A bit of a preamble for anyone not familiar with the acronym – there’s a movement or set of movements known as the FKR, standing for Free Kriegsspiel Revolution, a (mostly) joke term intended to contrast with the OSR to focus purely on a relationship to rules in gaming – namely that the referee is the interface between the fictional world and the player characters.
These movements tend to primarily focus on very small rulesets – often stuff like “d6 roll for low” or contested 2d6 rolls, just because these kinds of rulesets allow the referee to really focus in on rulings. I think there’s also a bit of fondness for how Bob Meyer runs Blackmoor.
So from the outside lots of people are starting to assume the FKR means nearly no-rules roleplaying games. But if you look at Kriegsspiel itself, or even the kind of rulesets Arneson seemed fond of writing – sometimes there are a lot of rules. And this to me is an important thing to note. It’s not the amount of rules.
FKR to me is purely a relationship to rules. If your table is composed of a referee who portrays the world opting to use rules as a tool whenever they wish, and players portraying characters responding with what they would do if they were in whatever fictional situation the ref is describing – that to me is FKR. It doesn’t matter if the ref is using a single coin flip, or if they decide to sometimes opt into Mythras, or their own hack of ASL, or anything else. The amount of crunch doesn’t impact the FKRishness, its if the table is focusing more on the fiction over the mechanics. This is obviously easier with light systems, but if the ref feels using something heftier “behind the screen”, that’s a perfectly valid approach.
I have used quite a lot of summoning systems over the years. My homebrew setting’s magic system is heavily based on negotiating with spirits, demons, etc. and I feel like I have tried a majority of systems out there – d&d hacks, summon spells, systems lifted from whole other games, freeform etc.
A lot of the impetus for the following rules comes down to me wanting to condense as many rolls as possible. I don’t want too much diceing going on when summoning, but I also want some unpredictability. I have decided to try to leverage something similar to a few of the systems I enjoy, while also trying to use something like the Turn Undead table and reaction rolls, as well as all of the Loyalty stuff.
Anyway, here’s a briefish version that I want to playtest more. Let me know what you think and if you use similar system.
Daemons
“Daemons” in my setting refer to a specific class of entity, although are close enough to fantasy depictions of horned and hoofed demons to work in that fashion. This could probably be extrapolated to work with other classes of spirits, but for scope I am going to assume fire and brimstone chaotic beings who want to feast on souls and wreak havoc for creation.
Daemons get assigned a Rank, this goes from about 1-8 or so, although could be scaled up or down to taste. The Rank correlates to their HD, general powers, known spells, etc. Configure daemons to your particular setting but in mine each daemon has 3 HD per rank, has a number of powers equal to their rank, also knows a number of “secrets” (this may be known spells, alchemical ingredients, actual in-setting secrets like who the king has been having an affair with, how to get into a specific dungeon, or why all the gnomes took off in that floating ziggurat). Daemons also have all of the typical abilities of a supernatural entity – they can only be struck by magic or blessed weapons, can see in the dark, probably have a suite of immunities equal to their rank, can summon d6 demons of a rank lower than it (who can then summon d6 demons of a lower rank), etc.
Every daemon should have a desire – this could be fairly blunt like blood, maybe its destruction of worldly good, or maybe it’s some kind of “enemy within” long play in the cosmic game of chess. Whatever it is this is mostly likely what the summoner will need to use to bargain with the daemon, or at least use to placate it. Daemons will have a Pact score when negotiated with by a summoner. This is basically their version of Loyalty. I’ll discuss the actual details of that later on, but for now know that it’s about how long a daemon will stand to be in a contract with a summoner.
I assume you have tables for the forms that daemons take in your setting, the types of powers they can have, and the exact spells they know. While there are thousands of tables that I could recommend a good place to start would be the Metamorphica Revised by Johnstone Metzger.
Also a “Summoner” is any class that you think should gain access to summoning. I let everyone summon, but if they don’t have a magic-using class they just count as 0-level.
Preparation
A summoner needs to have occult knowledge particular to the specific daemon they are summoning. This may be one of its names, its sigil, or a particular incantation to it. Whatever this is in your setting, this is the bare minimum to get an audience with the daemon.
Beyond the minimum the summoner probably takes a number of precautions when dealing with such feisty, chaotic spirits. Firstly they are hopefully conducting the ritual in a safe and sacred place – a holy temple, a sanctum, a library of great power, etc. They probably collected a bunch of implements to aid in the ritual like cups, wands, fancy mirrors, oils, daggers, all of those wizardly knick-knacks. They should also physically and mentally prepare for such a harrowing experience – meditating, psyching themselves up, imbibing in hallucinogenic drugs, practicing occult iconography, and daemons are pretty particular about wizard funk so the summoner should probably ritualistic bathe.
Magical circles and the like are also a pretty big deal.There’s probably also some magical shapes being drawn, chalked, salted, or scratched onto the floor – one to house the demon, and another to protect the summoner. Plumb your favorite renaissance occult book, tattoo parlour examples, or anime for inspiration on those.
The actual ritual of conjuration takes a number of hours equal to the daemon’s HD, although if the caster is in a particular hurry they could speed through it in daemon’s HD turns. Hurrying or failing to prepare may produce terrible results. And on that subject…
Summoning
As long as the summoner’s level is equal to or within one of the Rank of the daemon – the daemon is most likely conjured. If the daemon really does not want to be summoned then they can save vs. spells to resist, but if the caster went to all the trouble of intoning the daemon’s true name or whatever they should probably have gotten their attention.
So the daemon shows up, fire-and-brimstone, asking who dared called upon it and for what purpose. The summoner must then negotiate with the entity, telling it what they want and perhaps offering it something in exchange. Once the negotiating has come to a place where it’s clear what the summoner is asking and offering (if anything), roll on the following reaction table using the modifiers following it.
2d6
Daemonic Negotiation
2 or less
The daemon is hostile to everyone around. If it is not contained in a circle it will attempt to kill everyone not protected if it thinks it can. All witnesses must make a save to resist the terror of the daemon, running and screaming or cowering upon failure. The daemon will probably tell its peers that you’re marked for death, as well.
3-5
The daemon refuses to act in service of the summoner, returning the abyss spurned.
6-8
Uncertain, the daemon may agree to work for the summoner if its Desire is immediately met.
9-11
The daemon agrees to the conditions, the ref deciding upon or rolling its Pact score in secret (typically 3d6).
12 or more
The daemon agrees to the pact, or is dominated into servitude, add +1 Pact score to the daemon.
Condition
Modifier
Not in a secure location such as a temple or sanctum
-1
Daemon’s rank is higher than summoner levels
-1 per difference
Summoner’s levels are higher than the rank of the daemon
+1 per difference
Summoner failed to acquire the necessary implements
-1
Summoner failed to mentally/physically prepare
-1
Summoner hurried the ritual
-1
Daemon resisted the summon
-1
Daemon was offered a poor deal
-1
A sacrifice was performed for the daemon
+1 per HD of sacrificed entity
Particularly fancy implements were created for this one specific ritual
+1 per 500gp of bling spent on this one conjuration
The offer was particularly appealing to the daemon
+1
Binding & Pacting
Unless the summoner asks the daemon for something that may be handled immediately, the two enter into a pact. Much like loyalty, the referee either decides on the Pact score for the daemon, or rolls it, adjusting it by the results of the summoning. Every week that a daemon is in service to a summoner without having its desire met, its pact score is reduced by 1. Being treated particularly well may increase the daemon’s pact score. This should be rare, however, the daemon has stuff it has to do in the abyss and probably doesn’t want to pal around with some caster.
When a daemon is asked or commanded to do something for the summoner it does not wish to do, or if the daemon wishes to attempt to rebel, a check against its current Pact score. Rolling equal to or under the Pact score compels the demon to concede and obey, but rolling above allows the daemon to escape or to turn on its master.
At any point a summoner may release a daemon from their service, this is typically after both sides have come to a mutual agreement that the negotiation has been fulfilled, but ever a sly creature the daemon may decide to turn on the summoner.
Summoners may only have in their service a number of daemons equal to their level. Fortunately daemons may often summon lesser demons, creating an infernal pyramid scheme to fulfill cosmic contracts to the minimum technical level.
Banishing
Daemons may be banished as per Turn Undead rules of your preferred system. Note that Daemons have higher HD than their Rank, so they are easier to summon than they are to banish, so heed whatever precautions you can.
Daemonic Desire Examples
Destruction – blood sacrifice, the burning of beautiful art, the enactment of war.
Confusion – sow the seeds of strife, tear communities apart, convince others of falsehoods.
Corruption – gain worshippers, turn innocents rotten
Exaltation – gain the daemon or its followers worldly power, its cult infiltrating the nobility and the church
Hedonism – provide the daemon a good time – food, drugs, libations, etc.
Art – create something beautiful, yet horrific that appeases the daemon.
Knowledge – discover further secrets for the daemon to trade in the abyss
Challenge – the daemon wants its mettle tested, or it wants aid in defeating its rival, daemonic or otherwise
Advancement rules are another aspect of roleplaying that sees heavy mechanization. Which I totally get – I agree that games are about what they reward. How these rewards are illustrated, handed out, and utilized, however, has a variety of methods they can be handled with – and like everything else in this series I think you can get away having a fully featured and rich set of rewards without explicitly mechanizing them.
One of the things I have done when running Primeval 2D6 is to get rid of the more abstract notion of hit points, number of hits, etc. in favor of a more descriptive form of injuries.
This has coincided with my attempt to move all of my old school-styled gaming away from discussions of numbers and mechanics, and instead towards a discussion of the fiction as much as possible.