By consuming the flesh of humans, Ghouls gain dream-like insights into that person's life. Typically this is the moments just before death, though it is not uncommon to see the images of the most recent places visited by the deceased. If he is able to completely consume the heart of the target, this information comes almost effortlessly, a throwback to the Rites of Anubis & the Ghoul Cults of Egypt.
Name/Identity: Who they were, including Aliases
Codes & Passwords: Including arcane phrases, disarming traps (though not the nature of those traps) as well as the order in which they are used.
Treasure Map: An image of the items they treasure the most, & where they keep them.
Exert your Mind (unless you eat the heart) and spend a minute. Select a Corpse within arm's reach. This Effect cannot be used unless the target was Sentient. You must use up eat at least a pound of the target in order to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cannabalism.
Alister Consumes a Metallic Gear using the material to create a etch a sketch like diagnosis panel. his chest panel opens up revealing a number of diagnosis tools that begin to prod and poke at the object sending the information to the etch a sketch. he finishes the process by stuffing the entire object into the cavity to get a true glimpse of the spirit of creation within it. this process is extremely painful and may lead to a malfunctions of internal workings.
Exert your Mind and spend a minute. Select a target Object within arm's reach. You may select a target at any range if you use up An Object used in the creation of the object of the target. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity-4 exploded gears. You must use up Metallic Gears in order to activate this Effect. 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 Intellect + Crafts at Difficulty 6.
You learn all the following information about your target:
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.
Kita is Very good at her job. She's been obsessively attuned to every sound and motion of the ships she's been in charge of and can easily pick up on when something is amiss.
Spend 2 Actions. Select a personal transport within arm's reach. You must actively and obviously use mechanics tools to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
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.
Vergil's eyes glow blue as he focuses intently for a moment and green energy swirls about him as he focuses intently on the item and connects it with dream space to feel the echoes of the user left behind on them item. Learning how they used the item, and echoes of information that about the person who used it last as well.
Spend a minute to activate. Select a target Object within arm's reach. This Effect cannot be used unless Only works if the item would fit inside his stash. You must actively and obviously use A green gemstone to activate this Effect. At the end of your investigation, roll Charisma + Occult at Difficulty 6.
You learn all the following information about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
By focusing on an object for a minute, you're able to ascertain who exactly care about the object and whether or not someone holds an influence on it. Warning: this increased awareness comes at a terrible cost; the hyper-awareness of everyone's investment leads to anti-social tendencies.
Exert your Mind and spend a minute to activate. Select a target Object . At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
Possession of this Power grants the following Trauma at all times: Shy.
Upon activation, a purple swirling light is seen emanating from each amethyst shard. The swirling lights converge around the target briefly, before dissipating. Nobody except the wearer can see the actual past of the target. The ring's bearer will see the room enveloped in a purple hue, with the target's past surroundings being shown first. The target's creation will be shown afterwards, with the purple hue becoming much darker to the wearer beforehand.
Expend a point of Battery and spend 2 Actions. Select a target Object within arm's reach. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.