Mutants & Masterminds Power Profile 4 Summoning Powers

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    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 nearestavailable 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 youmay 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.

    11POWER PROFILE: SUMMONING POWERSPOWER PROFILE: SUMMONING POWERS

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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 easierto 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 powerpoints 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 summonmore 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 creaturesthat 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), SwarmAttack   (Affliction 6, Resisted and Overcome by Fortitude,Dazed, Stunned, Incapacitated, Concentration, Cumulative)plus choose one  of Flight 2 or Movement 2 (Slithering andWall-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, WillImmune

    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 connectedwith 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 POWERS The 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 toeight 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 stillobey 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 canempower 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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