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POWER PROFILE: SUMMONING POWERS POWER PROFILE: SUMMONING POWERS POWER PROFILE: SUMMONING POWERS Some heroes work alone, others in teams, and others still have the ability to call-in as much help as they want, by summoning other beings to assist them! From com- manding animals like birds or sea-creatures to creating animated constructs of solidified energy or summoning quantum duplicates, M&M characters can go from lone individuals to an entire army! All the powers in this profile summon—call, conjure, or create—different independent beings in one fashion or another. These beings are generally referred to as agents of the summoner. Minions are agents with the minion trait (Hero’s Handbook, page 193) and all the limitations that come with it. THE SUMMON EFFECT Naturally, summoning powers rely heavily on the Summon effect (Hero’s Handbook, pages 128–130) which brings other creatures to serve the user. The default Summon effect calls upon a singular agent with the minion descriptor and the dazed condition, friendly towards the summoner (and thus generally dis- posed to do as ordered). Modifiers can change these default conditions. The Minion advantage (Hero’s Hand- book, page 87) is much like a Permanent Limited Summon effect, while the Sidekick advantage (Hero’s Handbook, page 88) is like a Permanent Limited Summon effect that calls upon an Active, Heroic agent, both of them involv- ing Self-Powered agents who do not simply appear out of thin air when called (see the Self-Powered modifier, following). Since Summon is a close range effect, the agent normally appears in the nearest open space adjacent to the summon- er. In the case of hordes of agents, they may fill the nearest available spaces, extending outwards from the summoner. Ranged Summon effects are thus useful for their ability to place an agent somewhere within range—on the far side of a gap, for example, or another part of a battlefield. Precise placement may require a ranged attack check for Ranged Summon, it is automatic for Perception Ranged Summon, so long as the summoner can accurately sense the location. The GM may wish to bend or waive the requirement for an agent to have a PL equal to or less than the Summon rank; this makes the effect more flexible and does not penalize concepts based on relatively low-cost agents with power levels closer to the series limit. So long as the agents fall within the series power level limit, there should be little concern. SUMMON MODIFIERS In addition to the modifiers from the Hero’s Handbook, Gamemasters may find the following modifiers for the Summon effect useful in creating summoning powers. Responsive: You can command your summoned agent(s) as a free action rather than a move action, although you may only issue commands once per agent per turn. +1 point per rank. Self-Powered: The summoned agent(s) do not appear near the summoner but must instead travel to the sum- moner from wherever they are using their own movement capabilities. –1 point per rank. 1 1 POWER PROFILE: SUMMONING POWERS POWER PROFILE: SUMMONING POWERS

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Page 1: Power Profile: Summoning Powers - the-eye.eu Variants/d20 Modern... · Power Profile: Summoning PowerS Some heroes work alone, others in teams, and others still have the ability to

Power Profile: Summoning PowerSPower Profile: Summoning PowerSPower Profile: Summoning PowerS

Some heroes work alone, others in teams, and others still have the ability to call-in as much help as they want, by summoning other beings to assist them! From com-manding animals like birds or sea-creatures to creating animated constructs of solidified energy or summoning quantum duplicates, M&M characters can go from lone individuals to an entire army!

All the powers in this profile summon—call, conjure, or create—different independent beings in one fashion or another. These beings are generally referred to as agents of the summoner. Minions are agents with the minion trait (Hero’s Handbook, page 193) and all the limitations that come with it.

The Summon effecTNaturally, summoning powers rely heavily on the Summon effect (Hero’s Handbook, pages 128–130) which brings other creatures to serve the user.

The default Summon effect calls upon a singular agent with the minion descriptor and the dazed condition, friendly towards the summoner (and thus generally dis-posed to do as ordered). Modifiers can change these default conditions. The Minion advantage (Hero’s Hand-book, page 87) is much like a Permanent Limited Summon effect, while the Sidekick advantage (Hero’s Handbook, page 88) is like a Permanent Limited Summon effect that calls upon an Active, Heroic agent, both of them involv-ing Self-Powered agents who do not simply appear out of thin air when called (see the Self-Powered modifier, following).

Since Summon is a close range effect, the agent normally appears in the nearest open space adjacent to the summon-er. In the case of hordes of agents, they may fill the nearest available spaces, extending outwards from the summoner. Ranged Summon effects are thus useful for their ability to place an agent somewhere within range—on the far side of a gap, for example, or another part of a battlefield. Precise placement may require a ranged attack check for Ranged Summon, it is automatic for Perception Ranged Summon, so long as the summoner can accurately sense the location.

The GM may wish to bend or waive the requirement for an agent to have a PL equal to or less than the Summon rank; this makes the effect more flexible and does not penalize concepts based on relatively low-cost agents with power levels closer to the series limit. So long as the agents fall within the series power level limit, there should be little concern.

Summon modifierS

In addition to the modifiers from the Hero’s Handbook, Gamemasters may find the following modifiers for the Summon effect useful in creating summoning powers.

Responsive: You can command your summoned agent(s) as a free action rather than a move action, although you may only issue commands once per agent per turn. +1 point per rank.

Self-Powered: The summoned agent(s) do not appear near the summoner but must instead travel to the sum-moner from wherever they are using their own movement capabilities. –1 point per rank.

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...Three’S A crowd

As noted in the Hero’s Handbook, Gamemasters may wish to have groups of homogeneous agents use team checks to minimize the number of individual die rolls needed so they do not clutter up encounters and take time and at-tention away from the main characters. This works well with the limitations on issuing orders to agents: it’s easier to tell all of your agents to attack a particular target (co-ordinating as a team check) than it is to issue them each different orders, unless they are Responsive (see the previ-ous modifier) and you can issue orders as a free action.

For truly large numbers of agents, Gamemasters may find the mass combat rules from the Gamemaster’s Guide useful, treating dozens or even hundreds of characters as a single entity. Also see the Swarm power for treating large numbers of agents as singular entities.

Summoning deScriPTorSExactly how the Summon effect brings agents into play, and the type of agents it brings, are subject to the power’s descriptors.

• Dimensional: The power summons agents from other dimensions, from parallel universe soldiers to demons from hellish netherworlds. Note that the Summon effect need not have the Dimensional modifier unless the agents can appear in a dimension other than the one the summoner is presently in; having agents come to the summoner is a built-in part of the effect, regardless of where they come from.

• Duplicate: The agents are duplicates of an existing character, often the summoner, but a power might also summon up duplicates of other characters. Du-plicates are as close to identical to their source as possible. See the Duplication power description for more.

• Magical: The agents are summoned by magic and are often magical creatures like elementals, spirits, demons, or constructs. They may be vulnerable to harm or banishment by other magic.

• Necromantic: These Summon effects call upon the dead, typically undead creatures like zombies or ghosts. Certain magical, holy, or life-affirming descrip-tors (particularly light) may counter or harm necro-mantic agents.

• Technological: Technology summons the agents, who may or may not be technological themselves. This could be machine animation or a teleportal device, for example. Other types of technology could counteract the summons.

• Countering: Countering a Summon effect typically sends the agents back where they came from (ban-ishment) or renders them incapacitated (deactiva-tion). For example countering a Demon Summoning spell may send the hellspawn back to their nether-world whereas countering an Animate Machines

effect deactivates the machine agents, rendering them inert and countering an Energy Constructs power simply dissolves the construct.

Summoning feATureSSome potential Feature effects associated with Summon-ing Powers include the following:

• Monitor: You always know the condition of any of your agents. So if one goes from normal to incapaci-tated or immobilized, for example, you know it. If you are able to exchange other information with your agents, apply the Mental Link modifier of Summon.

• Servants: You can summon “servant” agents to handle various routine, mundane tasks but not useful in conflicts or challenges, kind of like a portable Per-sonnel feature for a headquarters (Hero’s Handbook, page 177).

offenSive PowerS“Offensive” summoning powers generally call or create beings to fight on the summoner’s behalf. Some fight alongside their summoner, while others allow the sum-moner to stay safely back from the conflict.

AnimATion

You can imbue objects in your line of sight with animation and a semblance of life, making them constructs under your control (see Constructs, Hero’s Handbook, page 179). Create the object as a construct with (Summon rank x 15) total power points. Constructs—like other agents—are subject to the series power level limits. The object gains movement according to its form: statues can get up and walk, for example, rugs can crawl, balls roll, cars drive, etc. Some animators are additionally Limited to a particular type of objects, such as pictures, statues, machines, stone-work, and so forth.

Animation: Perception Range Summon Animated Object, Limited to Available Objects • 3 points per rank.

conSTrucTS

You create mobile constructs out of a particular medium, typically some type of energy: light, sound, shadows, and so forth. Constructs act as you direct under your control (with the standard Summon parameters of a move action to issue orders and agents taking only a single action per turn, unless modified).

Constructs: Ranged Summon Construct, Broad Type, Controlled • 5 points per rank.

duPlicATion

You can create a duplicate of yourself. Your duplicate is an agent with the same capabilities as you, except for this power and any hero points. You can spend your own hero

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points for your duplicate’s actions, essentially, you share the same “pool” of hero points.

You must have this power at a rank equal to your own power point total (less the cost of Duplication) divided by 15 and rounded up for your duplicate to possess your full abilities. If you have it at a lower rank, create your dupli-cate as a scaled-down version of yourself, with a power level equal to your Summon rank and starting power points determined accordingly (rank x 15). So a power level 11 hero with Duplication 8 creates a power level 8 duplicate with (8 x 15) 120 power points and proportion-ately lower-ranked traits.

Your duplicate thinks and acts just like you, so it is auto-matically helpful toward you. Gamemasters should gen-erally allow the hero’s player to determine the duplicate’s actions. Your duplicate disappears if your power is coun-tered. You can also make your duplicate disappear at will by turning off your power.

Apply the Multiple Minions extra if you can summon more than one duplicate, and the Horde extra if you can summon them all at once. Given the power’s cost, duplica-tors tend to be less superhuman—built on fewer power points—the more duplicates they can summon.

Duplication: Summon Duplicate, Active, Heroic • 4 points per rank

necromAncy

You can imbue corpses, even skeletal remains, with a semblance of life, turning them into undead creatures that rise up at your command. Use the zombie arche-types from the Gamemaster’s Guide (page 144) or apply the zombie template (page 145) to a different archetype for things like creating zombie or skeletal dinosaurs or other creatures.

Although the power as listed has a substantial cost per rank, only 1 or 2 ranks are needed to cover the undead’s power level and costs; Summon Zombies costs 14 points while Summon Skeletons costs 28 points.

Necromancy: Summon Undead, Controlled, Horde, Multiple Minions (32 total) • 14 points per rank

SwArm

You summon a swarm of essentially identical agents, such as insects, vermin, or even small machines. Rather than racking up the tremendous (and expensive!) ranks of Multiple Minions needed for, say, a swarm of a thousand bees, it’s far easier to treat such swarms as single “agents” which act as one and may also be fought (and potentially defeated) as one entity.

A swarm is Insubstantial (Hero’s Handbook, page 114) at the second rank of effect: the individual members of the swarm can slip through small openings and flow out of grabs and restraints, and the swarm as a whole is immune to direct physical attacks like punches and slashes, but still affected by area or energy attacks. Larger swarms may have ranks of Growth and the Area modifier on their

Swarm Attack to represent their greater overall size. Apply-ing the Multiple Minions modifier allows you to summon multiple swarms able to split up and act independently of each other.

Swarm: Summon Swarm (Active, Controlled) • 4 points per rank.

SwArm Pl8 • mr3

STR — STA 2 AGL 0 DEX 0 FGT 0 INT — AWE 0 PRE 0

Powers: Swarm (Insubstantial 2, Permanent, Innate, Quirk: Limited by size of individual components, –2 points), Swarm Attack (Affliction 6, Resisted and Overcome by Fortitude, Dazed, Stunned, Incapacitated, Concentration, Cumulative) plus choose one of Flight 2 or Movement 2 (Slithering and Wall-Crawling)

Skills: Close Combat: Swarm Attack 10 (+10)

Offense: Initiative +0, Swarm Attack +10 (Close, Affliction 6)

Defense: Dodge 8, Parry 4, Fortitude 5, Toughness 2, Will Immune

Totals Abilities –6 + Powers 31 + Advantages 0 + Skills 5 + Defenses 15 = 45

defenSive PowerSDefensive summoning powers typically use summoned beings as shields, even sacrificing them to protect the summoner. This is of little concern when the “beings” are mindless constructs but morally gray (to say the least) when they are intelligent, living beings of some sort.

decoyS

You summon up a mass of seemingly identical dupli-cates, but they are not real and cannot physically interact, but do provide useful cover, allowing you to lose your-self amongst them. You gain the defensive benefits of total concealment (a –5 circumstance penalty to attacks against you, and opponents must guess your location) al-though none of the other benefits.

Decoys: Concealment 4 (All Visual Senses), Limited to Decoy Images • 4 points.

SAcrifice

You can shift a successful attack on you to one of your minions instead by spending a hero point. If a Gamemas-ter character uses this power, award the affected player a hero point instead. Gamemasters may wish to prohibit minions from having the Interpose advantage, requiring this power instead.

Sacrifice: Add Sacrifice modifier to Summon • 1 point.

movemenT PowerSSummoning powers typically to bring agents instantly into the summoner’s presence. They may provide other types of movement as well.

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cASTling

You can “swap” places with one of your duplicates (see Duplication, previously) instantly. You appear in the du-plicate’s place and it appears in yours, so long as you are within the Teleport effect’s range of each other. If you apply the Subtle modifier, those around you may not even be able to tell you have switched places!

Castling: Teleport, Accurate (wherever duplicate is), Easy, Extended, Limited to Switching Places With Duplicate (–2), Medium (Duplicate) • 2 points per rank

duPlicATe lAdder

You summon a “chain” of duplicates to cover a distance, then re-absorb them at the destination point, essentially allow-ing you to “leap” across a span like an instant, living bridge. The number of duplicates is largely irrelevant, a descriptor of the effect, although this power is most often connected with Duplication (previously). A version of it might work with other Summon effects as well. This is also an effective power stunt for duplicators who occasionally find a need for it and can expend the extra effort (and/or the hero point).

Duplicate Ladder: Leaping • 1 point per rank

Summon STeed

You summon a steed with traits equal to the horse arche-type (Gamemaster’s Guide, page 134) with 6 additional power points of traits—most likely effects such as Flight or Movement. More unusual steeds should be created as full characters to determine the Summon rank needed for them.

Summon Steed: Summon Steed 1, Continuous • 3 points

Summon vehicle

You conjure up a vehicle to transport you (and possibly others). Create it according to the usual vehicle rules (Hero’s Handbook, page 169) based on (rank x 15 points). Cost-wise, this is similar to the Equipment advantage (which costs 1 point per 5 points of the vehicle’s cost) but sustained rather than continuous and with different descriptors.

You may pilot the vehicle yourself or have someone else do so. If the vehicle is capable of driving itself, apply the Responsive modifier of Summon; it essentially removes the move action required to pilot. If the vehicle is remote-controlled and must come to you, rather than simply ap-pearing, apply the Self-Powered modifier.

Power: Summon Vehicle, Controlled • 3 points per rank

uTiliTy PowerSThe utility uses of summoning are manifold, depend-ing on the abilities, skills, and powers of the beings they summon.

AnATomic SPliT

You can split off different parts of your body without harm, allowing them to act semi-independently. Their movement abilities tend to be limited to crawling or shuf-fling, but a separated eye can still see and a separated ear can still hear, and so forth.

The power format assumes the ability to make up to eight splits, with each part as a relatively low-cost “agent” (having only a portion of your capabilities) requiring only 1 or perhaps 2 ranks. If your separated parts have more significant capabilities, increase the Summon rank to account for the added cost.

Anatomic Split: Summon Body Part, Controlled, Mental Link, Multiple Minions 3, Side-Effect (Lose use of the separated part) • 1 point + 8 points per rank.

combine

You and one or more other characters can combine to summon a singular being. The components of the com-bined being disappear and cannot act while it exists but the combined form has a full set of actions each turn. The components also suffer whatever conditions the com-bined form does (Feedback) and countering or ending the Summon effect causes the combined form to split back into its components.

At the Gamemaster’s option, the components of the com-bined form can evenly divide the ranks (and cost) of the power amongst themselves. The combined form must still obey any series power level limits, although the GM is free to set different limits for the component characters and the combined form, as appropriate for the series.

This power best suits when a group of characters summons an even more powerful combined agent; for instances where a character has two or more “normal” components, consider an Identity complication and Activation modifier instead.

Combine: Summon Combined Form, Active, Heroic, Feedback, Limited (requires all components be present), Limited (components vanish while combined form is present) • 2 points per rank

emPower

You grant an otherwise ordinary being power to become your agent. Examples of this power include transform-ing ordinary animals or insects into giant, super-powered monsters, or granting normal human thugs temporary super-human strength and toughness. You might use a mad-science “growth ray” or invest subjects with magical power or divine archetypes. Once the effect lapses, the subjects revert back to their normal form. If you can empower multiple subjects at the same time, apply the Multiple Minions and Horde modifiers, as appropriate.

This ability is primarily intended to work on “background” characters, not to further empower other player charac-ters. It is best reserved for concepts such as “summoning” powerful agents from ordinary creatures in the environ-

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ment. For villains, Empowerment is more of a plot device and may be treated as such without worrying about the construction or point allocations of this power.

Empower: Summon Empowered Version, General Type, Limited to Available Subjects • 2 points per rank

Summoning comPlicATionSCalling upon and commanding other beings can create complications; so can relying on summoning to handle certain problems. In addition, summoners also deal with their agents’ complications as well as their own: a demon summoner might have minions unable to enter sacred ground, for example, while a necromancer’s agents only go out at night. This is no more than a plot device for Gamemaster-controlled characters, but player characters dealing with their agents’ complications—essentially lim-iting their summoner in various ways—should receive a hero point award.

enemy

Calling up other beings to do your dirty work for you does not necessarily make you any friends. While a lot of sum-moning powers involve mindless and utterly loyal agents, some of which aren’t even real beings at all, it is pos-sible for the power to literally create enemies over time. Imagine an agent which develops free will and a sense of resentment towards the summoner, perhaps managing to escape in order to plot revenge or to find a way to free its summoned “brethren”.

This type of enemy can range from a disgruntled demon to a duplicate with independence convinced it is the “real” person, who must kill the summoner in order to ensure it is the one “true” individual.

Power loSS

In addition to countering a Summon effect to banish or remove its agents, summoners may face power loss in dif-ferent ways.

The most common is for the character’s summoning power to require some particular components or ritual: a magic word, a grand gesture, a mystic diagram or circuit, or the like. If the summoner is not able to fulfill this requirement, the power won’t work.

Likewise, there may be circumstances in which the sum-moning power is ineffective, or where the agents them-selves suffer from power loss, reducing their usefulness, and awarding the summoner for the complication.

relATionShiP

Summoning powers mean having an “entourage” of some sort, even if it is just a summoned sidekick or ally. Sum-moners may have various connections with their agents, especially if the agents are beings in their own right, and

this can lead to complications. On the one hand, the sum-moner is responsible for the agents, and may have to deal with them getting into trouble or even going off on their own. A summoner may also have a relationship with a particular agent beyond just “business”. Consider a sum-moner able to invest the power of a legendary hero into various mortal vessels (via Empower) falling in love with that hero, but unable to be with him because he just an incorporeal spirit, except for the rare occasions when he is “borrowing” someone else’s body.

Another unique type of Relationship is for the sum-moner to be a supporting character while the agent is the actual player character! An example is a genie-type with various powers, who has a mortal “master” who summons and commands the genie but otherwise has no powers and is an ordinary person; in terms of game-play, the player controls both characters, but the sum-moner functions more as a relationship complication for the genie than anything else, similar in some ways to a normal identity but existing simultaneously (see Iden-tity, Hero’s Handbook, page 28).

rePuTATion

Depending on who or what a character summoners, how they are summoned, and how the agents are treated, it’s not difficult for summoners to get a problematic reputa-tion. Nobody is likely to enjoy the idea of having a necro-mancer who animates the dead around, for example, even if his intentions are noble and heroic. Modern people are likely to question summoners about the nature and well-being of their agents: are they calling up mindless autom-atons or enslaving intelligent beings?

weAkneSS

One of the primary “weaknesses” of many summoners is their reliance on their agents. With a great number of points invested in Summon, they often have less left over for their own traits. This fits the genre, as superhero sum-moners tend to rely most heavily on their agents (super-villain masterminds are another case). This design is not a complication in and of itself, although it often leads to other complications, particularly the summoner being in-capacitated or captured.

Summoners may also have weaknesses based on the source of their power and their agents: a summoner connected with hellish netherworlds may be vulnerable to holy or divine powers while a necromancer could be weakened or harmed by symbols and powers of life and light.

Lastly, there are weaknesses associated with the sum-moned agents rather than the summoner: these can also constitute complications for the summoner, if a weak-ness prevents agents from accomplishing a task or ban-ishes them prematurely. So, for example, if a cunningly placed wrought-iron fence keeps a faerie summoner’s agents at bay, award the player a hero point for the com-plication.

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crediTS & licenSe

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System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

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Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson.

Mutants & Masterminds Power Profile: Summoning Powers, Copyright 2012, Green Ronin Publishing, LLC; Author Steve Kenson.

Mutants & MasterMinds Power Profile: suMMoning Powers

Design and Writing: Steve KensonEditing and Development: Jon LeitheusserArt Direction and Graphic Design: Hal MangoldInterior Art: Sean IzaaksePlaytesters: Darren Bulmer, Leon Chang, Jack Norris,

Aaron SullivanPublisher: Chris PramasGreen Ronin Staff: Bill Bodden, Joe Carriker, Will

Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Rich Redman, Evan Sass, Marc Schmalz

Mutants & Masterminds Power Profile: Summoning Powers is ©2012 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way con-stitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by

M&M, Green Ronin, and their associated logos are trade-marks of Green Ronin Publishing, LLC.

The following is designated as Product Identity, in ac-cordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All characters and their associated images, descriptions, backgrounds, and related information are declared Product Identity.

The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.

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