Maru puts a gauntlet to their helmet, clicking a button. A few whirrs can be heard, before their helmet displays the information on the area around them. Mostly geographical, but new Web technologies allow them to detect some anomalous energies.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Culture at Difficulty 6.
You learn the following information about the area:
Amaranth's existence is now so thoroughly displaced through time that he can walk into it. Checking possible alternate time lines for information as he navigates through the hundred timelines near him searching for the one that contains a close enough analogue to himself but nearer to the event he wishes to view. At which point he can see through the senses of his alternate self. Yet, doing so takes an immense amount of time, literally, and though it only appears to take a moment to an outside observer Amaranth comes back each time from hours of actual trekking.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Brawn + Survival 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.
Selai draws a circle on a surface and presses their hand on the center. Their eyes glow and the details of the land come surface from their arm and stains their body with what's desired. Those around him will hear whispers coming from their mind; the whispers of the land that are drawn in by the bone charms, focusing, and accumulating as mystical aura on their arm before disappearing.
Spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Bone charms to activate this Effect. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Roots grow from his ear and implant into the ground. The mandrake sees all.
Spend 2 Actions to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a mandrake come from his ring.
This Gift's Cost is capped at 2 and cannot be increased further.
Akira can place his hand on the ground, proceeds to breathe in and out once, and “feel” the earth by pressing his hand into the grass. Feeling into the roots and closing his eyes, he could feel the energy and aura of every living being within a 100 feet radius. Even if said beings left in that area a long time ago. Anyone that’s near Akira can can feel a warm, calming glow of energy around him.
Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
This Effect is not obvious, and the only sign you are using an Effect is his body temperature is degrees warmer than usual.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
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.