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3.

Parts of a Summon Token

3.1.
Name and Family
3.1.1.
The name of a Summon is printed on its upper left corner, in capital letters.
3.1.2.
The name of the summon is sometimes followed by the family of the summon, written in lowercase and preceded by a dash.
3.2.
Characteristics
3.2.1.
A summon has multiple characteristics printed on his card. These characteristics are his MP, his HP and his AP.
3.2.2.
A summon doesn’t have a Level.
3.2.3.
A summon doesn’t have an Initiative.
3.2.4.
MP (for Movement Points) represent the mobility of the summon on the board and are used to move.
3.2.5.
HP (for Health Points) represent a summon’s endurance and their ability to withstand blows. Over the course of the game, a summon will suffer injuries. These injuries will add up throughout the game: you record those using Injury markers that you place on the summon token.
3.2.6.
AP (for Action Points) show the number of actions a summon can complete per turn. Just like MP, a summon starts each turn with full AP.
3.3.
Spells
3.3.1.
A summon has either one or no Spells.
3.3.2.
All the characteristics of a Spell are indicated in the Spell bar: Range, Name, Cost (usually an amount of AP to spend) and Damage (or Injuries healed). Many Spells also have additional text written under the Name. This text may describe a specific Area of effect, additional generic Spell effects, or additional specific Spell effects.
3.4.
Powers
3.4.1.
Powers represent the summon’s special abilities. Powers are skills or talents that usually modify the rules.
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