Slime Time

1
This Artifact allows you to summon a minion which can fight and act on your behalf.
Used by Aira (Ashley Scott), Created by August.
On Legendary Artifact Slime essence glove.
( When activating this Effect, it is obvious that you are creating a minion in some way. Minions are obviously Alien to any observer. You must obviously use this Artifact to activate this Effect. When activating this Effect, this Artifact is obviously Alien and cannot be concealed under your clothes or similar.)

the user will slowly pour a gallon of water into the glove slot, somehow all of it being absorbed inside of it as the glove then slashes the user's hand open, and with the needle tool, drip some blood into the slime-water concoction, causing a volatile reaction that creates a Slime-bat similar in appearance to Aira's slime, Lavender. In fact, it is literally a clone of that slime created from a small portion of the original.


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 a ball of useless grey goo appear and a slime that speaks nothing but unneccesary talking, LOUDLY.

Summon the one and only Sapient Slime-Bat at your location. They last until they are destroyed They are controlled by you. This Artifact may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make Sword Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 7 Body. They are roughly the size of a horse. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 35 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 7 Brawn. Riders' weight counts half for encumbrance.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

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.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Spawn Minions Gifts

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.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

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..

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make CLAWS! Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 1 Body. They are between the size of a rat and a cat and do not suffer falling damage. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 2 Armor.
  • Movement: Minions can move 30 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 5 dice. Your minion is able to Athletics, Alertness, and Stealth with a 9 dice pool. Any other roll is made with 5 dice. They can lift and haul as though they have 0 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are not obviously Alien.

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.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • Minions will only attack Nonliving, Animate targets that are larger than a mouse.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

The G.O.L.E.M is made by releasing the energy into the ground or surface that the user is in, along with a stream of nanites, the same then being bound together and reshaped into the shape of the G.O.L.E.M, after which the nanites burrow deep inside of the entity to create the core, to regulate the energy levels of the being.

Expend a point of Battery and spend an Action to activate.

Summon a single G.O.L.E.M at your location. They will last for an hour, or 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 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.

You must use up 100$ dollars in order to activate this Effect.

You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must touch me to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.

When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

--------------------

"I've learned in nearly half a year that Kazarisu is a bit fickle, likes stupid jokes that I make, chicken, and drinking. I'm glad to have him around but he tends to be a bit of a menace, especially when he chugs a whole bottle of wine and ends up cutting up my curtains...Nonetheless, I'm starting to like him, we even started watching soap operas together."

"Lately, I have been demanding we work together but he just lacks...motivation, not in a bad way though. So I bribe him with some wine occasionally, which seems to give him a physical body somehow, probably some form of yokai logic. Although he's mentioned that if he 'died' he'd just revert to his more spiritual clingy self, which was a relief."

Exert your Mind and spend an Action.

Summon a single Sapient Kamaitachi 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 one minion active at a time.

  • Initiative: Minions act directly after you in Combat.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make Claws and Maws Attacks. Their unarmed Attacks have 50 feet of range and deal +0 Damage.
  • Body: Minions have 3 Body.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Minions die if targeted with Energy Transfer or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Stock Spawn Minions Gifts

Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.

Summon a single goon 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.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

You may only use this Effect once per day.

Exert your Mind and spend an Action.

Summon a single roadie 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 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice. Your minion is able to lift and haul equipment with a 7-dice pool.

You may only use this Effect once per day.

Take a Severity-1 Injury 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.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.