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 to activate. Investigate an area with a radius of up to 500 feet Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
Jules has learned how to tap into the energy around him. He pulls out a map of the area. Lights some candles and his eye turn black has maps out the area around him. He begins his prayers to the goddess and drink Egyptian beer (cold temperature if your please) he take a drag of some fine cigarettes as he quickly maps the area looking for items of power and the supernatural.
Take a Severity-1 Injury and spend a minute to activate. Investigate an area with a radius of up to 1 mile This Effect cannot be used unless Night/shadows. You must actively and obviously use Amulet to activate this Effect. At the end of your investigation, roll Dexterity + Thievery 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.
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.
Mothman stands motionless in 3 dimensions, expanding his perception into the fifth. As if through a foggy mirror, he can peek through time slightly, forward and backward simultaneously as his eyes glow a brighter, ominous, but blank red.
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 Perception + Alertness 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 reality seems to ebb and twist, space pulled taught like a rubber band ready to pop. Equally uncomfortable as it is unsettling, whatever this is, it seems dangerous and wrong..
The gifted Lantern from the Yellow King lights up the paths and habits of where creatures and humans have walked and died, projecting a hologram for its user from its light
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
Using your knowledge and experience you take in your surroundings and recreate the scenario in your mind.
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn the following information about the area:
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:
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: