Summonable

Summonable is an enhancement for Allies introduced on B38. It is useful since it allows present summoned allies to be dismissed as a free action to protect them. That's especially useful if a character has other abilities tied to them via Granted by Familiar.
==change to underlying trait category==
P41 mentioned "converts Allies from a social trait to a supernatural ability"
Supernatural traits and social ones are not actually mutually exclusive. An ability must always be one of three base things: physical, mental or social. If this statement was intended to remove social then it should be designated as either M/P.
Mental is the best speculation due to it using a Concentrate maneuver instead of a Ready. This would be important to know if allowing Stunts: P172 Temporary Enhancements or P173 Using Abilities at Default
==time to dismiss==
That might possibly be lengthened by using Takes Extra Time.
Perhaps at half-cost if it does not also increase the time needed o summon them (as with Skinbound)
==Limited Enhancements==
So limitations like that don't make the ablity too cheap, it could be reasonable to apply them as Limited Enhancements (at best reducing summonable to +20%) rather than to the base ability. This is a reasonable ask since they are limiting things introduced by the enhancement.
==Fatigue Cost==
The idea of having Costs Fatigue on an ally is used by Shade.
This kind of thing doesn't make a lot of sense for normal allies. Losing the ally trait doesn't necessarily mean your ally VANISHES after all. It may just mean they cease to be your ally.
If not paying the piper means he's no longer your ally, then Unwilling would make sense for allies who would be more likely to turn on you at that moment.
If they don't turn on you then this is potentially still advantageous to have non-ally meat shields around for enemies to target instead of you, even if all they want to do is flee and don't want to help you.
To avoid that problem, if something with ongoing costs (fatigue, unreliable, requires attribute, requires concentrate, requires ready, etc) isn't paid, that simplest solution is "dismiss allies as a free action" happens.
The problem with that though is you're not supposed to be able to do it at a far enough distance.
That's a BIG DEAL if the intent is to stop your ally from getting killed (you want to dispel them)
*otoh if you can reliably summon them to you, you could just do that, THEN dispel them
==Time to summon==
Kromm mentioned at http://forums.sjgames.com/showthread.php?p=1029855&highlight=Allies#post1029855 it would take a second.
Given that non-summonable allies have no default duration, if something such as Takes Extra Time were allowed, that should probably be only as a Limited Enhancement to reduce the cost of Summonable, but not to reduce the base value of the trait.
TET presumably would apply "both ways" to increase the time needed to dismiss allies too. If it didn't, it would probably be worth half value (5/level) based on the Shapeshifting precedent w/ the Gadget limitations (werewolf/selkie skins)
==range==
Projected Form uses 10 yards, good precedent
==Powers VARIANT eventually called Conjured==
GURPS Powers made a point of clarification, P41 clarified that the enhancement converted it from a Social trait to a Supernatural one.
*Shayde suggested that a year prior
It also gave a new option to choose whether the enhancement represented "same beings" or "new ones". The benefit of being able to replace slain allies is described as being offset by replacements lacking memories/devotions.
In the case of the replacements option a reaction roll is used to see if they're willing to obey.
Minion is suggested as required for the "new Allies each time" option.
This was CONFUSING since it was two variants of a same-named enhancements operating differently, meaning the UTH shorthand could not indicate capability.
DF9 (p4) and GURPS Zombies (pg 29) finally fixed that by calling the new variant Conjured.
==Alternatives==
For summoners who want to do both, the solution would be Alternative Enhancements. 1/5 cost on 100% would be 20% so it's a +120% fee to do either, and involves using a ready maneuver to swap the enhancements before using the ability. This ready maneuver might be affected if they have Takes Extra Time on Allies which would also boost the number of Concentrates needed to summon, and perhaps also the 'free action' for dismissing them.
==Relations==
Duplication holds some similarity to Allies since it involves creating a clone to help out.
P48's Construct enhancement was very similar to Summonable Allies' new option in powers, since it could also allow replacement of slain allies.
==Kromm quotes==
http://forums.sjgames.com/showpost.php?p=1029855&postcount=18
The intent is that Ally (Summonable) works like any other switchable advantage, which by default requires one second.
I wouldn't worry about travel times from other dimensions . . . these and creatures conjured on the spot just go "bamf!" and appear. 
..
Technically, abilities of powers use the default time for all advantages that lack specified durations: 10 seconds (p. B101). In this case, a minute seems fairer.
..
If you can summon an Ally with a Concentrate maneuver whenever you need it, as long as it hasn't died, then one minute is more than fair. It's basically a "conjure pet" spell that costs no FP, lasts as long as any other combat spell, and has a significant effect on battle. You're trading duration for the capacity to repeat attempts.
If you can summon an Ally once per adventure, as usual with an Ally, and it hangs around until dismissed, then that's fine, too. You're trading off reliability (the roll for it can fail, and if it does, you get nothing out of the advantage for one full dungeon crawl or whatever) and surprise (you can't spring "Oh, and there's a huge demon behind you!" on baddies in combat) for duration.
Just don't try to justify both. It's either a spell-like thing or a social advantage with a significant meta-game aspect to it ("once per adventure").
Category:Enhancements