Grace focuses her energy towards pulling someone into that pathway. If successful, the target’s vision will flutter in and out between their real-world view and being flat on their back, laid out on a table surrounded by cakes and tea sets in a desaturated forest clearing. The Dead Kid Tea Party stares down at them with hollow, prying eyes: Grace, Obedience, Sally, Horatio, and Hope staring into the grey area between your body and your consciousness, and reading.
The pathway to Grace’s mind for other souls is wide open. In the past, visitors have been relatively invited, but as Grace becomes willing to do more… what's keeping her from yanking someone in through the door?
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
As you interact with the person, you grab the glasses, moving them down, then up, as if you were to look at them with your eyes. The shades start to slightly flicker, not noticeable to the person being probed.
When the glasses flash, they relay the information in front of him, on his side of the lenses, reading out memories, showing images to him and him only.
Exert your Mind and spend an Action. Select an Animate target within arm's reach You must maintain Concentration while the effect is active. Roll Intellect + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
You may read memories that the target has forgotten.
Jacky, over the course of a minute, beats the absolute fuck out of someone and in exchange for doing that: she's able to read their thoughts off of mere reaction.
Exert your Mind (unless the target is "incapable" of resisting, or otherwise does not wish to resist.) and spend 1 minute. Select a Living, Animate target within arm's reach You must maintain Concentration while the effect is active. Roll Brawn + Brawl at Difficulty 6. The target may resist by rolling Body at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
Holden does like a professor X gesture and shouts something cormy like "DO you promise to tell the truth, the whole truth and nothing but the truth!?" and the response doesnt matter he just reads thier mind and everyone else can also see whatever information he is gunning for.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. This Effect cannot be used unless Have Probable Cause. You must maintain Concentration while the effect is active. Roll Perception + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
You may read memories that the target has forgotten.
Holden does like a professor X gesture and shouts something cormy like "DO you promise to tell the truth, the whole truth and nothing but the truth!?" and the response doesnt matter he just reads thier mind and everyone else can also see whatever information he is gunning for.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. This Effect cannot be used unless Have Probable Cause. You must maintain Concentration while the effect is active. Roll Perception + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
You may read memories that the target has forgotten.
Bo Perkins is an adept interrogator, and his new psychic abilities have only heightened his existing skills, allowing him to pry memories from a target's brain before they even admit to anything aloud.
Exert your Mind and spend 1 minute to activate. Select a Living, Animate target within arm's reach This Effect cannot be used unless you are conversing with the target. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
You may read memories that the target has forgotten.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.