The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind to activate. Select a Sapient target at any range. Activation requires possession of the target's fresh tracks, which is used up during the process. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
Exert your Mind to activate. Select a Sapient target or a Creature at any range. Activation requires possession of the target's a drop of the target's bodily fluids, which is used up during the process. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
John’s gaze lingers a little too long, as if reading invisible text in the air. His questions land with unsettling precision, peeling back layers of deception like a scene unfolding exactly as expected. There’s no magic, just the creeping feeling that he’s following a script only he can see.
Exert your Mind and spend 2 Actions. Select a Sapient target or a Creature within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Possession of this Power grants the following Battle Scar: A weird Fellow (Disfigured).
Possession of this Power grants the following Trauma at all times: Scripted Responses You have an overwhelming fear of being controlled by an unseen force. Whenever you are given a direct command, forced into a predetermined course of action, or encounter something that feels too perfectly scripted, you must roll Self-Control to avoid hesitation, paranoia, or a reckless attempt to break free..
You cannot investigate the same target more than once per day.
Yado intensely stares at the target while moving aside his jacket. People looking back at him can see, that he seems to be carrying a pistol. His contact from the other side tests him by pitting a copy of Yado’s astral spirit against the target in the duel.
The better Yado performs, the more pleased is the contact from the other siding. The information gather from the contact is depending of how pleased the contact is.
Yado will be able to hear a whispering inside his mind, which is the contact, telling him what he wants to hear.
After a while of being in this line of work, you begin to view people and their problems as unimportant, in the grand scheme of things.
The life Yado lives is connected with understanding dangers, just by looking at them. You have to understand the person you are up against, just from looking at them.
Spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use hand gun to activate this Effect. At the end of your investigation, roll Dexterity + Firearms at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
Taking the Arm and the Eye did not just ease the pain. The socket stoped the bleeding, the eye let me see. The flesh of her forearm let me live, but the muscle let me fight back. Taxidermy more than surgery, but it works just as well.
Exert your Mind and spend ten minutes to activate. Select a Living target within arm's reach. You must use up The same type of body part as what is scarred/damaged, taken from a fresh corpse or surgically removed in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
Expend a point of Battery and spend 2 Actions. Select a Sapient target or a Creature within 20 feet. At the end of your investigation, roll Brawn + Brawl at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see S.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: S. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You cannot investigate the same target more than once per day.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. 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 + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.