summons itself to the Summoner's presence at the beginning of the next chapter (the next scene, if it also has Easy Reformation).
A Summoner can spend some of his starting Merit dots to change most of the above rules. With the Storyteller's permission, the Summoner may spend Experiences to improve the Form during play. These Merit dots can be used as follows:
Adaptable (2 dots): Homunculi can benefit from the Deviant's Adaptations, although the Broken must pay any associated costs.
Capable (2 to 15 dots): A homunculus possesses 1 additional Magnitude of Variations per two Merit dots, although they must be entangled with Scars as normal. For three Merit dots per Magnitude of Variations, this is instead Scar-free Magnitude of Variations. The Magnitude of these Variations cannot be increased later and can't exceed 5 Magnitude total, but they don't count against the Broken's starting Magnitude of Variations.
Durable (2 dots): The homunculus calculates Health based on its Size and Stamina (which is equal to the un-enhanced Stamina of the Deviant), plus any due to the Variations assigned to it (such as Superhuman Stamina).
Easy Reformation (2 dots): If destroyed, the Broken can summon the homunculus again at the beginning of the next scene instead of the next chapter.
Ever-Present (2 to 4 dots): The Deviant may summon a homunculus as a reflexive action on his turn but may not summon more than one homunculus per turn. At 4 dots, the Homunculus Scar must be Persistent, and this effect is exclusive with Limited Use, but the homunculus is always present (and counts as an Overt Scar of a Magnitude equal to that of the Homunculus Scar).
Far-Ranging (2 dots): The Deviant can summon the homunculus to any place she can perceive within 400 yards/meters.
Guarded (–2 to 7 dots): The homunculus's Defense is 1 (–2 dots) or 2 (–1 dots), or it is increased by the starting Merit dot cost of this effect (Defense 4 at a cost of 1 dot, for example, and Defense 10 at a cost of 7 dots).
Huge (2 to 10 dots): The homunculus's Size exceeds 5 and it enjoys the benefits bestowed by the Gigantic Variation. This does not normally increase its Health (but see Durable above). The Merit cost is based on the maximum Size: 2 dots at Size 6-8, 4 dots at Size 9-10, 6 dots at Size 11-15, 8 dots at Size 16-20, and 10 dots at Size 20-25. Summoning the homunculus grants a bonus to the conspiracy's next surveillance roll equal to half the Merit cost of this effect. This effect is compatible with the Gigantic Variation, potentially resulting in a homunculus as large as Size 40.
Idle (–4 to 4 dots): At –2 dots, the homunculus takes no action (whether independently or in furtherance of an order) unless the Remade is within summoning range of it (typically 40 yards/meters). At –4 dots, it takes no action except when he is in physical contact with it. If the homunculus has the Willful effect at –4 or –6 dots, Idle instead costs 2 dots for the base effect and 4 dots if the homunculus can only act when the Broken is in physical contact with it.
Independence (2 to 10 dots): The homunculus can understand complex commands as well as an ordinary person is able to. It has greater expertise or a wider breadth of knowledge than other homunculi:
• Breadth (2 to 4 dots): It has two additional areas of expertise (for a total of four) and rolls three dice for other actions instead of two. At 4 dots, it instead has a total of six areas of expertise and rolls four dice for other actions.
• Depth (2 to 4 dots): It has eight dice in its areas of expertise instead of six. At 4 dots, this is 10 dice.
• Specialized (2 dots): Exchange some of the homunculus's areas of expertise for Specialties and/or Merits at the rate of five Specialties/Merit dots per area of expertise.
Limited Use (–2 to –4 dots): The Deviant can only summon each homunculus once per chapter (–2 dots). At –4 dots, this is instead once per story.
Modified Scar (–4 to 4 dots): The Homunculus Scar's Magnitude is instead 5 (–4 dots), 4 (–2 dots), 2 (2 dots), or 1 (4 dots).
Multiplicity (4 to 10 dots): The Deviant can have multiple homunculi active, although he must still summon each one separately. Regardless of how many homunculi are currently active, they may only take one action per turn between them, although they can move normally. The maximum number of active homunculi cannot exceed two (4 dots), three (6 dots), four (8 dots), or five (10 dots).
Painful Bond (–2 dots): If the homunculus is destroyed, the Remade suffers a major Instability instead of a medium Instability. This is exclusive with Painless Bond.
Painless Bond (2 dots): If the homunculus is destroyed, the Remade suffers a minor Instability instead of a medium Instability. This is exclusive with Painful Bond.
Plain (2 dots): Summoning the homunculus does not count as activating an Overt Variation. However, the homunculus may still attract additional conspiracy attention if it uses Overt Variations once summoned.
Scarred (–1 to –6 dots): The homunculus has one or more of its own flaws. Choose a Persistent Scar (including Standard Deviations) and reduce the Merit dot cost of this Form by half the Magnitude of the Scar (rounded up). This Scar must be relevant to the homunculus in question and a potential burden for the Summoner. A homunculus that lacks Health cannot suffer a Scar that reduces how much Health it has, for example, and one with Conspicuous Appearance applies many of the related Conditions to the Summoner whenever he brings it forth. A homunculus's Scars generate Beats whenever they create complications for the Summoner or his cohort. A homunculus with multiple Scars uses the lowest-Magnitude Scar to calculate the base Merit dot cost and then further reduces the cost by one Merit dot per additional Scar (to a minimum cost of –6 dots).
Shared Power (2 to 4 dots): The Deviant has access to the homunculus's Variations except when it is active or only when it is active (chosen when this Form is purchased). At 4 dots, he retains access regardless of whether the homunculus is active.
Weak Summoner (–2 to –6 dots): For as long as one of his homunculi is active, the Summoner is treated as a 3-dot Retainer with three areas of expertise of his choice based on Skills in which he has at least 2 dots. Once chosen, these areas of expertise cannot change except at the end of a chapter. At –4 dots, he instead counts as a 2-dot Retainer, and at –6 dots he counts as a 1-dot Retainer.
Willful (–2 to –6 dots): The homunculus has a will of its own, complete with its own Aspiration(s), Virtue, and/or Vice. It can and will refuse the Deviant's orders if they conflict with those goals unless he successfully strikes a bargain with it. At –4 dots, the Summoner must instead obey the commands of the homunculus when it is present, although he can twist its intent if he dares. At –6 dots, not only does the homunculus command the Summoner, its motives are so alien and terrible that its orders will almost always create problems for him.
Differentiated Homunculi
The optional effects of the Summoner Form assume that all the homunculi follow the same rules, even though they have different abilities. This is meant to keep an already complex Form from becoming too complicated. For troupes willing to accept more bookkeeping, though, a Storyteller may allow a Summoner to have each homunculus follow a different set of rules. One might be tiny and clever, while another is enormous but none-too-bright, for example.
To represent this, determine a net Merit dot cost for the Form and pay that cost once. Then, build each homunculus using a budget equal to that cost. For example, a net 4-dot Form could allow one homunculus to be Capable (4 dots), while another is Durable (2 dots), Independent (4 dots), and Willful (–2 dots).
In order to have multiple homunculi active at the same time, each homunculus must have the Multiplicity effect at the appropriate rating.
The power of the Divergence exists apart from the Deviant or can be split off from him. This homunculus might be an ever-present, hulking guardian, an animal-shaped manifestation of pure energy he summons when he needs it, or any number of other things. It might obey his every command or twist his wishes to serve its own goals.
Systems: By default, a Summoner's homunculus has the following traits:
• Scar-Fueled: Choose a Magnitude 3 Scar to associate with the homunculus (the Homunculus Scar). Bringing the homunculus into existence during a scene follows the rules for activating a Toggled Variation of the appropriate type (including the homunculus disappearing at the end of the scene) and attracts conspiracy attention as though it were an Overt Variation of the same Magnitude as the Homunculus Scar. Whether the Homunculus Scar is Controlled, Involuntary, or Persistent, the Broken carries the cost. Tribulation forces him to spend Willpower to summon the homunculus, for example, and Conspicuous Appearance makes the Remade noteworthy, not the homunculus. In a similar vein, Involuntary Stimulus causes the homunculus to summon itself whenever the Scar's conditions are met.
• Assigned Variations: The homunculus possesses one or more of the Deviant's Variations, each of which is entangled with its own Scar. The Remade cannot use those Variations, as they belong to the homunculus. The Broken's Attributes determine Scar Power/Finesse/Resistance, and they use his Acclimation. The homunculus does not enjoy any of the benefits of a Variation that has not been assigned to it, so a Deviant with the Enhanced Speed Variation doesn't grant the Variation's benefits to all his homunculi, nor does Superhuman Strength make them stronger. If a Homunculus Scar has Standard Deviations that limit or change how entangled Variations work (such as Target Restriction), these apply to all the homunculus's uses of Variations. Whenever the Remade purchases a new Variation, he may assign it to a new or existing homunculus instead of to himself. Adaptations can be used to reset the homunculus's limited-use Variations, but they cannot otherwise affect the homunculus.
• Multiple Homunculi: The Deviant can also define multiple homunculi, but each Variation can only be assigned to one homunculus at a time unless the Remade purchases the Variation multiple times to assign to different homunculi (permitted even if the Variation cannot normally be purchased multiple times). Once a Variation is assigned to a given homunculus, however, it cannot be reassigned to a different homunculus without a narrative explanation and Storyteller approval. Only one homunculus can be active at any given time.
• Distinctive: Each homunculus has a distinctive appearance. Although not all are humanoid (animals, machines, and stranger things are quite common), those that resemble humans have the same face, body shape, and attire each time the Summoner calls them forth.
• Range: When summoned, the homunculus appears at a place the Deviant can perceive within 40 yards/meters.
• Actions: The Deviant and homunculus each have their own separate actions, with both acting on the Deviant's initiative (unless modified by a Variation). For mundane tasks, the homunculus has six dice for actions in two areas of expertise of the Broken's choice and two dice for other actions — both of which can still benefit from Variations like Hypercompetence (treating half the appropriate dice pool as coming from its Skill) and Superhuman Attribute (adding a flat bonus equal to the Magnitude of Superhuman Attribute). Once chosen, these areas of expertise cannot change. Homunculi lack armor, weapons, or equipment when summoned. Their Defense is 3.
• Other Traits: Homunculi do not have Willpower, although the Remade can spend Willpower on their behalf. A homunculus disappears if it suffers any damage, although the Broken can re-summon it. A homunculus can be of Size 5 or less, as decided when the transformed purchases this Form; small (Size 4 or less) homunculi have the same advantages and disadvantages as Remade with the Miniaturization Variation, but it usually doesn't affect Health (but see Durable below) and microscopic homunculi are not permitted. Derived traits like Speed and Initiative are based on the Broken's unmodified Attributes except where the homunculus has a Variation that modifies these.
• Limited Independence: A homunculus has a limited understanding of the world around it. It will obey the Deviant's one-sentence/step commands (which he can issue as a reflexive action on his turn) immediately and without question, but it doesn't act of its own volition.
• Undying: If the homunculus is destroyed, it reforms and can be summoned again at the beginning of the next chapter, but the Broken suffers a medium Instability. If the homunculus has the Ever-Present effect, it automatically summons itself to the Summoner's presence at the beginning of the next chapter (the next scene, if it also has Easy Reformation).
A Summoner can spend some of his starting Merit dots to change most of the above rules. With the Storyteller's permission, the Summoner may spend Experiences to improve the Form during play. These Merit dots can be used as follows:
Adaptable (2 dots): Homunculi can benefit from the Deviant's Adaptations, although the Broken must pay any associated costs.
Capable (2 to 15 dots): A homunculus possesses 1 additional Magnitude of Variations per two Merit dots, although they must be entangled with Scars as normal. For three Merit dots per Magnitude of Variations, this is instead Scar-free Magnitude of Variations. The Magnitude of these Variations cannot be increased later and can't exceed 5 Magnitude total, but they don't count against the Broken's starting Magnitude of Variations.
Durable (2 dots): The homunculus calculates Health based on its Size and Stamina (which is equal to the un-enhanced Stamina of the Deviant), plus any due to the Variations assigned to it (such as Superhuman Stamina).
Easy Reformation (2 dots): If destroyed, the Broken can summon the homunculus again at the beginning of the next scene instead of the next chapter.
Ever-Present (2 to 4 dots): The Deviant may summon a homunculus as a reflexive action on his turn but may not summon more than one homunculus per turn. At 4 dots, the Homunculus Scar must be Persistent, and this effect is exclusive with Limited Use, but the homunculus is always present (and counts as an Overt Scar of a Magnitude equal to that of the Homunculus Scar).
Far-Ranging (2 dots): The Deviant can summon the homunculus to any place she can perceive within 400 yards/meters.
Guarded (–2 to 7 dots): The homunculus's Defense is 1 (–2 dots) or 2 (–1 dots), or it is increased by the starting Merit dot cost of this effect (Defense 4 at a cost of 1 dot, for example, and Defense 10 at a cost of 7 dots).
Huge (2 to 10 dots): The homunculus's Size exceeds 5 and it enjoys the benefits bestowed by the Gigantic Variation. This does not normally increase its Health (but see Durable above). The Merit cost is based on the maximum Size: 2 dots at Size 6-8, 4 dots at Size 9-10, 6 dots at Size 11-15, 8 dots at Size 16-20, and 10 dots at Size 20-25. Summoning the homunculus grants a bonus to the conspiracy's next surveillance roll equal to half the Merit cost of this effect. This effect is compatible with the Gigantic Variation, potentially resulting in a homunculus as large as Size 40.
Idle (–4 to 4 dots): At –2 dots, the homunculus takes no action (whether independently or in furtherance of an order) unless the Remade is within summoning range of it (typically 40 yards/meters). At –4 dots, it takes no action except when he is in physical contact with it. If the homunculus has the Willful effect at –4 or –6 dots, Idle instead costs 2 dots for the base effect and 4 dots if the homunculus can only act when the Broken is in physical contact with it.
Independence (2 to 10 dots): The homunculus can understand complex commands as well as an ordinary person is able to. It has greater expertise or a wider breadth of knowledge than other homunculi:
• Breadth (2 to 4 dots): It has two additional areas of expertise (for a total of four) and rolls three dice for other actions instead of two. At 4 dots, it instead has a total of six areas of expertise and rolls four dice for other actions.
• Depth (2 to 4 dots): It has eight dice in its areas of expertise instead of six. At 4 dots, this is 10 dice.
• Specialized (2 dots): Exchange some of the homunculus's areas of expertise for Specialties and/or Merits at the rate of five Specialties/Merit dots per area of expertise.
Limited Use (–2 to –4 dots): The Deviant can only summon each homunculus once per chapter (–2 dots). At –4 dots, this is instead once per story.
Modified Scar (–4 to 4 dots): The Homunculus Scar's Magnitude is instead 5 (–4 dots), 4 (–2 dots), 2 (2 dots), or 1 (4 dots).
Multiplicity (4 to 10 dots): The Deviant can have multiple homunculi active, although he must still summon each one separately. Regardless of how many homunculi are currently active, they may only take one action per turn between them, although they can move normally. The maximum number of active homunculi cannot exceed two (4 dots), three (6 dots), four (8 dots), or five (10 dots).
Painful Bond (–2 dots): If the homunculus is destroyed, the Remade suffers a major Instability instead of a medium Instability. This is exclusive with Painless Bond.
Painless Bond (2 dots): If the homunculus is destroyed, the Remade suffers a minor Instability instead of a medium Instability. This is exclusive with Painful Bond.
Plain (2 dots): Summoning the homunculus does not count as activating an Overt Variation. However, the homunculus may still attract additional conspiracy attention if it uses Overt Variations once summoned.
Scarred (–1 to –6 dots): The homunculus has one or more of its own flaws. Choose a Persistent Scar (including Standard Deviations) and reduce the Merit dot cost of this Form by half the Magnitude of the Scar (rounded up). This Scar must be relevant to the homunculus in question and a potential burden for the Summoner. A homunculus that lacks Health cannot suffer a Scar that reduces how much Health it has, for example, and one with Conspicuous Appearance applies many of the related Conditions to the Summoner whenever he brings it forth. A homunculus's Scars generate Beats whenever they create complications for the Summoner or his cohort. A homunculus with multiple Scars uses the lowest-Magnitude Scar to calculate the base Merit dot cost and then further reduces the cost by one Merit dot per additional Scar (to a minimum cost of –6 dots).
Shared Power (2 to 4 dots): The Deviant has access to the homunculus's Variations except when it is active or only when it is active (chosen when this Form is purchased). At 4 dots, he retains access regardless of whether the homunculus is active.
Weak Summoner (–2 to –6 dots): For as long as one of his homunculi is active, the Summoner is treated as a 3-dot Retainer with three areas of expertise of his choice based on Skills in which he has at least 2 dots. Once chosen, these areas of expertise cannot change except at the end of a chapter. At –4 dots, he instead counts as a 2-dot Retainer, and at –6 dots he counts as a 1-dot Retainer.
Willful (–2 to –6 dots): The homunculus has a will of its own, complete with its own Aspiration(s), Virtue, and/or Vice. It can and will refuse the Deviant's orders if they conflict with those goals unless he successfully strikes a bargain with it. At –4 dots, the Summoner must instead obey the commands of the homunculus when it is present, although he can twist its intent if he dares. At –6 dots, not only does the homunculus command the Summoner, its motives are so alien and terrible that its orders will almost always create problems for him.
Differentiated Homunculi
The optional effects of the Summoner Form assume that all the homunculi follow the same rules, even though they have different abilities. This is meant to keep an already complex Form from becoming too complicated. For troupes willing to accept more bookkeeping, though, a Storyteller may allow a Summoner to have each homunculus follow a different set of rules. One might be tiny and clever, while another is enormous but none-too-bright, for example.
To represent this, determine a net Merit dot cost for the Form and pay that cost once. Then, build each homunculus using a budget equal to that cost. For example, a net 4-dot Form could allow one homunculus to be Capable (4 dots), while another is Durable (2 dots), Independent (4 dots), and Willful (–2 dots).
In order to have multiple homunculi active at the same time, each homunculus must have the Multiplicity effect at the appropriate rating.