Powers

15.2 Powers

Summoning
The character has the ability to summon eidolons. Please see Eidolons in Play, above, for details on how Summoning works. Without also choosing Open Bond, this power cannot be used.

Open Bond
The character can bond with an eidolon, in which case the power is renamed to Bond: [name of the eidolon]. This power can be taken multiple times and is required every time that the summoner wants to add a new eidolon to her collection. Summoners can, under rare circumstances, break a bond with an eidolon to free up a bond for a new eidolon. However, this could have very bad consequences, and should not happen more than once in any given story arc. Note that this power is useless without the Summoning power. You can take this power up to 3 times.

Charged Summoning
Any summoned eidolon has 1 charge die in its Charge Pool when it is summoned (normally, eidolons always start with an empty Charge Pool and do not retain charge dice after conflicts). You can take this power up to 3 times to raise the number of charge dice with which your eidolons enter the conflict.

Natural Summoner
The charge dice cost for summoning eidolons is reduced by 1 (to a minimum of 1).

Empower Eidolons
This power has 2 effects. First, it is a requirement for bonding with higher-level eidolons. In order to bond with a Level 2 eidolon, for example, the character needs to have Summoning as well as Empower Eidolon II. Second, each eidolon with which the summoner has bonded receives an additional eidolon power for each Empower Eidolon level above the one required to bond with it. For example, a summoner with Empower Eidolon II’s Level 0 eidolons would have 2 extra powers, any of her Level 1 eidolons would have 1 additional power, and her Level 2 eidolons would not have any powers other than the ones they come with. The additional powers are selected by the summoner when she acquires a new level of Empower Eidolon or bonds with a new eidolon and cannot later be changed.

Companion
One of your Level 0 eidolons can remain in your world for prolonged periods of time. It stays by your side and does not need to be summoned at the beginning of a conflict. If the eidolon is defeated or banished, it returns once at least 1 of its wound circles is healed. The companion cannot be changed unless the summoner permanently loses their companion (in other words, the bond is broken and the eidolon is no longer available to the summoner). I suggest creating a custom eidolon for a companion.

Magnificent Companion
The summoner’s companion can be a Level 1 or Level 2 eidolon. Note that this power is useless without the Companion power.

Unbreakable Bond
Your companion is immune to being banished by powers or weapon effects. Note that this power is useless without the Companion power.