John Deere’s eyes flicker with a faint, unnatural glow as connections form before him, threads of logic and fate weaving an invisible web. Clues highlight themselves like stage directions in a cosmic play, guiding him through the scripted world he’s desperate to expose.
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 + Alertness at Difficulty 6.
You learn the following information about the area:
Possession of this Power grants the following Trauma at all times: Don't trust the system (Paranoia).
You cannot investigate the same area more than once per day.
Channeling his mind into the psychosphere his mental self delves into the collective unconscious around his area, feeling the ebb and flow of supernatural energies in addition to the nature of the creatures within it. While within it though his mind touches each of the nearby creatures, from the smallest bug, to the mind's of other people and in doing so he shares a glimpse of their experiences. Though it is unintelligible in terms of information gleaned at this time, the mental shockwaves are devastating in their potential for psychological damage.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must actively and obviously use An orb of souls 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 + Occult at Difficulty 6.
You learn the following information about the area:
Dimitry senses that of the land surrounding him, knowing what is to come.
He finds his naturally mind appealing opal necklace laced around his neck to be glowing somewhat, and he channels this necklace and is able to see around the lands near him and figure out traps and otherwise peoples of the land.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must actively and obviously use Opal Necklace, Dimitry hands his to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
You may only use this Effect once per day.
You cannot investigate the same area more than once per day.
Marcus sets the item down, draws his gun, and presses the barrel to its surface like he’s taking its temperature. With a slow breath, he pulls the trigger—not to fire, but to open a thin, red slit in the air that hisses like steam and smells of rust and burnt paper. Without hesitation, he dips the object into the glowing wound, guiding it like a craftsman at work, his face unreadable. When he pulls it back out, the item looks exactly the same—no runes, no glow, just ordinary steel or plastic—but people still step back, uneasy, because they saw what it went through.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Can be used on Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next day.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see He bathes the items in hell portals.
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.
Possession of this Power grants the following Trauma at all times: Self Reliant- roll a self control roll to put your life in someone else’s hands.
The one bearing this map kneels, and holds it tightly in their hands. They close their eyes, and let out a breath.. and their mind slides into the Dreamlands. To people observing, the traveler appears to simply sleep kneeling.
To the one in the Dreamlands, they are in an unmapped part of the Dreamlands. The world around them is raw chaos, ever-shifting. It requires an incredible act of will to force this to resolve into something that can be understood. For not only are all potentials represented here, all times are. With focus, one can will the chaos into an image of something that happened in the past.
Spend a minute. Investigate an area with a radius of up to 20 feet At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
While investigating the area Johnny will start saying compliments into the ear part of the amulet.
The deity the ear is connected to will hear these.
Dependent on how much it likes these, it will in return reveal information. Johnny puts his ear next to the mouth part to hear it.
“This deity is a vain being. It seems to like me, which is why it helps me but it really seems to be a rather vain creature. Is it even a deity, it might be a demon. If this is god I must be his favourite.
I don’t want to know what happens to me, the day that I stop entertaining it.”
Spend a half hour. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
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.