Rocky gives a sharp call, "We got work to do." As his words hang in the air, the rumble of an approaching garbage truck grows louder. It screeches to a halt in the background, its engines growling. The door swings open, and one by one, his crew steps out—tough, loyal, and ready for whatever dirty work lies ahead. Each of them wears the marks of their loyalty, and with Rocky leading the charge, they’re ready to handle the mess, no questions asked.
Names of the Mafioso: Francesco,Antonio and Fat Tony
Exert your Mind and spend an Action.
Summon up to 5 Sapient Mafioso 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 5 minions active at a time.
Possession of this Power grants the following Battle Scar: Boss Atair.
After someone drinks from this bottle, their body begins to set a blaze while the blaze roars people can hear screens of anyone who has been healed by this ability the fire spreads across any injury, repairing it almost instantly
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Athletics at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see whenever someone drinks from this flask, they activate the healing abilities of it, but when they do that their body begins to be set on fire their body begins to burn, but the injuries begin to heal themselves. The fire grows in this reddish fire, burning everything that is injured and then repairing anything broken.
Jessica gets comfortable and rests her head, falling quickly asleep. When she wakes up, she lifts the pillow, revealing a sleeping corvid and a handful of its feathers.
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate corvid 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 active at a time.
When she is scared, she will summon the bear to protect her and dominion, helps her. She likes to use it to keep her company.
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate tadorin 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 one active at a time.
Through his Fae Contract he isn't able to bring him here, but he is able to replicate Jerma which he can control as a companion.
Using a doll that was given to him by the demon, then using Magicks he is able to replicate the demon in a well-weakened force but it will be indeed tiresome as
of what occurs is in holding out the doll, a circle with demonic sigils with be upon the ground nearby it and from it will arise a companion version of Jerma, not the real thing but will work just fine.
Exert your Mind and spend at least two Actions performing the following ritual: With the connection of the Fae Contract, alongside his knowledge of magicks begins to recite words as he summons up a weakened copy of the other side of the fae contractor to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ________ 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 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 8 dice.
Your minions can fly at their normal movement speed.
A baseball bat with the Master-Bat signature. It carries the essence of a Master-Batter Ghost in it's wood- transferring it's energy into it's projectile.
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. Attacks do not require a successful called shot to do damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
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.
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.