Viewing Effect - Investigate Individual
Obtain information about a person or creature

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, target an individual 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

Species (You learn the target's species)

Name (Learn the target's name)

Killer (Determine how long it's been since the target killed someone)

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

Other Information (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.

Influences (Determine which outside supernatural influences are being exercised on the target.)

Age (Learn the target's age.)

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Diagnose (Determine any medical or psychological afflictions they have.)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power 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 power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. 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.

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

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

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

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

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.

Conduit (You may use this Power at any range, but doing so requires using a particular token of your target. You may use this Power once per token. Tokens must be of a particular type such as a track of the target, a body part of the target, etc.)
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.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
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.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conversationalist (You must interact continually with the individual in question to gather information.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Focused Investigation (You learn only one type of information about the target per application.)
To take this Drawback, this Power must be capable of revealing more than one type of information.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Contestable (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated.)
Traumatic (Make a Trauma roll when you use this power)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Resistable (The target gets an attempt to resist this Power.)
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 (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Humanities (This Power can only be used on Humans.)
Cryptozoologist (This Power can only be used on non-humans.)
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.)
Mage (Activating this Power 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 Power 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.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

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

Example Powers