Grubmeister pulls out any cylindrical object, typical a microphone, and begins interviewing the target. He will ask a series of questions that already announce he is aware of the below listed information for the target to attempt to deny or confirm.
For example, Grubmeister could encounter a very dangerous criminal, he could then use this gift and ask the the criminal if their mother was named Hannah, or any other question that confronts a fact about that target, such as their banes or previous aliases. He already knows them all.
Spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Charisma + Alertness 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 announced by Grubmeister in form of interview and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
Places are important afterall. Whether it be natural scenery or something manmade.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn the following information about the area:
You may only use this Effect once per day.
You cannot investigate the same area more than once per day.
The beauty and voice of the gift user are accentuated in subtle ways to evoke a larger-than-life aura. Additionally, their hair has a natural glimmer to it, akin to the night sky.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Concussive Neuropathy.
You also gain the following effects:
Innately supernatural beings such as Kitsune are natively able to display a level of charm that is legendary even among the supernatural, Leon's latest adventures have allowed him to restore a small shred of this charm and in doing so he has begun to remanifest his innate traits, albeit less than overtly in the form of a tattoo depicting his nine tails on his back.
You gain the following benefits as long as you have your fox tail called shot 4 can be partially obscured by disguises by cannot wholly omit the roll.
Your Charisma rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Heart Heat: Failed Limit Rolls cause an additional 1 severity wound on top of the added trauma,.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Having further advanced their knowledge of the technology, Dr Lazcowicz and Eliza have reconstructed the Mind/machine interface as an internal structure within the vertebrae themselves and extending through internal nerve fibers, eliminating both the dermal patch controller and the visible trace glow when the power is in use.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
You like to wear a lot of hats, metaphorically. Also literally. To keep up with your ever-changing whims, you've mastered the art of switching fits before people can even blink.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store outfits in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 5 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
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.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.