The user pours ink across the canvas and after watching it sink and seep into the sketchbook, must then makes a formal request for what they would like to see.
Time Walk: The ink seeps into the page and begins to move on its own, translating from the watchful eyes of shadows past into a complete picture upon the sketchbook page.
Got a Bad Feeling About This Place: Areas containing traps and ambushes are cleanly drawn together- to such detail that the user can recognize what the area looks like, while also being intuited upon the rough direction and distance.
Other: Pathways and passageways, whether hidden or overt, are clearly illustrated and labeled on the page.
Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 1 mile You cannot investigate the same target more than once per hour. You must use up 1 liter of Ink 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 Perception + Crafts at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
The user will begin to very obviously search around the area as a soft red glow lights up behind their eyes.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Technology at Difficulty 6.
You learn the following information about the area:
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 area more than once per day.
As you look across the room, the glasses lends slightly glow, as they show you into the past, to see who has died, how, and when. When push comes to shove, you can ask to see more; it plays out in front of you like a 1940's cutscene, the grey look of auras showing what is magic and alien.
Exert your Mind (unless you win a coin flip) and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Kitsune softly rings a bell charm, waits a moment, then deftly reaches out into thin air in a seemingly random direction. Pulling her arm back, she produces a small spark of light which materializes into a spirit, detailing to her the information she needs.
The bell charm acts as a channel for Kayleigh to give an immaterial spirit the slightest amount of form, upon when she reaches out and deftly grabs it before the spirit dissipates back into whatever realm it lives in. If she misses her grab on the spirit it decides to stay away from her for the future, making her unable to try to speak to it twice. Kayleigh's manual dexterity has become so incredibly refined that she can grab hold of even the immaterial.
Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 100 feet You must actively and obviously use a wooden bell charm to activate this Effect. At the end of your investigation, roll Dexterity + Athletics at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same area more than once per day.
Gulliver summons his strength to pulling the local wind spirits into form around him, pulling them next to his ear. Asking about a goings on in the area. The spirits if he is successful in his procuring and convincing will speak into his ear giving visions and information.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Effect is not obvious, and the only sign you are using an Effect is Gulliver holds his ear up as if listening to something. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
With the book open, a page is written that requires one to be able to decipher its wording. With each text writing itself, after a minute, one will be able to look into the page and see the information they seek.
Spend a minute. Investigate an area with a radius of up to 500 feet You must use up 1 Ink Bottle in order to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same area more than once per day.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.