A few things. First, take a look at this!
Contract of Ancient Beasts (Dinosaurs)--
[1] Find the Bones
Dice Pool: 9 (Academics+Wyrd)
Cost: 1 Glamour
Catch: The Changeling has found at least one fossil of the type of animal he has a contract for already, using natural means.
Effect: The Changeling, by merely carrying around a map, can have the location of fossils of the relevant type highlighted for them for the length of the scene. It does not detail the nature of the fossils, and after an hour, the map goes blank, and cannot be directly copied. With an exceptional success, it may be copied, and the nature of the fossils (such as from what animal predominately) are detailed.
Modifiers: It is in an area known for the proper fossils fossils (+1)
[2] Clothe the Bones
Dice Pool: 10 (Presence+Wyrd)
Cost: 2 Glamour
Catch: The Changeling has spent at least a dozen minutes talking to the skeleton, and has worked to clean it or otherwise make it look presentable.
Effect: Call up a single skeleton of the proper sort, which remains animated for an hour. Because it is a bunch of bones held together by magic, it is clumsy, and takes -1 to all dice pools. After the hour is up, it returns to its natural state. It can last three hours with an exceptional success, and removes the -1 penalty.
Modifier: The skeleton has been poorly preserved or is incomplete (-1), the skeleton is well preserved and has been well cared-for (+1)
[3] Gaining Long Lost Prowess
Dice Pool: 11 (Wits+Wyrd)
Cost: 3 Glamour
Catch: The Changeling has spent an hour studying the exact abilities or capacities they are seeking to gain.
Effect: Gain one quality of one beast from the type being used. Double their speed if using a swift runner, flying animals can grant the Changeling the ability to leap four times their normal height and fall without harm. They also gain the one perception advantage associated with said beast, gaining +2 to Wits scores involving Perception and whichever enhanced sense the beast was known to possess. If there is no sense they are known for, the +2 bonus and the locomotion bonus will have to suffice. With an exceptional success, it lasts until the next sunrise or sunset.
[4] Calling the Ancient Beasts
Dice Pool: 9 (Academics+Wyrd)
Cost: 4 Glamour +1 Willpower
Catch: Having the skeletons in question.
Effect: Ancient beasts are called, either from the skeletons or (more expensive, as noted) the very primordial past. Six small Beasts (Max size 3), three medium (so human-sized), or 1 large (like a T-Rex or Mega-Shark) can be called, and they last for a number of hours equal to the successes rolled. An exceptional success leads to one full day, and an exceptional success+a rare goblin fruit can keep them around for good.
Modifier: The character is an archaeologist specializing in the creature (+1), the character does not know the official/actual name of the creature ("I thought T-Rex stood for 'Totally Wrecks everything'") (-1), the character is calling the beasts up specifically to protect the sanctity of the dead or a burial site (+2)
[5] Assume the Ancient Form
Dice Pool: 12 (Manipulation+Wyrd)
Cost: 5 Glamour +1 WP
Catch: The character is touching the bones of the creature they want to become, and are at or near the natural habitat of the type of creature (forests for a forest-dweller, etc, etc)
Effect: The character transforms into the type of creature for up to the next hour, or less if they choose to revert. They gain all physical attributes, physical senses, and while they gain no skills, they gain instinctual knowledge of how to move and act in their new form. Their social and mental attributes are unchanged. With an exceptional success, this lasts until the sun next rises, and they may retain their Health level if their size would decrease it, and all lethal damage gained when one reverts is reduced to bashing, protected by the distance of time and ancient powers.
Modifiers: It is in an enclosed building (-1)
*****
Second,
@Sweece , as far as superhuman attributes go, I've actually been given some pretty good advice on this before that I'd like to quote, because while mechanistic, it does help contextualize things.
But that really is the best way to consider it.
Take Serafina, from PQ, who has Int 7 because she's a super-smart engineered Progenitor genebaby. That means that with 1 dot in an ability, she's rolling 8 dice - the same as a normal person who's Int 4, Ability 4... that is, they're probably used to being the smartest, best qualified person in the room. An 8 dice doctor is probably the elite doctor at their hospital, who gets much better results than the 6-ish dice "average" doctor. An 8 dice coder is the person everyone in the office goes to when they need help. An 8 dice musician might not quite be Mozart when they write music [1], but they're pretty damn good and when they have a good day they might be able to write something that'll be remembered for a long time.
Serafina, because she has Int 7, is that good when she's casually studied something because she felt like it. She's able to pick up books, put a few weeks in, and be an expert capable of professional operation among Sleepers. And that's even before she starts using Mind buffs to lower difficulty. She is just that smart that she can do some basic courses on computer coding, and then write code at a professional level as a gifted amateur who's better than professionals.
That's a far more useful definition of Int 7 than talking about IQ ratings. Look at dicepools, look at what they mean the character can do compared to the baseline dicepools for humans [2], and see the practical definition of what having superhuman attributes lets you do.
Same for Appearance. Serafina also has Appearance 6, because of the same "super-enhanced gene baby" thing. So that's indistinguishable from "Appearance 5 plus +1 equipment bonus from being photoshopped and refined". So that means she looks like a photoshopped model all the time, without any of the natural blemishes or flaws that natural Appearance 5 has covered up by photoshopping and lighting. And now you suddenly have a model for how it works, without bringing up things like "so beautiful your eyes would melt" or some rubbish.
[1] Mozart probably had some Legendary stuff.
[2] 4 dice, average person in their speciality. 6 dice, average trained specialist in their focus. 8 dice, leader in their field. 10 dice, best in the world.
The current winning vote, for instance, as opposed to the more Academic-knowledge Veekie-Vote, has the main character having Academics (Anthropology) 2, so three dice there, which is about what a skilled and trained person who got a college degree and worked for it/actually learned things will have. She then adds six dice, above the maximum a human can get. As in, just from having a college education, she's ALMOST as good as a world-renowned 'writes the books that people in college read' Anthropologist. As someone who got an UNDERGRAD degree.
And that same 'oh wow' dice pool applies to everything where Intelligence would be the relevant attribute. She can, as noted, casually put a few weeks in to raise, say Computer skill (which she has no dots in) to 1, and by the end of several weeks of concerted effort, she's a better programmer than the average person who does it as a day job.
I would frownyface at one of my players if he attempted the blatantly mechanistic approach I am about to take, but bear with me for a moment.
Mental skills in the nWoD inflict steep penalties when you are untrained in their use: -3 dice. This means that someone with above-average Intelligence (3) attempting a mental task they have no training in is almost guaranteed failure (dice pool of 0). Someone who is as smart as a human being can be (Intelligence 5) who attempts a mental task in which they have no training has a dice pool of 2. Based on their life experience, memories, analytical skills and so on, they are able to perform a basic level of competence (if my math isn't off, they will score a success in 66% of rolls) in areas they have zero previous experience in. It's impressive, but it's not particularly extraordinary or reliable.
Someone with an Intelligence of 8 performing a mental action in which they have no training will have a dice pool of 5. This is equivalent to a professional with average intelligence - Attribute 2 + Skill 3. This means that a person with Int 8 whose knowledge of computers is on the level of my grandparents, who has never set foot on a crime scene or even watched an episode of a procedural show, and dropped out in high school is going to reliably succeed at low professional-level tasks, repairing your computer when it's broken, writing up some basic code, performing a forensic investigation on an ordinary crime scene, and perform complex mathematics and write up insightful essays about world events or sociology. They will also be able to diagnose any common disease even if they don't have the lexicon actual medical practitioners use, because they just "figured out what was wrong" with your body without referring to previously accumulated knowledge.
With a single point in a Skill - basic 101 on this domain of knowledge - they will be able to put together a dice pool of 9, which will allow them to rival world-class experts with genius intellect in general, and world-class experts of average- to above-average intelligence operating within their personal area of focus within their discipline in particular.
Or, let's say she needs to try programming anyways, despite having NEVER done it. Even with the -3, she can perform a basic level of competence (likely gaining the single success needed for the average task) in a task, such as if she suddenly decides that she wants to design a webpage and can't be bothered to ask someone who knows how to do it.
So yeah, having a dice pool of six is actually a pretty interesting way of looking at what that, mechanically, means.