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.
Eugene spends time eyeing up a person, being able to tell intricate details about themselves visually.
Using "Superheroes" instead of "Culture" for rolls.
Spend a minute. Select a Sapient target within 20 feet. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Culture 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.
Staring at people can get you in trouble but sometimes get what is wrong about them is far better.
Exert your Mind and spend an Action to activate. Select a Sapient target or a Creature within 20 feet. You must actively and obviously use Ring of Power to activate this Effect. At the end of your investigation, roll Dexterity + Legerdemain at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
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.
Mel furrows his brow and stares at the target, or object in question.
Mel attuned himself to the psychic imprint of the target, allowing him to follow them.
Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. You may select a target at any range if you use up an object the target used to commit a crime of the target. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
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’s penalty and duration stacks with multiple activations.
You cannot investigate the same target more than once per day.
Squirrel stops, holds up his hand to stop the group and leans over the ground, pulling back the grass to reveal a footprint. "Yee yee, we got'eeem now boys!" He leans over the print, sniffing it with the his nose just over it, then you hing his finger to it and having a taste of the soil...
He spits it out. "Tiger. Recently fed... Seems like it ate a family pet yesterday, still a tinge of dog blood in his prints.. We'll get him." He continues to search the area and eventually finds the trail again, only to take off running like a madman.
The Mind roll represents how "obvious", simple minded, and bestial the creatures behaviors, and thus, squirell's predictions, are.
Exert your Mind to activate. Select a Sapient target or a Creature at any range. Activation requires possession of the target's Track/Prints of the target, which is used up during the process. This Effect cannot be used unless Target can't be human. At the end of your investigation, roll Perception + Animals 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.
Possession of this Power grants the following Trauma at all times: Compulsion to hunt the last creature I used this power on immediately..
As a (self proclaimed) true and honourable knight, Sir Seymore Alonso is most courteous. Through a tactful questioning and discrete inquiry, he can respectfully compel nearly anyone to divulge their name and familial bearings. Seymore's knack for conversation is so great, those with whom he speaks are occasionally compelled to share information they may not normally know.
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 Charisma + 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 induced by Sir Seymore to be willingly shared, even if the target would never do so. Occasionally, Seymore's courtesy may inspire in them insights they might not normally have and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
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 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 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 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.