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Parent Pages: Rules : Advantages

Allies

This is a collection of notes for Allies (p. B36) to make summoning more interesting, as well as some new modifiers.

Most of these notes assume you're using the Summonable enhancement on p. B38. You should probably also apply Minion in most cases. If you don't take Minion or summon the same being every time, then the GM should make a reaction roll for them and have them act accordingly.

As GURPS Powers states, you may choose if Summonable brings the same ally or different ones each time. I further refine “appears nearby” to mean an adjacent hex. Apply the Ranged Enhancement to change this.

Dismissing the creature requires a contest of Will if resisted, but most summoned beings won't resist, since this will just send them home. Beings like demons, on the other hand, love to get off their home plane and will often try to stay. Repeated attempts may be made at the usual penalty. After five attempts, they're here to stay, no longer considered a summoned being and you may not use your ability again for a full day.

Special Enhancements

  • Constructed: You built your ally in a workshop, laboratory, or somewhere of the like. Instead of gaining your ally socially, you put forth a lot of time, effort and possibly money during the construction phase. Generally, this means you can repair and/or rebuild them if they die, but they may not remember anything, depending on circumstances. This may require a great deal of time, effort and possibly money. Alternatively, someone else built this ally for you and would have to be consulted to rebuild or replace it in the event of an untimely death. With the GM's permission, you can instead construct a completely new ally. +0%.
  • Special Abilities (Can be Played as a PC): This allows you to control all actions of your Ally, giving you an extra PC. However, this comes with a few caveats: frequency of appearance must be Constantly, they must be equal in point total and finally, the Ally must take the PC as an Ally, following these same conditions. For a group of characters, each of them must take the others as Allies. If one of your characters dies, you may continue playing the others, since all of your characters are PCs. Identical characters may use the reduced cost for Ally Groups, but unique individuals must be purchased at full price. +50%.

Building Allies

The GM may allow the use of creatures from the Monsters page as allies, but this should always be done with their permission. In nearly all cases, the mundane animals from that page should be allowed.

Some tweaking may be required, such as switching out the Wild Animal Meta-Trait for Domesticated Animal.

Files

These template files are similar to the files from the Character Toolkit.

Animal Allies
Template Source
Animal Ally GURPS Dungeon Fantasy 5
Divine Servitors
Template Source
Divine Servitor GURPS Dungeon Fantasy 5
Familiars
Template Source
Familiar GURPS Dungeon Fantasy 5
Ape GURPS Dungeon Fantasy 5
Bat GURPS Dungeon Fantasy 5
Cat GURPS Dungeon Fantasy 5
Dog GURPS Dungeon Fantasy 5
Floating Eye Islands of War
Giant Spider GURPS Dungeon Fantasy 5
Hawk GURPS Dungeon Fantasy 5
Hellhound GURPS Dungeon Fantasy 5
Ice Weasel GURPS Dungeon Fantasy 5
Imp GURPS Dungeon Fantasy 5
Macaw GURPS Dungeon Fantasy 5
Owl GURPS Dungeon Fantasy 5
Rabbit GURPS Dungeon Fantasy 5
Rat GURPS Dungeon Fantasy 5
Salamander GURPS Dungeon Fantasy 5
Shoulder Dragon GURPS Dungeon Fantasy 5
Sylph GURPS Dungeon Fantasy 5
Talus GURPS Dungeon Fantasy 5
Undine GURPS Dungeon Fantasy 5
Viper GURPS Dungeon Fantasy 5
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