Part of the void's makeup consists of collective unconscious memories of those both living and dead. It is a dangerous place to travel and Void Travellers such as Athena require permission to safely sift through it. In Athenas case, she has taken to offering up the token of birds which seems to appease the void goddess Khaos and many of her constituents.
However, occasionally, her offering is either inefficient or she oversteps her reach- to which the void demon's and deities will tend to punish severely.
Exert your Mind to activate. Select a Sapient target or a Creature at any range. Activation requires possession of the target's Blood, which is used up during the process. You cannot investigate the same target more than once per hour. You must use up A token of a Bird (A physical portion, a convincing fake sculpture, or even a good amount of photos- the rarer the bird, the better. in order to activate this Effect. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Science (9 dice) 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.
Expend a point of Battery and spend 2 Actions. Select a Sapient target or a Creature within 20 feet. At the end of your investigation, roll Brawn + Brawl (2 dice) at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see S.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: S. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You cannot investigate the same target more than once per day.
The Witch can access various important details about a person simply by engaging in a short conversation with them for a minute or so, knowing their name (if they are a person) and asking a specific trigger question
Exert your Mind (unless When used on people, i must know their name for it to take effect) and spend at least two Actions performing the following ritual: I must use the phrase "Would you mind telling me a secret?" 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. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. At the end of your investigation, roll Charisma + Influence (1 dice) at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
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.
Pramant's been Cross-Examination for so long that he's picked up the ability to subconciously pick apart someone's guilt: He can tell their motive, crimes, history, motivations, you can't hide from the law and that law is he.
Uses Charisma + Law
Spend one 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 Charisma + Culture (2 dice) at Difficulty 6. The target resists by rolling Mind 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 bartender finishes polishes, a drinking glass, then offers to pour his patron a drink, asking them what is ailing them right now, and the target lifts up the drinking glass and begins to take a drink, before setting it down and giving an honest answer.
Exert your Mind (unless you win a coin flip) and spend an Action to turn a drinking glass into a trap. This trap lasts one day or until triggered or disarmed. At the end of your investigation, roll Charisma + Influence (1 dice) at Difficulty 6.
The trap looks like a drinking glass. 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 Sapient target or a Creature within within arm's reach that uses the trap as a drinking glass will trigger it.
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 and made publicly available.
You cannot investigate the same target more than once per day.
As the gift is activated Aiden's eyes turn a bright red as his augments begin to take a visual scan of the target as well as identifiying their species, medical issues and any medical problems.
Exert your Mind and spend 2 Actions. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Alertness (8 dice) 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.
You cannot investigate the same target more than once per day.
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 (4 dice) 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.
You cannot investigate the same target more than once per day.
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 (3 dice) 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 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 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 (7 dice) 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.
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 (unless you win a coin flip) 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. At the end of your investigation, roll Charisma + Investigation (4 dice) 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.