Charlie's eyes glow with the same spiritual light that the Dead Line does when under the active effects of The Lifeline. She brings her target's consciousness temporarily to a temporary 'transitory' space. In this space, both Charlie and her target can see each other standing in an environment representing their souls in an endless dark void. (As detailed in the Extended Description.)
Charlie feels out souls as if they were abstract environments tied to the person's inner self. A violent and insecure person would have a volcano twisted and bent, about to snap, while a gentle and patient person would have a calm pool of water in a delicate glade.
Charlie's own soul is an ever-changing labyrinth of railroad tracks reaching out in all directions shrouded in concrete tunnels. Among the many tunnels is a single winding rail lit by a green-blue light leading to some unknown place deep within.
(When describing the shape of a character's soul, consider the following:
- What is the character's temperament?
- What are the character's aspirations?
- How does the character view themselves?
- How can you tie the abstract shape of a soul to the character's nature?)
Spend 2 Actions. Select a Sapient target or a Creature within 20 feet. You must actively and obviously use a conductor's cap to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
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 User unfurls a Search warrant from the device and clearly states that they have the authority to search the premises pointing it at the target, the paper glows slightly and the door open/closes. When a door has been sealed by this power an insignia of a howling humanoid holding a scale and sword is burnt into the door.
Spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets.
You may lock, unlock, and/or open your target.
You can open and close doors which are already unlocked at your full range with no Exertion cost.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
Exert your Mind and 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 Intellect + Investigation at Difficulty 6.
You learn all the following information 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.
While staring at a target within 20 feet, the user learns certain details about the target's criminal history. The target will also verbally say the crimes revealed to the user.
Spend 2 Actions. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
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.
This Effect is not obvious, and the only sign you are using an Effect is intense stare. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any information you gather is a verbal confession and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
The Psych-Scope is a single canister gas mask with thick glass goggles. You don the mask, securing the straps to the back of your head. Pressing a small switch patched into the right side of the mask activates its paranormal scopes, tinting the glass lenses into a shade of blue when detecting physiological data and red when determining dream data. Data is provided to the user through a HUD. Upon activation the user feels a rush of paranoia as the visualization of the target's affliction and nightmare data sends a shock to the nervous system. While the scope appears as little more than an odd choice of attire, its activation is obvious to onlookers as the lenses begin to emit colored light.
To fix a problem, you've got to find it first, and seeing is believing. The idea of the Psych-Scope came to Dr. Maddox in a dream, but it's design..that came from something otherworldly. The Psych-Scope's lenses are able to compose visual representations of conditions and traumas that a person is being affected by. The realistic manifestations found only within the target's mind, often deep within their subconscious can be unsettling. While active, it is hard to determine real from imaginary as the scope convinces your mind that the manifestations are tangible and not all dreams can be easily envisioned by an outside mind.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Perception + 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.
Poking and prodding is part of the job.
Part of his education is in psychology and physiology.
Spend a minute 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 Intellect + Medicine at Difficulty 6. The target resists by rolling Body at Difficulty 7.
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.
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. 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:
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.
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.
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 and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. 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.
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's Cost is capped at 2 and cannot be increased further.