First a chalk circle of runes is drawn upon the Floor. There should be at least 5 runes in forming the shape of a star within the boundaries of the circle each showing one aspect of the minion being summoned. Then the words of summoning are uttered in a language the wielder can not understand. After the final word is uttered then the runes begin glowing a soft white light which then gets brighter and brighter until finally a brilliant flash and before you within the circle stands your new henchmen.
Exert your Mind and spend one minute. You must actively and obviously use Chalk to activate this Effect.
Summon a single Goblin 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.
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.
The dagger plunges into the chest of the squirming man. His final cries degrade into bubbling coughs as blood fills his lungs. Ancient words fill the air as the chant reaches its crescendo. The remains of the man fold in on themselves, rearranging into the winged forerunners of The Ones that Came Before. The army grows.
Exert your Mind and spend one minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an uncontrollable monstrosity that seeks only to feast. You must actively and obviously use a sacrificial dagger to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Eldritch Servant 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the tearing of reality and subsequent spawning of the eldritch creature.
You may only use this Effect once per day.
You are surrounded by Hellish Fire after giving yourself a cut on the hand to offer your blood and a portal opens next to you releasing Imps from Hell.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Imp at your location. They last 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.
Leonard surges forward, as his back jerks upwards. In a flurry of mana particles and bloody red, crystalline shards begin to tear themselves free. Soon after, following the emergence of its extensions, the Guardian raises its primary body, in a gruesome display of warping its physical form outside of its host. Almost as if his spine were the entity itself, the Guardian would fully tear itself out his back, arching out its enormous crystalline 'limbs', as it stretches out several meters, taking careful guard behind its host.
The guardian is a mana symbiote long forgotten by history, almost all knowledge having been lost to the careful work of the Sabisians. The rare few scholars that still hold existing records of these beings believe them to long be extinct, lost to mana wars passed long since and the Sabisian incursion.
While in its docile state, the Guardian appears as a crystalline growth connected directly to its hosts nervous system through the spinal cord, easily being visible to the naked eye underneath the skin, alongside visible patches of mana-crystalline material left in patches above the skin containing it. While in its docile form, the guardian remains in a sort of dormant state, co-existing with its host and feeding off of its body.
During its active phase, the Guardian appears to burst out of body of its host. Despite this appearance, this process is all but a trick of the eyes, in reality being no more than an energy transference as the Guardian takes form, leaving behind no actual wounds on the host's body. The crystalline being seen during its active phase is not in reality the entity's true form, that being the crystaline growth located inside the host. Henceforth, destroying the active entity does little but return it back into its primary shell, where it can recover.
In appearance, during the active phase, the Guardian is a large, several meters tall crystalline biomechanical creature. It is composed of a long lanky crystalline 'spine' flanked by long sharpened shards that it uses to strike at the enemy or otherwise carry out its commands. When out of range, it uses a head-like appendage, which it can seemingly use to see, to fire a directed burst of energy.
The Guardian forms a bond with its host during the symbiotic period, carrying out their commands on its own free will, in exchange, the host provides it safety and nutrition.
Exert your Mind and spend an Action to activate.
Summon a single Guardian 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 6 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 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, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The guardian 'tears' itself out of the hosts back.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Crystalline-mineral growth around the spine. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Vito consumes the Elvis 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.
A flow of digital code emits from the watch as a body forms out of it, revealing Task's body, which seems to glitch and distort as if parts of it are missing.
Exert your Mind and spend an Action.
Summon the one and only Sapient Task at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by you. This Artifact may have at most one minion active at a time.
You may end this Effect prematurely as a Free Action.
If killed, you cannot re-summon your minion until after your next Contract.
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.