Three winged creatures force their way out of Geneva and will attempt to kill whatever caused their summoning unless directed otherwise. These creatures are only capable of speaking in Latin and are otherwise quite intelligent. These can be willfully dispelled by Geneva's wielder by simply slamming the book shut.
This Effect activates whenever a being attempts to commit a grave sin in Geneva's presence. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
Summon up to 3 Sapient small winged humanoid creatures adorned in armor 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. They will attack any Nonliving targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
I manipulate reality to create minions from reflective surfaces.
If a solid, it distorts and warps, expanding until 7 ft tall and into the form of a Wiendgo.
If a liquid, a pint of that liquid is required to create the body of the Wiendgo. The process is similar to that of using a solid surface as fuel.
In either case, the fuel is used up to make the body of the summoned minion.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up reflective surfaces (i.e. mirror, window, phone screen, reflective metal, 1 pint of water) in order to activate this Effect.
Summon a single Wiendgo 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The fuel used for the activation of this gift will warp and distort, expanding until 7 ft tall and into the form of a Wiendgo.
Possession of this Power grants the following Trauma at all times: Delusion of Grandeur and Short Fuse.
He grabs this candle, lighting it, and begins to chant as his eyes go completely black as he begins to chant and then blows on the flame as the flame splits three different ways and creates serpents laid out of purple fire
Use up this candle and spend an Action.
Summon up to 3 Sapient serpents made of purple fire 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see His eyes turned black as he begins to speak in tongues, and when he blows on the flames of the candle begins to shoot out three different serpents made a fire.
Tony knows he can call his brother, Dino, for some hired muscle, who arrives about a minute later. These enforcers 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 one minute. You must actively and obviously use a burner phone to activate this Effect.
Summon a single Enforcer 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.
At random, sporadic intervals, without either rhyme or reason, the gift user inevitably comes across yet more alternate versions of themselves from different, unknown timelines. Some of these alternate selves may be very similar to the gift user - they might wear similar clothes, and have similar mannerisms and beliefs - however some can instead be wildly different depending on the lives they have led, and the timelines they have came from. Likewise, their goals can differ too: even though most of the gift user's alternate selves are likely to be at least somewhat aligned with them, and thus willing to lend their assistance, there is also the rare chance for encountering alternate selves that are downright hostile, potentially even to a homicidal extent.
The actual process of an alternate self getting summoned through time often happens beyond the gift user's sight: in a different room, behind a corner, or somewhere else of that sort. Other times, the temporary guest's appearance may be noticed immediately, such as when they show up sitting in an unoccupied chair or standing right next to another person. No matter the level of conspicuousness, though, all of these summonings always have a single common element that remains unchanged - they begin with the trickling in of tiny grains of carmine sand. At first, there's barely any; then, the streams gradually grow, seemingly coming from nowhere; and, finally, with the rough shape of a person formed, the alternate self gets revealed while the sand is blown away into nothingness.
The weaponry of each alternate self that is summoned by this Effect is determined by the rules detailed in the Extended Description.
Each time an alternate self is summoned via this gift, a D20 is rolled to determine what class of weapons - if any - that alternate self comes equipped with.
Possible outcomes:
✦ 1 ⟶ Nothing
✦ 2 ⟶ Club
✦ 3 ⟶ Improvised Thrown Weapon
✦ 4 ⟶ Knife/Dagger
✦ 5 ⟶ Rope Dart
✦ 6 ⟶ Throwing Knife/Shuriken
✦ 7 ⟶ Rapier
✦ 8 ⟶ Throwing Axe/Javelin
✦ 9 ⟶ Handheld Stun Gun
✦ 10 ⇾ Bow
✦ 11 ⇾ Ranged Stun Gun
✦ 12 ⇾ Crossbow
✦ 13 ⇾ Small IED
✦ 14 ⇾ Handgun
✦ 15 ⇾ Grenade
✦ 16 ⇾ Shotgun
✦ 17 ⇾ Sword/Axe
✦ 18 ⇾ Rifle
✦ 19 ⇾ Greatsword/Giant Axe
✦ 20 ⇾ Heavy Sniper Rifle
This Effect activates whenever someone uses their Will to Survive. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones may refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves - but only a single one per activation of this Effect - 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.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Temporal Commitment.
Your amulet glows and you begin coughing violently and puke up a small squid covered in black mucus.
The squid can hover and also possesses a powerful and highly acidic ink spit attack.
The powers that where absorbed by the amulet are growing the more it is near supernatural entities, Jack was lucky that the first time jack used this power he was in his own home or else he would of had a lot of issues acting socially after that point.
Exert your Mind and spend at least two Actions performing the following ritual: Puking up black mucus to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Eldritch Squid 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 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 45 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 minions can fly at their normal movement speed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you coughing violently as you puke up a small squid like creature covered in black mucus.
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.