Viewing Effect - Investigate Object
Learn more about specific items

Create a Investigate Object Power

Description

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

System

Exert your Mind, target an Object within [[range]] and spend [[cast-time]] examining it. At the end of the cast time, roll [[information-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 Contractors, 4 for Seasoned Contractors, and 7 for Veteran Contractors. You may still take any number of other, non-informational Enhancements.

Enhancements

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.

Manifest (You gather information about who has used this object recently. Usually the information comes in the form of a visual description, but it could be a scent, a factoid about the individual, etc)

LoJack (You can discern where this object has recently been. This may be in the form of GPS coordinates, a visual description of the surrounding area, or other)
Successes determine how far back the info goes, with 1 success granting roughly how long the object has been in the present area, and 5 successes granting the last few locations the object has spent some time.

Made in China (You gather information about where the object was made and when.)

Sentimental (You may learn how much sentimental value an object has and to whom)

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

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.

User Manual (You learn the object's intended function and how to use it for its intended purpose. This does not grant skill.)
A caveman investigating a plane with this enhancement would understand that the plane is meant to fly. You don't learn the object's purpose beyond its function. e.g. if someone created a bomb to destroy their rival, you would learn that the object is meant to explode but not that it was meant to kill a person.

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.

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.
Specialized (Only affects a certain type of Object.)
Bullets, vehicles, photographs, etc. If an enhancement or effect lets you target Living things, this category can also include Living things.
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.)
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.
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.
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.)
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.
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.

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

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

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

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

Example Powers

The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.

Within a minute, they have determined how materially valuable the object is and why.


Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.

You learn all the following information about your target:

  • You learn the object's highest material value and why it is worth so much.
The quality and specificity of information gained depends on your Outcome.