Summoning is the act of utilizing the Summoning Technique (Kuchiyose no Jutsu) to bring forth a creature from a signed contract. Summons act as narrative extensions of the summoner, with abilities and jutsu that scale according to Rank (C–S). They are primarily animals, though rare abnormalities exist.
When a character takes a Summoning Contract, they automatically gain access to the technique Kuchiyose no Jutsu.
Cost: 1 Refresh
Summoning Contracts function like a special Style Aspect. This aspect defines the creatures you are bound with, your relationship to them, and any demands the summoner must uphold to maintain the contract.
Each contract also defines three species-linked skills, which govern what the summon can do mechanically. These skills form the basis for any jutsu or actions the summon may take. Minor summons (C–B Rank) are often flavor or narrative-focused, while higher rank summons can have a larger impact on the scene.
Summoning Teamwork Cost: 1 Refresh
Required Permission: Summoning Contract
Effect: This provides the characters the ability to have their Summon utilize the teamwork action. Each companion will have 3 actions to provide a +1 to. The skills need to come from the skills provided in the summons contract and must be clearly defined before use.
Companion Aspect Template
Name: Name of the Contract
Species: Animal species or abnormal summon
Appearance: Typical appearance of the summon
Passive Abilities: Natural features or advantages
Species Weakness: Inherent drawbacks
Linked Skills: Three skills the summon can use
Contract Demand: Conditions the summoner must uphold
Backstory: Narrative flavor and origin
Rule Breakdown
Summoning Cost: Mark physical stress equal to the summons's Rank. If stress is unavailable sustain a consequence equal to or higher the summons cost, with the topic being chakra drained.
Summon Actions: Summons act like narrative extensions of the summoner. Their strength comes from their Rank, Size, and Linked Skills.
Taking Damage Through Summons: If a summon defends and fails, the summoner suffers the resulting stress or consequence (representing the chakra strain).
Summon Duration: Summons remain until dismissed, defeated, or the summoner runs out of chakra.
SUMMON RANK INFORMATION
C-Rank Summons
Size / Presence: Small
Chakra Stress Cost: 1
Number of Jutsu: 1
Max Jutsu Rank: C
Narrative Role: Minor assistance, scouting, messages, or simple combat actions.
B-Rank Summons
Size / Presence: Medium
Chakra Stress Cost: 2
Number of Jutsu: 2
Max Jutsu Rank: B
Narrative Role: Combat support, small area effects, teamwork bonuses.
A-Rank Summons
Size / Presence: Large
Chakra Stress Cost: 3
Number of Jutsu: 3
Max Jutsu Rank: A
Narrative Role: Multi-target or area-effect jutsu; significant battlefield impact.
S-Rank Summons
Size / Presence: Massive
Chakra Stress Cost: 4
Number of Jutsu: 4
Max Jutsu Rank: S
Narrative Role: Scene-changing abilities; major narrative effects; can shift battle outcomes.
Voluntary Dismissal:
The summoner may dismiss the summon at any time as a free narrative action.
No additional cost is required; the summon returns to its contract until next called.
Chakra Depletion:
If the summoner cannot pay the Chakra Stress required to maintain the summon or use its jutsu, the summon vanishes automatically.
Any ongoing actions the summon was performing immediately end.
Defeat / Incapacitation:
If the summon takes enough stress or suffers a consequence in a conflict, it may be removed from the scene temporarily or permanently, depending on the narrative agreement.
The summoner may attempt to call it again later, paying the normal chakra cost.
Contract Breach:
If the summoner fails to uphold a requirement in the Summoning Contract (e.g., neglecting a condition tied to the bond), the summon may refuse to appear until the contract is honored.