The Psych-Scope is a single canister gas mask with thick glass goggles. You don the mask, securing the straps to the back of your head. Pressing a small switch patched into the right side of the mask activates its paranormal scopes, tinting the glass lenses into a shade of blue when detecting physiological data and red when determining dream data. Data is provided to the user through a HUD. Upon activation the user feels a rush of paranoia as the visualization of the target's affliction and nightmare data sends a shock to the nervous system. To onlookers, the scope is nothing more than an odd choice of attire, as it appears as a regular gas mask, albeit with brightly colored lenses when activated.
To fix a problem, you've got to find it first, and seeing is believing. The idea of the Psych-Scope came to Dr. Maddox in a dream, but it's design..that came from something otherworldly. The Psych-Scope's lenses are able to compose visual representations of conditions and traumas that a person is being affected by. The realistic manifestations found only within the target's mind, often deep within their subconscious can be unsettling. While active, it is hard to determine real from imaginary as the scope convinces your mind that the manifestations are tangible and not all dreams can be easily envisioned by an outside mind.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. 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 + 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.
You cannot investigate the same target more than once per day.
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Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Investigation 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.
You cannot investigate the same target more than once per day.
When he is trying to find new villains to beat up and prove that he is a true hero some heroes have to do some bad things to stop the overall evil. When he uses this power his eyes glow red and he smirks very suspiciously. He gets the intuition that the target is going to do something so heinous that only he can stop it!
Exert your Mind and 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 Brawn + Alertness 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 not obvious, and the only sign you are using an Effect is His eyes glow gold and he gets a very suspicious smirk on his face. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
After a short prayer to the mayan gods asking forn their knowledge of the target. A jade green light that listened to your request shares their knowledge acording to how well you prayed. When sharing the information the green light goes into the casters head on the 3rd eye spot of the forehead.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Charisma + Occult 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.
Emily smiles softly, talking with the current subject of her fleeting interest. And as she does, she breathes in.
Some things, her biology can smell. Their path, the tiny bits of sweat and hair and oil they leave as they travel.
Some things, she can smell in a... different way. Some things, the Grail whispers to her. What they hunger for, what they lust for, and how they swim in these drowning waters.
So much is put into one's sweat - even their needs.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Sapient target 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 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
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 (unless you win a coin flip) 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. 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.
You cannot investigate the same target more than once per day.
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 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.
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 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.
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.
You cannot investigate the same target more than once per day.