PF summoner strike forces

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Re: PF summoner strike forces

Unread post by Library Ogre »

Grimward wrote:a number of questions regard the summoner and circle magic

1) Power Matrix Circle (PMC) - a PMC can be used to link four circles together. Can it also link four PMCs together making the total 12?


In theory, yes. However, you would need a very large open space, and more than 2500 PPE to activate all of those.

2) Can a summoner astral project and still control the circle his physical body is in? ( i have seen a post about astral projecting and allowing the use of a talisman... i already have a house rule approving it, but i thought i would throw it out here.)


Only if he returns to the circle while Astrally Projecting. While AP, his will is elsewhere; the only way to use the circle is to return to it; his body is just a piece of meat with no brain until he returns, it doesn't act as co-existence for his will (if it did, he could control both his body and the astral body).

3) (and this is where things get fun... depending on the above) So could a Summoner then Astral project while co-existing Scout an area and teleport beings in a teleport circle he is controling... because this is not circle to circle the is a percentage chance to success... what kind of bonus would you offer to teleport to a location where your mind is already present?


He could scout and return to use the circle, but not simultaneously.

4) Summon Ally circle - Summoner strike forces! So a summoner can teleport as strike for to a very specific location and then by use of astral projection or All Seeing Circle monitor activity and summone those who get in to trouble and either re-deploy (via teleport circle) or replace with backups standing by?


Assuming we're using the 12-circle system, he would have trouble doing that. He would have to use 1 of his circles for teleportation (outgoing), and the other 11 would have to be Summon Pawn circles for very specific people. The requirements for Summon Pawn means that to remake it for someone other than the original 11 would require him to completely remake the circle, at a considerable cost of time, AND require him to reactivate the power matrix, at a cost of 500 PPE (100 for each of his power matricies).

5) While monitoring the strike force could the summoner have a well train demolitions expert set fusion blocks or other devices to detonate three seconds adter they loose a certain signal... so they teleport to the specified location. there by acting as support for the strike force (taking out turrets bunkers). Additionally, munitions and supplies could be teleport to those in need.


In theory, yes, but again: doing so requires redirecting the circle (which doesn't require reactivation if you have a helper to rewrite everything while you stay in your central power matrix), and burning a new set of faerie wings (35,000 gold per pair).

6) if there is a different summoning ally circle for each team member ( a lock of hair or vial of blood in the componet section of each circle)... how long does it take to "pull the team out" at completion or failure?


100 PPE per individual, but you can do them all at once.

7) more of an addendum to astral projection method... can someone out of body be communicated with by telepathy by someone at the site of his body? (i.e. your mentaly 600 miles away can a person still reach you by trying to contact you with telepathy from where your physical body is?)


My instinct says no (your mind is 600 miles away), but I would probably allow it.

Surprisingly enough, filling up strike force slots for these kinds of missions wasn't hard... in my game the cyber knights have start recruiting summoners for startlingly high prices after the first few volunteers reported back to their brathren.


So... your Cyber-Knights are cool with hacking the wings off a lot of faeries, since every use of Teleport requires you to burn a pair?
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Re: PF summoner strike forces

Unread post by Library Ogre »

Grimward wrote:ok...but what % bonus to teleport for scouting a "never visited" or "recently visited"
once the team is on site...he can use the circle of all seeing to monitor team.


He's visited the site, and recently; I'd have no trouble giving him the bonus for having good intel. If he's actually been there via astral projection within the past hour, then I'd call it a familiar location (he may not know it really well, but his memory is, presumably, good enough for that).

for 4) do you have to remake the circle to summon ally or change the "bio sample" in the component part of the circle... my understanding it was the later.


My understanding is the former, since it requires that you use fresh blood for each pawn. Remaking the circle would cause problems with the blood being considered fresh.

I guess i have been using house rules for fairies for so long i forgot it wasnt common... from a dragon magazine about 15 years ago there was an anthology... small exceprt had to do with fairies loosing there wings periodically during fairly house wars... one only need to know where or when... the storyline has specifics for the norse pantheon about two houses aligned to loki for similiar sense of humor. the removing of a enemies wings (still alive) adds to ones honor... and that wingless fairy becomes a servant to their new wings grow (about a month). so the whole thing is nesicarily evil... in my game. but i understand your point. I just dont like vanila fairies... my wife often playes one.


In theory, you can remove a faerie's wings without killing them, much as you can remove someone's arms without killing them... but with about the same degree of pain and blood loss. However, RAW, the faeries who lose their wings are likely to die. If your house rules are different, no problem. However, that will severely affect the market for faerie wings; instead of the listed 35000 gold, you'd probably see 3500 to buy, and 300 if you sell... one alchemist or summoner can harvest a faerie indefinitely.

Grimward wrote:I just now got off my lazy keister and went down stais to grab PFRPG... standard summing circles are permanent and only require 5 ppe to use an active circle.
the teleport circe is 300 to create and 15 ppe per use.


Summoning circles are permanent, but removing the components (like the hair and blood of a Summon Pawn circle) deactivates it, and the circle requires 60 P.P.E. to reuse (page 145, "Deactivation of Summoning Circles". Teleportation circles require no additional PPE to use once activated... just faerie wings.

Grimward wrote:Additional note: probably an item for a different thread... armor of ithan is the same ppe and duration in PF and rifts... same with all spells availible in PF... same with psionics and isp... yet the conversion book hiked the #$%& out of the ppe cost for diabolist and summoner... i ginore this... just my game ...and not a huge impact on the conversation at hand...but there you go.


Remember that the first conversion book was written before PFRPG was translated into a 2nd edition. I don't know why the prices weren't "normalized" with 2nd edition in Dark Conversions, however.

And you do realize you can edit posts to include new information, if no one else has responded, correct? (Adding things after people have responded is somewhat in bad taste).
-overproduced by Martin Hannett

When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
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