The young girl let a savage, bird-like scream out of her wounded mouth, and she tosses what seems like a feather up in the air.
As the feather vanish from everyone sight, people surrounding her understands that the scream weren't just for show, they were a call, and indeed, the call is answered by a multitude of hoarse screeches.
They came out in the sun, from everyone blind spot simultaneously, with their bones visible, their translucid skin glowing of a faint hue of blue, visible only in little spots, while all the rest is covered in red feathers. No one knew their name, obviously, but she knew, and she called them, in their language, and they talked, in a symphony of clicks, screeches and growls.
Suddenly, the two creatures stopped talking, and slowly turned their head against the nearest enemy, lowering their hips, swaying their tail, analysing their prey, and finally, they jumped.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: stomping on the fuel and calling the spiritis in their language. You must use up An item akin to the spirit called in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single extinct spirit 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.
Possession of this Power grants the following Battle Scar: a scar runs along the cheeks, revealing the whole jaw.
Jeremy Soap takes a deep breath, then blows into a Bubble Wand, shaping a humanoid bubble capable of moving on its own and imbuing it with his will, which he calls a "Bubble Buddy". If he fails to properly imbue it, all that comes out is a bubble.
Exert your Mind and spend an Action to activate. You must actively and obviously use Bubble Wand to activate this Effect.
Summon a single Humanoid Bubble 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. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
The operator slots the FRM chip into the universal constructor, selects this program, accepts the end-user license agreement, and then waits as it goes into overdrive.
Over the next few seconds, it renders via a sweeping laser 3d print a set of three Bishop combat walkers.
The Bishops are bipedal forms, with a shoulder-mounted metal storm cannon. They have a pair of arms that terminate in both flexible graspers that double as cutters.
Named after the Black Rabbit of Inlé.
The license for this FRM unit states that it's not for strategic use, and thus there is an enforced restriction that units cannot move more than 150 feet from the operator or they deactivate.
This is an up-armoured version and licensed for domestic use only.
Expend a point of Battery and spend an Action.
Summon up to 3 Non-Sapient, Animate Bishop-Class Inlay Combat Walker at your location. They last 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. This Artifact may have at most 3 minions active at a time.
Most people assume Baphomet is Vita’s familiar. He's not. He’s older than that term. He’s not here to serve—he made a deal. One that stitched his fate to Vita’s heartbeat. When she made her wish, the realms cracked open, and something lonely and fanged slipped through. Now he won’t leave. He eats her leftovers, naps on ancient artifacts, and commits minor crimes when unsupervised. She wouldn’t trade him for anything.
When summoned, Vita’s shadow stretches unnaturally long, curling at the edges like smoke. A soundless pressure ripples through the air, like a breath being held too long. From the darkness coils a black-furred cat with star-flecked markings and an infuriating grin. Tiny horns glint above his eyes, and when he takes flight, leathery wings unfurl from his back like forgotten pages of a forbidden book. He lands with the weight of inevitability and the smugness of someone who’s always right.
Baphomet isn’t a summon. He’s a consequence. A fanged pact stitched into Vita’s soul when she gave up her voice and made the mistake of longing out loud. Bound not by spell or leash, but mutual understanding, Bapha walks the line between infernal companion and spiritual parasite. He's not just intelligent—he’s opinionated, meddling, and deeply invested in keeping Vita alive, mostly because he doesn’t want to go back. Where she goes, he follows, uninvited but indispensable. Their connection is deeper than magic. It’s blood, debt, and unspoken love, forged under moonlight and written in claws.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient demon cat 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.
My Partner who sadly passed away saving my life. This new power has given me the ability to bring him back, or at least something that looks like him.
A door of a police car appears when summoned, looking through the door will reveal the insides of a police car. The door opens and a Vietnamese man steps through. Once he’s outside the door disappears. The man is wearing thin framed glasses, a brown coat, a white shirt with a red tie, brown suit pants and suit shoes. He has a buzz cut with short black hair. The white shirt has some weird red spots on it, which can be perceived underneath the coat.
We were on a routine inspection. A domestic violence case. The neighbors called because of screaming. The Armstrong family has been on our rather for a couple of weeks now. A father, a mother and a 4 year old daughter.
We went over there, not for the first time and definitely not the last. At least that’s what we thought. We arrived and the door was open. Dexter told me before we went in:”I have your back, if you have mine”. I nodded and opened the door. We went inside with our guns raised, announcing our presence. I glanced to the left towards the direction of the toilet.
Dexter was covering me, looking into the direction of the living room. As I looked for any sign of life I heard the cocking of a shotgun from behind me.
It all went so fast after that. I heard Dexter shout something as he tackled me to the side. His shouting was interrupt by the sound of the double barrel shotgun going off. I felt a sharp pain go through my left hand as a couple of my fingers got shot off, by the same bullets that ripped a hole through dexters chest. As I fell to the ground, I took my pistol and shot James Armstrong three times in the chest while he was reloading.
I was in agony. I ripped off a part of my shirt and I wrapped it around my fingers. I rushed over to Dexter, his white shirt was stained by his blood. He was chocking on the blood entering his lunges, I could only comfort him in my arms as I felt his life drain out of him.
My partner, the man who had my back for years, the first man who I ever loved dying in my arms. With me not being able to do anything about it.
Exert your Mind and spend an Action.
Summon the one and only Sapient Detective Sinclair at your location. They last until they move more than 150 feet from you or 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.
Possession of this Power grants the following Battle Scar: Missing Figures.
Liz takes a deep breath and whispers a phrase in Navajo. A swirling whirlwind sweeps from he rmouth, whirling around flinging debris at random. It can be dissipated with enough force.
Exert your Mind and spend an Action to activate.
Summon a single dust devil at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. 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.
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.