Self-Summoning
Self-Summoning (Major) by Stone Gargoyle
Similar to Multiple Beings/Selves, except that the "duplicates" are actually summoned from other points in time. They arrive in costume (they are basically the character and wear whatever he would into battle, coming prepared) and, due to being displaced in time themselves, cannot summon more copies themselves. Doing this Self-Summoning too much can cause the character to involuntarily wink out and reappear later (saves vs. teleportation at 14 or better, PE bonus applies). Normally, however, the summoning is voluntary, thus the "duplicate cannot be summoned if already displaced in time, engaged in battle, or simply unwilling to go at the moment (though this is unlikely as he knows he would only summon himself in the case of an emergency and might die if not cooperating with himself) or is himself in danger. The "duplicates" share no other telepathic connection of any kind to the character and will still require verbal instruction upon arrival.
If summoned from the future, the "duplicate" may know and warn of future events, though this may be an alternate future and wind up not actually happening. This functions as Clairvoyance at a skill level of 80%.
- Duration: Return teleportation window of 5 minutes per level. If the "duplicate" remains longer, he suffers permanent chronological displacement and potential temporal erasure.
- Behavior Limits: "Duplicates" will try to assist the character but avoid changing events or severely injuring someone so as not to alter the timeline too drastically.
- Level Adjustment: Adjust "duplicates" by 1d4 levels up or down depending on if they are a future of past self.
- 01-30% Past Self
- 31-00% Future Self
- Number Summoned: One per every two levels, with a maximum of 7
- Range: "Duplicates" appear within a 60' radius around the character and must return to within that distance to be sent back before the end of the power duration.
- Attacks: Uses one melee attack/action to summon or dismiss a "duplicate", arrival time within 1d4 melee rounds.
- Limits and Penalties: Seeing a "duplicate" die in combat, the character must roll vs. Insanity(16 or better, ME bonus applies) or be paranoid and fear his own impending demise (30% chance duplicate was from his own timeline). If the "duplicate was from a past shared timeline, the character must immediately roll vs. Temporal Death/Displacement to avoid Temporal Erasure. Even then, there will be a temporal distortion/ rift resulting from the event. Also, as he is constantly summoning himself, the character is plagued by constant summonings from himself in other areas of the time stream (-2 to initiative and all combat rolls if during combat) and is obligated to answer periodically, swept back in time to help himself. He is very busy.