Monday, 24 January 2022

Permanent Summoning

Permanent Summoning

This is going to be a very short post. I remember thinking a lot about summoning spells created with the Ally advantage, mostly about how to make them stick around after the duration is over. In fiction, some summoners summon otherworldly beings temporarily, but some summon them to become permanent residents of the summoner's world. How else would you flood the world with demons then? When I was writing up the Fetch spell, I just treated it as a feature - the spell works normally for the duration, but when it runs out you do not lose the summoned creature, but lose control over it. I thought that the chance of it attacking the caster on a bad reaction roll should balance out the benefits. However, by complete accident, I stumbled upon the Allies section in GURPS Power-Ups 5: Impulse Buys, and apparently it covers this situation! I rewrote Fetch quite clunkily, but now I also suggest the following ability to be able to have any summon stick around.

Summoning Points [2/level]
You have summoning points equal to this trait’s level, which can be used to have conjured beings become permanent, independent residents of the summoner's world as if they were unspent character points, using Changing the World (GURPS Power-Ups 5: Impulse Buys, pp. 13-15). Summoning points return at a rate of 1 point per week of game time.
Statistics: Impulse Points (Triply Aspected, Changing the World, Allies. -60%; Game Time, +0%) [2/level].

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