Two crows with red eyes. Sometimes accompanied by a third, with eyes darker than night. All three leave trail of dissipating darkness.
The centres dims down (or grows brighter) when ravens are released.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Crows at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Huginn, Muninn and Ginnungagap: Three crows tell you all they know. You cannot concentrate as long as there is more than one of them. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
With the throw of a switch and the crackle of electricity, a pair of metallic arms burst from within the Spark. Lined with thread and severed parts(?), it quickly cobbles together a set of taxidermied creatures, which readily hop to their feet and begin their work. Without a steady source of thread, however, the animals fall apart, meaning they need to stay vaguely nearby for quick repairs if needed.
Expend a point of Battery and spend an Action.
Summon up to 3 Non-Sapient, Animate taxidermied animals at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
Xanusham sprouts evenly spaced eyestalks perpendicular to its central eye in a semicircle over the top half of its spherical body. The stalks are attached to Xanusham, and will die if separated. Since they are a part of Xanusham's own body, they are also very difficult to replace.
Although they cannot reposition, the stalks themselves are flexible, and about nine inches long, giving them the ability to bend and react to things Xanusham is not facing directly.
Take a Severity-1 Injury and spend one minute.
Summon a single eyestalk at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Possession of this Power grants the following Battle Scar: Disfigured.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Vito consumes The King's Panacea, the modern Ambrosia that THEY use to lie to the masses, hiding the sheeple from its innumerable benefits whilst lying through their teeth as they call it the cause of Elvis Prime's "Death".
At once, a red pulsating light begins to emanate from his chest, faint song emanating from within until at once bursting through in a cacophony of afterbirth-coated limbs.
Distressed faces of Elvis Homunculi press their way through the thin firmament of his skin like a cracked egg, clawing their way overtop of another as they impossibly push their way through Vito's skin without sign of any wound, landing wetly on the ground as an Elvis King; a fused and horrendous mass of nails and bloodied intertwined limbs.
With a series of horrific crunching sounds, the limbs of the trio of homunculi snap away from one another, holes ripped in their flesh from the dozens of nails pulled out in their disconnection, leaving hundreds more that serve as both visceral armour and ranged attack methods.
Exert your Mind and spend an Action. You must use up Elvis Suicide Burger in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Summon up to 3 Non-Sapient, Animate Elvis Homunculi at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The Elvis Hive Bloom.
The user rips off chunks of their flesh and throws them to the ground as easily as if it were playdoh. These chunks begin to glow as they roll up into a ball and then stretch out into humanoid forms. While the minions are growing the user regrows their flesh without feeling anything.
Exert your Mind and spend an Action.
Summon a single Fleshy at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the minions are made by ripping off blobs of skin that instantly regrow back..
Hamil sits in the confessional. The broken sit across. They confess their scars and sins. Their regrets and woes. And in the light of God. And with the authority granted to him by Heaven. Hamil forgives. And takes the weight off their minds and souls.
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless there is clear daylight and you are in a church. Over the course of one minute, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.