Edgar has the sensory capacity of a ghoul: that is, a nose keen as any Bloodhound with a specific focus to locating corpses, as well as hearing able to pick up frequencies both above & below human perception. He is capable of using this extraordinary sense for echolocation, producing a "meep" that is beyond the range of human hearing. Even more revolting, his long, thin, pebbled tongue has an incredible degree of sensitivity...Edgar never forgets a taste or a face...often the same thing.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
With one hand drawing glitching, unstable sigils and glyphs in the air and the other moving to strike the target, the user encodes their strike to inflict maximum debility causing the afflicted to glitch and distort.
Spend an Action. Select a target within arm's reach. Roll Dexterity + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
This Gift's Cost is capped at 2 and cannot be increased further.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Goblin King is the inheritor of a powerful lineage, one of vast mystical might and potential power, and as he grows stronger his access to that lineage empowers him, overwhelming the human side of his heritage and making him stronger, with a more regal bearing and commanding presence.
You gain the following benefits at all times.
You are permanently and visibly transformed: Short horns protruding from the forehead and hair turns white and fluffy. You are considered to be a Sapient, Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
You appear mostly human possessive a fox tail and ears and wisker like markings on your face, and slit pupils.
You gain the following benefits at all times.
You are permanently and visibly transformed: Kitsune. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
To the front, back to the station, for weeks, sometimes months, getting in to combat escaping just by a glimpse, which changed not only his mind but also his body
You gain the following benefits at all times.
Any Injury you receive from a source other than Middel aged weapons heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from Middel aged weapons are increased in Severity by 1.
Polamedes body disintegrates into tiny blue cubes that reveal the muscular and bone structure underneath before those are also digitized. The entire body from the feet to the head dissolves into tiny blue voxels before those merge together into a solid beam of blue energy that rockets from the 5g tower to a satellite and back to the end point.
The voxel dissolve works by creating a perfect loop of light that digitizes and dissolves anything it passes over. In normal circumstances polamedes can use one of his finger rings to begin the process as the ring grows up his wrist and arm towards the rest of his body. Flencing sink as it goes. In more dire circumstances the ring would need to be formed so the voxel nanites have a starting place to work from and can go from foot to head.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must actively and obviously use Ring to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
If you traverse any 5g tower. for one minute, you may activate this Effect and travel to the edge of any other 5g tower. that you’re aware of, regardless of range.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Polamedes disintegrates into voxels..
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
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.
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 Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.