Marks caught a few villians in his day, and one thing they always seem to have in common is they never shut up.
Not everyone can leave themselves open, provoke in just the right way and even let themselves get into seemingly precarious situations, just to loosen some lips.
He's learned how to conversationally 'push their buttons' and make them talk.
So far, the most reliable way has been to talk about himself, to instigate their inevitable sense of competition.
It takes constant conversation, so when Mark mentions his relavent truths, their target does too.
Preferably in the form of a back and forth gloating/determination sort of thing if it is antagonistic, or a comraderie building honesty moment if not.
Examples:
"I'm Mark Collins, fighter of injustice, protector of the weak. I'm here to stop you! " (flexes in superhero pose)
"It's too late, Mark!" (laughs maniacally) "You'll never find the bombs in time!" (Shows him live feed of the city.) "Watch your public failure with me! The world will know my name! ZOXOB!"
"If you have to look along the shaft of an arrow from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word."
Terry Pratchett
Exert your Mind and 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 Brawn + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
Any information you gather is A spoken conversation and made publicly available. This also includes any information the target learns about you.
You cannot investigate the same target more than once per day.
Caroline stares into the eyes of someone directly in front of her and cuts a gash into her hand and gains knowledge of their location for the next 24 hours and their killing (if any). During the moment in which the information is being learned, her pupils go red like in a photo with flash.
Take a Severity-1 Injury and spend 2 Actions. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Melee at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Egon sparks a conversation with another. While talking, he observes how they talk, their body language, word choice, as Egon builds a case for them.
Exert your Mind and 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 + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Years in the lab have honed your analytical skills! With a sample of blood or close proximity to your subject, you can seemingly write down all sorts of information about the target by running all sorts of peculiar tests with gadgets that seemingly materialize out of nowhere into your hands.
Spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up a Blood Sample (either fresh or dry) of the target. You must actively and obviously use a notebook and pen/pencil to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
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 target more than once per day.
Dallas chats up a guy in a interrogation room and after a minute the guy can't help spilling his actual name and how he commited his last crime a look of suprise comes over his face as he realizes what he had done.
Spend a minute to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Charisma + Influence 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 Effect is not obvious, and the only sign you are using an Effect is Dallas Talks to the individual. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any information you gather is They Speak it aloud and made publicly available.
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.
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.
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 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.
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.