When the figurine is held and the chant is said the warrior appears in a flash of light
Use up this Figurine and spend at least two Actions performing the following ritual: Holding the figurine close to your face while saying the phrase "I summon you to my aid" to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single warrior 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 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
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.
The user drives this tiny car in a circle two times while singing a children's song about clowns (see extended description). When the user exits the car, a small humanoid dressed as an exaggerated parody of the user follows mimics their personality and mannerisms, and communicates telepathically with the user.
Exert your Mind and spend two Actions performing the following ritual: drive this artifact in a circle multiple times. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Tiny Clown at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
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.
Bummer & Lazarus - a pair of mongrel stray dogs much beloved by the denizens of San Francisco who wandered the streets of that fair city at the same time as the illustrious Emperor Norton the First. With the long wait for a successor now over, the spirits of these noble canines may be summoned up once more by the current Emperor, arriving from any nearby dumpster, alleyway, or similar when called. While clearly ghostly, they still yet serve the Empire!
Exert your Mind and spend an Action.
Summon the one and only Sapient Ghost Dog at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
This Poké Ball contains your very own pet Bulbasaur! NOTE: inexperienced trainers should limit themselves to a single Bulbasaur, lest they go wild.
Use up this pokeball and spend at least two Actions performing the following ritual: Strike a pose, say "I choose you, Bulbasaur!" , and throw the ball to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Bulbasaur 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 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
As Mr. Kind invoked his powers, sigils glowed with a faint, pulsating light. Flanked by two of King Paimon's familiars, his eyes gleamed with anticipation. With a subtle gesture, he beckoned them forth, and they responded, their forms coalescing from the surrounding shadows. Like wraiths materializing from the darkness, they took shape, their eerie visages reflecting the eldritch power that coursed through them.
The familiars appeared as crouching, bent shadowy, cat-like in their movements, creatures. The impish long limbed forms, pulsing with eldritch light. Seemingly made of coalescing smoke, thick like burnt scentless rubber vapors, and void-like spaces. That bore glowing embers floating among the motes of starlight in the not entirely real substance. Chain-like tails, claws, and spines, the winged Gaunts stalked forward, their more shadow than substance forms, gaining substance.
Thin, and black, with bat-like wings and a long, spiny tail. They have no facial features, and their skin is smooth and rubbery.. With a final word, Mr. Kind stood as a master of the creatures forming around him, his ambitions soon to be realized with the aid of King Paimon's familiars.
"He can bestow dignitaries and provide familiars against enemies while binding anyone resisting him in his own chains." Daily kind smiles as he speaks.
The first King of Hell that Mr. Kind bargains with is Paimon. Paimon is known as a powerful entity who holds vast knowledge and abilities. He teaches all arts, philosophy, and sciences, unveiling secret truths and mysteries of the Earth, wind, and water. Paimon can reveal the depths of the mind and answer any inquiry the conjurer desires. Furthermore, he grants good familiars, bestows dignities, and binds individuals to the conjurer's will.
In the Abramelin tradition, Paimon's powers are extensive. They include foreknowledge of past and future events, dispelling doubts, summoning spirits, inducing visions, summoning and dismissing servant spirits, temporarily reanimating the deceased, flying, enduring underwater indefinitely, and the general ability to manifest various objects and people, even armor, as commanded by the magician.
Exert your Mind and spend an Action. You must actively and obviously use The seal of Paimon to activate this Effect.
Summon a single Daemon 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 Creatures of void substance like smoke and fire becomes visible, plus they fucking tickle you, which is weird..
Your amulet glows and you begin coughing violently and puke up a small squid covered in black mucus.
The squid can hover and also possesses a powerful and highly acidic ink spit attack.
The powers that where absorbed by the amulet are growing the more it is near supernatural entities, Jack was lucky that the first time jack used this power he was in his own home or else he would of had a lot of issues acting socially after that point.
Exert your Mind and spend at least two Actions performing the following ritual: Puking up black mucus to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Eldritch Squid 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 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 45 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you coughing violently as you puke up a small squid like creature covered in black mucus.
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.
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 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.