Viewing Effect - Investigate Individual
Learn about someone

Create a Investigate Individual Power

Description

You have an uncanny ability to learn things about individuals through conversation, careful examination, scanning, or some other means. Your results are limited to particular types of information.

System

Exert your Mind, choose a Sapient target within [[range]] and spend [[cast-time]] examining them. At the end of the cast time roll [[investigate-roll]]. The quality of the information you receive depends on your Outcome, and the nature of the information depends on the Enhancements you have chosen.

The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.

Enhancements

Killer (Determine how many living beings the target has killed, what sorts of creatures they were, and how long it has been since they last killed.)

Weakness (Determine any major weaknesses that the target might have.)
Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".

Alien Origin (Determine if this target is Alien in origin or whether it has any Alien energy or outside influences.)

Other (You can learn some other piece of information about the target)
Must be specific and relatively narrow in scope. Subject to Cell Leader approval for balance.

Name (Learn the target's name, nicknames, screen names, and aliases)

Birth Certificate (Learn the target's age and place of birth.)

Conduit (This Effect has unlimited range, but you require a token of your target to use it. Tokens must be of a particular type determined at Power creation, such as a track of the target, a body part of the target, etc. One activation per token.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Cantrip (Activating this Effect has no Exertion cost, but its Gift Cost can never be increased above 2.)

Diagnostic (Determine any medical or psychological afflictions they have, as well as their species and a general overview of their biology.)

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Dream-Seeker (You learn where the target sleeps.)

You have a Sister. . . (You learn details about the target's family.)
Low Outcome gives info like number of siblings. High Outcome can give names, a random detail about their routines, etc.

Lucifer (You learn a hidden desire of the target.)
Roll Outcome determines the relevancy / secret-ness of the desire.

Beast Whisperer (You may target any Creatures with this Power.)

Conditionally Costless (This Effect does not require Exertion in certain circumstances. The condition should be balanced such that it has an activation cost the majority of the time you are able to use it.)
If you take this Enhancement, you must be able to use the Effect at full cost and other times at no cost. This cannot be the same condition as the Drawback "Conditional" as that would imply that the Effect is costless any time you can cast it.

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Them Digits (You learn how to reliably contact the target.)
Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.

Tracking (You may follow the target's trail, no matter where or how they have traveled. You can only follow a trail made in the past 24 hours.)
This Enhancement does not give you the capability of following in the target's footsteps, only to follow their trail if your are able. You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conversationalist (You must continuously interact with the individual in question in order to gather any information.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Once per Day (You may only use this Effect once per day.)
Focused Investigation (You learn only one type of information about the target per use. You cannot investigate the same target more than once per hour.)
To take this Drawback, this Power must be capable of revealing more than one type of information.
Scarring (When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Resistable (The target may contest this Power as a free Action by rolling either Mind or Body, Difficulty 7)
Double-Edged Sword (You are affected by this Power to the same extent as your target.)
Cannot be taken on Powers that provide buffs of any kind.
Exhausting (After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
Secrets Spoken (The information you gather is made public. The target and those around will know that it has been revealed. Usually this means the target speaks the information aloud, but other flavors are possible.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Mage (Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Easy to Resist (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated such that they could not or would not roll to resist this Power.)
If this condition is satisfied, no defensive rolls may be made by the target.

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 30 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Round
  5. Free Action

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Parameter - Range

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Example Powers

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:

  • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

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.

  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • You can target yourself if you qualify as a valid target by the other requirements.

The psychic can glean various important details about a person simply by engaging in a short conversation with them.


Spend a minute to activate. Select a Sapient target within 20 feet. You must continuously interact with the individual in question 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:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn their relationship to a specific individual (chosen prior to the effect activation).

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's Cost is capped at 2 and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.

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 2 Actions to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question 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:

  • You determine any medical or psychological afflictions they have, as well as their species and a general overview of their biology.
  • You learn a full medical history, including past injuries and illnesses as well as the healing process involved.

The quality and specificity of information gained depends on your Outcome.

This Gift's Cost is capped at 2 and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.

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 and spend a minute to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. 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:

  • You learn how to reliably contact the target.
  • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

The quality and specificity of information gained depends on your Outcome.

This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • You can target yourself if you qualify as a valid target by the other requirements.