Jonathan is lifted off the ground, revealing more and more of a Louie C as he rises.
Exert your Mind and spend one minute to activate.
Summon a single Louie 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 3 minions 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 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 3 dice.
Your minion is able to drive with a 7-dice pool.
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.
Haerin stabs himself, the sword going into him and hitting something deep within his depths as if unlocking a door, and to that... He appears, from within the darkness. His hair, pale as the tundra, his eyes a deep black, and a venomous smile... Clad in simple cloth, with a simple blade along his side. A part of Haerin, freshly freed from the abyss, from his abyss, that moment, Baam, The Chaos Knight, appears.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Your body rejects the soul division (Sev 4).
Summon the one and only Sapient Baam, The Chaos Knight at your location. They last 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Lily opens a pouch on her dress which suddenly appears, pulling out a small kangaroo. Once deployed, the kangaroo quickly grows to full size.
Exert your Mind and spend one minute.
Summon a single Kangaroo 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.
You may only use this Effect once per day.
Nina, the Siberian cat, boasts a thick, luxurious coat of tan and white fur, with striking green eyes that shimmer with intelligence. Her movements are fluid and stealthy, allowing her to blend seamlessly into the shadows as she communicates with Soren, often perched nearby with an air of quiet confidence.
Soren found this cat when she was just a kitten at one of his stake-outs into a suspected supernatural old money family in Bavaria, but decided to keep it. As she grew up, she began to develop human speech at a very fast pace, this was quite clearly a supernatural cat, Soren knew he couldn't just hand her over to the feds. As a result, he raised her as his own; she had acquired human-level intelligence astoundingly quickly and began to develop her own personality. She also has very nimble and dexterious paws, allowing her manual dexterity.
As Nina grew older she informed Soren of her abilities, allowing him to be able to summon her at will, forming a supernatural pact with him. He now takes her with him on his missions, using her innate stealth and observation abilities to assist him.
Nina has a witty and observant personality, often displaying a dry sense of humour that catches Soren off guard. She is fiercely independent and prefers to watch the world from a distance, but when Soren is in danger, she becomes fiercely protective, ready to lend her unique abilities to assist him in any way she can.
Exert your Mind and spend two Actions performing the following ritual: You reach into your pockets and pull out a cat. You must actively and obviously use Coat Pockets to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon the one and only Sapient Siberian Cat at your location. They last for two hours or until they are destroyed. They are controlled by you. They will attack any Nonliving, Animate targets they encounter immediately and will ignore your commands to do otherwise. You may have at most one minion active at a time.
If you die during a Contract and your companion goes on to claim victory, they may permanently sacrifice themselves to bring you back to life and safety. If this happens, you may refund this Gift to a minimum cost of 3.
If killed, you cannot re-summon your minion until after your next Contract.
Upon finding a corpse:
Nefario Darkus's eyes glow white. He raises his hand, and an evil screech whistles across the wind. The body begins to contort and animate, rising with a grumble, as Nefario cackles maniacally.
Fresh from the realm of the dead, a mindless zombie rises to serve the unholy will of Nefario Darkus. With grey skin and black veins, these creatures are unsightly and vile. They smell of rot and decay.
Any humanoid body or skeleton, including buried ones buried up to 6 feet underground is available to be used as a zombie minion. These undead minions will follow their master until he dismisses them or until they are defeated.
Undead minions cannot enter sacred spaces and are vulnerable to holy water.
Exert your Mind and spend an Action. This Effect cannot be used unless Available corpse.
Summon a single Zombie 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 Zombies!.
From his Crystalized Meth form, Multiple Golemites appear. They're real hardy!
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate Meth Crystalites at your location. They last for two hours or 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. You may have at most 3 minions 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 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.
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.