SUMMON (CONTROL)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Summon | Control | Standard | Close | Sustained | - | 2 per rank |
You can call upon another creature—a minion—to aid you. This creature is created as an independent character with (effect rank x 20) character points. A summoned minion is limited to a Power Level equal to the rank of the Summon effect used to create it, is subject to the normal power level limits, and cannot have minions of its own, either from this effect or the Minions Edge.
You can summon your minion automatically as a standard action; it appears in the nearest open space beside you. Minions have their own initiative and act starting on the round after you summon them. Summoned minions are dazed, taking only a standard action each round. Directing a minion to do something is a move action for you, but minions generally do as they are told until a task is completed.
You always have the same minion unless you apply the Variable Type modifier, allowing you to summon different minions. Your minion automatically has a helpful attitude and does its best to aid you and obey your commands.
Incapacitated minions disappear. They recover normally and you cannot summon an incapacitated minion until it has completely recovered. Your summoned minions also vanish if your effect is not maintained, or is countered or nullified.
MINIONS AS DESCRIPTORS
Some effects might seem to be Summon, calling up minions to do things for the character, but are actually better treated as descriptors of other effects. Take for example a shaman able to “summon” various spirits to perform magical tasks. By calling on particular spirits of the winds, he can attack a foe with an Affliction that “steals” their breath. Is the “wind spirit” a minion? Technically, no, it’s just a personified effect, since it cannot be attacked, interacted with, or do anything other than create the Affliction effect. It can be Nullified, but so can any effect. The same is true of a character summoning a “minion” that acts as a shield, providing the Deflect or Protection effect, but doing nothing else.
Consider carefully whether or not the particular effect a player wants really needs Summon, or if the “minion” in question is just a descriptor for another effect, no different than “heat ray” is a descriptor for a Damage effect or “sticky webbing” is a descriptor for a hindering Affliction; in neither case does the character need Summon Heat Ray or Summon Webbing to create the desired powers!
EXTRAS
Active: Your minions are particularly independent and do not have the dazed condition, having a full set of actions each round. +1 cost per rank
Controlled: Your minions all have the controlled condition (see Controlled in Complications). They have no free will of their own and are completely under your direction. +1 cost per rank
Heroic: The creatures you summon are sidekicks instead of minions, meaning they will act independently and are treated like normal non-player characters. Additionally, they do not have the dazed condition and take a full set of actions each round. Do not apply the Active modifier to Heroic minions, as this modifier already includes it. Gamemasters should be particularly cautious about allowing this extra for Summon effects used by player characters, especially ones summoning more than one minion. +2 cost per rank
Horde: If you have Multiple Minions (see following) you may take a standard action to summon any number of minions up to your maximum amount. You are vulnerable (see the Distracting flaw) until the start of your next turn when summoning a horde. +1 cost per rank
Mental Link: You have a mental link with your minions, allowing you to communicate with them and issue orders telepathically like the Communication Link effect (see Senses effects). Flat +1 point
Multiple Minions: You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 120 point minion. With Multiple Minions 1, you can summon two 120 point minions, with Multiple Minions 2, four minions, and so forth. It requires a standard action to summon each minion unless you also have the Horde extra (see previous). +2 cost per rank
Sacrifice: When you are hit with an effect requiring a resistance check, you can spend a Destiny, Fate, or Luck to shift it to one of your minions instead. The minion must be within range of the effect and a viable target. Flat +1 point
Variable Type: Minions are normally identical in terms of traits, although they may differ cosmetically. With this modifier you can summon different minions of a general type (like elementals, birds, fish, etc.), or even a broad type (like animals, demons, humanoids, etc.). General Type: +1 cost per rank. Broad Type: +2 cost per rank
FLAWS
Attitude: Your summoned minions are less than cooperative: indifferent or even unfriendly. You can use interaction skills and other effects to get your summoned minions to cooperate, but success is by no means assured! Indifferent: –1 cost per rank. Unfriendly: –2 cost per rank
Resistible: Your minions get an appropriate resistance check (typically Will) against (DC 10 + Summon rank) to avoid being summoned. If they successfully resist, you cannot attempt to summon them again in that scene without using extra effort. –1 cost per rank





