Weapon Summoning

Effect: Array (Damage)

Action: Free (active)

Range: Personal

Duration: See description

Saving Throw: Toughness

Cost: 2 points per rank

You can summon weapons out of nowhere. Summoned weapons simply appear in your hand(s), ready to use. At the default level, you can summon a weapon that provides a Ranged Damage effect at your Weapon Summoning rank. It has the normal parameters for such an effect and never runs out of ammunition, even if it’s normally the sort of weapon that requires it. Each additional weapon you can summon is acquired as an Alternate Power feat: allocate the 2 power points per rank of your Weapon Summoning Array to the weapon’s effects. So, for example, you could summon grenades (Thrown Damage Explosion), a sleep

gas gun (Ranged Stun, Sleep), armor-piercing submachine gun (Ranged Autofire Penetrating Damage), or any other suitable weapon, limited only by your available power points and the Gamemaster’s approval.

You can only have one weapon in existence at a time, although you may divide your Weapon Summoning power points to maintain multiple weapons at once if they’re acquired as part of the same Alternate Power feat. If your Weapon Summoning is Dynamic (see the Array structure description), then you can maintain

multiple weapons at once, dividing your Array points among them as you see fit each round. It takes only a free action to summon a new weapon; any unused weapons vanish. The same happens with any weapons taken from you or given to someone else, unless you apply the Affects Others modifier (see Extras, following).

POWER FEATS

• Immunity to Summoned Weapons: You’re immune to the effects of your own summoned weapons, whatever they may be. Even if they’re taken away from you, your weapons cannot be used against you.

EXTRAS

• Affects Others (+1): You can give your summoned weapons to other people and they can use them normally. You can still only maintain one weapon at a time (as defined by the limits of your Weapon Summoning Array), so if you give away a weapon, you can’t simply summon another to take its place.

FLAWS

• Limited Dismissal (–1): You can only “dismiss” a weapon (in order to replace it with another) while you are touching it. This means if you are disarmed or your weapon is otherwise taken away from you, you cannot dismiss it to summon another. The lost weapon still won’t work for anyone else unless you also have the Affects Others extra, in which case the weapon continues to work normally, and might even be used against you!

• Limited to One Weapon (+0): If you’re Limited to summoning only one weapon, you can’t spend character points points on Alternate Power feats for the ability to summon other weapons. This is a +0 modifier, since it’s largely a character creation choice rather than a true Limit on the Weapon Summoning power; in essence, your Weapon Summoning power just uses the base effect of the weapon rather than an Array structure. See the Summoned Devices sidebar of the Device power for more on this.

ASSOCIATED EFFECTS

• Weapon Creation: If you can summon any weapon, limited only by your available power points (and the campaign’s power level limits), then you have a Variable structure (see Variable in the previous chapter) costing 7 points per rank and providing you with a pool of 5 power points per rank to create weapons.

You can use Weapon Creation as a free action and it is continuous duration, so created weapons remain until you choose to dismiss them. Immunity to Summoned Weapons, Affects Others, and Limited Dismissal can apply to Weapon Creation just as they do to Weapon Summoning.