Summoning and binding or conjuring and animating a creature is handled as a single ritual. The complexity of that ritual is as follows:

Method 1

1. Start with a complexity of 0.
2. Add 2 to the complexity of the ritual for every 5 skill points possessed by the creature.
3. Add 1 to the complexity of the ritual for every point of refresh worth of powers or stunts possessed by the creature.
4. Add to the complexity based on the skill cap of the creature as described by the list below:

Average: +1 complexity

Fair: +2 complexity

Good: +3 complexity

Great: +5 complexity

Superb: +8 complexity

Fantastic: +11 complexity

Epic: +14 complexity

5. The base duration of the ritual is one day. For every time increment that it is increased, add 1 to the complexity. For every time increment that it is decreased, subtract 1 from the complexity.
6. Select a behaviour pattern from the list below and multiply the complexity by the factor indicated.

Uncontrolled (x0.5 complexity) - does what it pleases, which probably isn't what you want it to do.

Disloyal (x0.75 complexity) - can be directed, but won't obey properly. Either looks for loopholes or simply lacks any intelligence at all. Requires micromanaging.

Animal (x1 complexity) - can be directed, but unsuited for certain tasks; untrained and instinctual.

Single Function Robot (x1 complexity) - does one thing only, without free will, initiative, or surprises.

Robot (x1.25 complexity) - obeys commands, no free will or initiative, but no surprises either.

Thug (x1.5 complexity) - can be directed, some free will, but requires attention to keep in line.

Specialist/Lieutenant (x1.75 complexity) - free willed, relatively independent; can be given complex tasks or command others.

Super Robot (x2 complexity) - obeys instinctively, can be commanded like a second player character.

Battle Butler (x3 complexity) - perfect obedience, absolute loyalty, entirely independent, will act to help the summoner on its own initiative.

7. You may have a summoned creature come into existence with one or more aspects selected by the GM. For each such aspect, decrease the complexity by 2. You do not receive a Fate Point the first time each of these aspects is compelled.
8. If summoning multiple creatures of the same type with a single ritual, each additional creature costs less than the original. The second creature costs one half its normal complexity, the third through fifth cost one quarter, and the sixth onward cost one eighth. Round normally.

Please note that the above is intended as a guide only. Using it to the letter will give a massive advantage to people who know how to minmax. Feel free to adjust complexity costs based on the real value of a creature. As a general rule, player-created creatures summoned this way should be expected to follow the same skill pyramid rules as player characters.

Method 2

1. Start with a complexity of 0.
2. Add enough shifts to take out the creature through it's best stress track. Ignore toughness powers. Depending on the power of the creature and its significance to the plot, the maximum level of consequence that the summoner must overcome will vary. As a rule of thumb, a summoner must generally overcome the highest level of consequence that the creature he's summoning will take in his service.
3. Add 1 to the complexity of the ritual for every point of refresh worth of powers or stunts possessed by the creature.
4. Add complexity equal to the creature's skill cap.
5. The base duration of the ritual is one day. For every time increment that it is increased, add 1 to the complexity. For every time increment that it is decreased, subtract 1 from the complexity.
6. You may have a summoned creature come into existence with one or more positive aspects. For each such aspect, increase the complexity by 2. The creature may tag each such aspect once without spending a fate point.
7. You may have a summoned creature come into existence with one or more negative aspects. For each such aspect, decrease the complexity by 2. You do not receive a Fate Point the first time each of these aspects is compelled.
8. You may have a summoned creature come into existence with one or more positive qualities. For each such quality, increase the complexity by 9. These qualities have a constant positive effect on the behaviour or abilities of a creature. Everything positive about a creature that doesn't fit into one of the previous categories goes here.
9. You may have a summoned creature come into existence with one or more negative qualities. For each such quality, decrease the complexity by 9. These qualities have a constant negative effect on the behaviour or abilities of a creature. Everything negative about a creature that doesn't fit into one of the previous categories goes here.
10. If summoning multiple creatures of the same type with a single ritual, each additional creature costs less than the original. The second creature costs one half its normal complexity, the third through fifth cost one quarter, and the sixth onward cost one eighth. Round normally.

## Method 1

1. Start with a complexity of 0.

2. Add 2 to the complexity of the ritual for every 5 skill points possessed by the creature.

3. Add 1 to the complexity of the ritual for every point of refresh worth of powers or stunts possessed by the creature.

4. Add to the complexity based on the skill cap of the creature as described by the list below:

- Average: +1 complexity
- Fair: +2 complexity
- Good: +3 complexity
- Great: +5 complexity
- Superb: +8 complexity
- Fantastic: +11 complexity
- Epic: +14 complexity

5. The base duration of the ritual is one day. For every time increment that it is increased, add 1 to the complexity. For every time increment that it is decreased, subtract 1 from the complexity.6. Select a behaviour pattern from the list below and multiply the complexity by the factor indicated.

- Uncontrolled (x0.5 complexity) - does what it pleases, which probably isn't what you want it to do.
- Disloyal (x0.75 complexity) - can be directed, but won't obey properly. Either looks for loopholes or simply lacks any intelligence at all. Requires micromanaging.
- Animal (x1 complexity) - can be directed, but unsuited for certain tasks; untrained and instinctual.
- Single Function Robot (x1 complexity) - does one thing only, without free will, initiative, or surprises.
- Robot (x1.25 complexity) - obeys commands, no free will or initiative, but no surprises either.
- Thug (x1.5 complexity) - can be directed, some free will, but requires attention to keep in line.
- Specialist/Lieutenant (x1.75 complexity) - free willed, relatively independent; can be given complex tasks or command others.
- Super Robot (x2 complexity) - obeys instinctively, can be commanded like a second player character.
- Battle Butler (x3 complexity) - perfect obedience, absolute loyalty, entirely independent, will act to help the summoner on its own initiative.

7. You may have a summoned creature come into existence with one or more aspects selected by the GM. For each such aspect, decrease the complexity by 2. You do not receive a Fate Point the first time each of these aspects is compelled.8. If summoning multiple creatures of the same type with a single ritual, each additional creature costs less than the original. The second creature costs one half its normal complexity, the third through fifth cost one quarter, and the sixth onward cost one eighth. Round normally.

Please note that the above is intended as a guide only. Using it to the letter will give a massive advantage to people who know how to minmax. Feel free to adjust complexity costs based on the real value of a creature. As a general rule, player-created creatures summoned this way should be expected to follow the same skill pyramid rules as player characters.

## Method 2

1. Start with a complexity of 0.

2. Add enough shifts to take out the creature through it's best stress track. Ignore toughness powers. Depending on the power of the creature and its significance to the plot, the maximum level of consequence that the summoner must overcome will vary. As a rule of thumb, a summoner must generally overcome the highest level of consequence that the creature he's summoning will take in his service.

3. Add 1 to the complexity of the ritual for every point of refresh worth of powers or stunts possessed by the creature.

4. Add complexity equal to the creature's skill cap.

5. The base duration of the ritual is one day. For every time increment that it is increased, add 1 to the complexity. For every time increment that it is decreased, subtract 1 from the complexity.

6. You may have a summoned creature come into existence with one or more positive aspects. For each such aspect, increase the complexity by 2. The creature may tag each such aspect once without spending a fate point.

7. You may have a summoned creature come into existence with one or more negative aspects. For each such aspect, decrease the complexity by 2. You do not receive a Fate Point the first time each of these aspects is compelled.

8. You may have a summoned creature come into existence with one or more positive qualities. For each such quality, increase the complexity by 9. These qualities have a constant positive effect on the behaviour or abilities of a creature. Everything positive about a creature that doesn't fit into one of the previous categories goes here.

9. You may have a summoned creature come into existence with one or more negative qualities. For each such quality, decrease the complexity by 9. These qualities have a constant negative effect on the behaviour or abilities of a creature. Everything negative about a creature that doesn't fit into one of the previous categories goes here.

10. If summoning multiple creatures of the same type with a single ritual, each additional creature costs less than the original. The second creature costs one half its normal complexity, the third through fifth cost one quarter, and the sixth onward cost one eighth. Round normally.