Difference between revisions of "Investigation"

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An Investigation involves the [[band]] seeking '''clues''' to '''prove''' the solution to a '''mystery'''. You can become involved in a mystery either by finding a clue or by talking individuals who need the mystery solved, or the '''judge'''. Investigations usually happen during [[narration]], but may be interspersed between other modes. The most notable thing about an investigation is the solution may be completely obvious to you, but you can't get credit for solving the mystery until you can back your solution up with a certain number of clues. Figuring out the mystery before you have all the clues is fine, in fact it can make gathering the correct clues much easier. To prove your solution and reap the rewards you need to bring the correct clues to a designated judge. If you were hired to solve a mystery the judge is likely the individual who hired you. Otherwise the judge is often a ranking police official, or someone who has the authority to act on the solution.
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An investigation has the [[band]] seeking '''clues''' to '''prove''' the solution to a '''mystery'''. You can become involved in a mystery either by finding a clue or by talking denizens who need the mystery solved. Investigations usually happen during [[narration]], but may be interspersed between different game sessions and other modes. The most notable thing about an investigation is the solution may be completely obvious to you, but you can't get credit for solving the mystery until you can back your solution up with a certain number of legitimate clues. Figuring out the mystery before you have all the clues is fine, and can even make gathering the correct clues easier. To prove your solution and reap the rewards you need to bring the correct clues to a key '''judge'''. If you were hired to solve a mystery the judge is likely the individual who hired you. Otherwise the judge is often a ranking police official, or someone who has the authority to act on the solution.
  
 
==Clue==
 
==Clue==
You search for clues in a specific location. Clues are objects that contain information for a mystery. Anyone from the band who is present and searching may roll a cooperative [[study]] check, called a [[search]]. Regardless of the result of the check you will find any accessible clues, and be told if inaccessible clues are present (but not where such clues are located). Instead the check determines how much information you will gain about the clues without further study. A clue will have a name, descriptive text, and is a 1 enc item. You can draw your own conclusions about a clue from its descriptive text, but a clue also has a '''pointer''' to an individual or a place. When you find clues in a location you can use 1 success margin on the study check to read the pointer for one clue. An '''obscure''' clue requires an extra 2 success margin to read the pointer. You may decide after you've gathered clues in the location which to use your margin on and in which order, but it isn't clear if a clue is obscure or not until you try to read it.
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You may search for clues in any location. Clues are objects related to a mystery, and are treated like any other asset. Anyone from the band who is present and searching may roll a cooperative [[sense]] check, called a [[search]]. Regardless of the result of the check you will find any accessible clues, and be told if inaccessible clues are present (but not where such clues are located). The check determines how much information you will gain about any clues you find without further study. A clue will have a name and descriptive text that you receive regardless of checks once you acquire it. A clue will also have 2 related mystery names and a '''pointer''' to an individual or location. Your success margin is the number of mystery names or pointers you may gain immediately, without having to '''inspect''' your clues. Some clues are tagged as '''obscure''', in which case it costs 2 success margin to reveal a mystery or pointer instead of the usual 1.
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==Fraud==
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Every clue has two associated mysteries, but it is only a valid clue for one of them. For the other mystery, it is a fraud, and will spoil the proof if it is included as evidence. When you learn a clue's mystery you learn which of the two is valid. One of the two mysteries may not even exist, tempting you follow false trails or spoiling your final proof. Such clues are generally called frauds. You can use a project to create a fraud with a [[perform]] check. You create the pointer and the second mystery title, which the clue is valid for. Once set, all other frauds you create must use that second mystery. You are the judge of that mystery, and if three valid clues are submitted to you as a proof you are caught and automatically confess.
  
 
==Inspect==
 
==Inspect==
Once you own a clue you may use a project to [[inspect]] it. This is an [[acuity]] check that no one may cooperate with. If the check succeeds you may learn the pointer if you don't already know it, or whether or not the clue is a fraud. If the check fails you lose possession of the clue. It is not destroyed, but it falls into the hands of rivals, opponents, authorities, or informants. You may voluntarily give a clue to someone or steal one from someone like any other object. You may interrogate a target to try to gain pointers they know, or to make them reveal any clues they may have hidden.
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Once you own a clue you may use a project to [[inspect]] it. This is a [[study]] check instead of a sense check. If you succeed you may learn the mystery and the pointer if you do not already have them. If the check fails you lose possession of the clue. It is not destroyed, but it falls into the hands of rivals, opponents, authorities, or informants. You may voluntarily give a clue to someone or steal one from someone like any other object. You may inspect a person instead of a clue, but they may contest your check with [[perform]]. If you win you learn any pointers they know, or make them reveal clues they possess or have hidden. [[Interrogate]] uses command to the same purpose and effect.
 
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==Interrogate==
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An interrogation is a contest between the interrogator's [[study]] and the suspect's [[perform]]. If the interrogator wins the contest the suspect must reveal the last known location of any known clues and any known pointers. Note that the clues and cues may not actually relate to the same mystery. If the interrogator loses then the suspect may choose which if any clues or cue locations to reveal, and may even opt to make up a fraudulent pointer. The suspect receives a bonus (+2) on any future attempts at interrogation unless a fraud has been discovered and traced back to the suspect. The same contest may be used to check for a lie. In either use, the loser of the contest suffers 1 wits damage.
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==Cue==
 
==Cue==
A cue is similar to a clue, but is not a physical piece of evidence you may pick up and examine. A cue has all the same properties as a clue, except it can not be possessed or examined. If you find a cue you automatically gain the pointer, but unlike clues you don't automatically discover cues. A successful search identifies cue pointers using success margin just like clues, and may be expended for either purpose. Since you can't possess and inspect a cue there's no way to determine if it is a fraud or even relevant to a specific mystery. Also unlike a clue a cue may be eliminated, and is automatically eliminated if its associated mystery is completed, whether the proof succeeds or fails. Examples of cues can include tracks, overheard conversations, and even subtle body language.
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A cue is similar to a clue, but is not a physical piece of evidence you may pick up and examine. A cue is not automatically detected, and it can not be possessed or inspected. If you find a cue you automatically gain the pointer and mystery name. A successful search identifies any cues in the location, or a search with a success margin of 2 or more identifies obscure cues. A cue may be eliminated, and is automatically eliminated if its associated mystery is completed. Examples of cues can include tracks, overheard conversations, and subtle patterns.
  
 
==Proof==
 
==Proof==
To solve a mystery and get the rewards for the investigation you must have proof. During a proof you must present a minimum number of correct clues to the judge. If too few clues are presented the proof fails and the investigation continues. If enough clues are presented but any of them are frauds or for a different mystery the proof still fails, but the investigation ends and the judge will act on the false proof. You do know that the proof failed because you receive no rewards. Such a proof may cause tragedies, such as an innocent suspect being convicted, or a true perpetrator escaping justice. If you can correct the proof and reverse any tragedies before they become permanent the investigation for that mystery is reopened and resolved, and you gain the rewards. Otherwise you may be able to undo the effects, but you never gain the proof. Rewards for a proof vary. The more complex a mystery, and the more clues it required to prove, the more AP the investigation is worth. You may also gain treasure, favors, or other assets for a successful proof.
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To solve a mystery and get the reward you must have proof. During a proof you must present a minimum number of correct clues to the judge. If too few clues are presented the proof fails and the investigation continues. If enough clues are presented but any of them are for a different mystery the proof fails (no reward), but the concludes and the judge will act on the false proof. You are aware that the proof failed. A failed proof will cause a [[tragedy]] such as an innocent suspect being convicted, or a true perpetrator escaping justice. You must find another clue (even if you already have enough) before you may offer proof again. A correct proof may mitigate a tragedy, but you still do not receive the reward. Rewards for a successful proof vary, but could include loyalty, assets, goals, or even clues to deeper mysteries. A standard mystery requires three correct clues to solve, but more complex a mysteries may require 5 or more clues, and offer richer rewards as compensation.
 
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==Investigation Tactics==
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Your priority in an investigation is gathering clues and keeping clues. Some abilities allow you to analyze clues to pin down which mystery they belong to, or even tell you where the nearest clue from the same mystery is located. Finding and following pointers is crucial to finding new clues. If you lose a clue because of a failed analysis it's worth the effort to find and recover it. Most mysteries will provide more clues than you need for the proof, but not all do. Some clues or cues may not exist early in the mystery, so pay attention to changing conditions. Be especially wary of multiple mysteries happening at the same time, since you will have valid clues that aren't from the correct mystery in play.
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==Special Investigations==
 
==Special Investigations==
*'''Conspiracy.''' The reward for solving a mystery may be a clue to a deeper mystery. Conspiracies are usually made up entirely of such clues, so you have to successfully prove multiple mysteries to even have a chance at solving the conspiracy. Even finding the judge presents challenges for a conspiracy.
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*'''Conspiracy.''' The reward for solving a mystery may be a clue to a deeper mystery. Conspiracies are usually made up entirely of such clues, so you have to successfully prove multiple mysteries to even have a chance at solving the conspiracy. Even finding the correct judge presents a challenge.
 
*'''Puzzle.''' The clues are all information about the solution of the puzzle, and using the correct clues in the correct order will solve it. Puzzles will often have time limits, and may even occur during the rounds of an encounter.
 
*'''Puzzle.''' The clues are all information about the solution of the puzzle, and using the correct clues in the correct order will solve it. Puzzles will often have time limits, and may even occur during the rounds of an encounter.
 
*'''Trial.''' A mixture of a mystery and a [[dispute]]. Using a clue grant a bonus (+2) when trying to convince the audience, and a successful proof grants you the authority assistance regardless of the actual social ranks involved.
 
*'''Trial.''' A mixture of a mystery and a [[dispute]]. Using a clue grant a bonus (+2) when trying to convince the audience, and a successful proof grants you the authority assistance regardless of the actual social ranks involved.
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==See Also==
 
==See Also==
 
*[[Creating Mysteries]]
 
*[[Creating Mysteries]]
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*[[Mode]]
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*[[Narration]]
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*[[Romance]]
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{{V250}}
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{{V251}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Revision as of 05:30, 12 January 2015

An investigation has the band seeking clues to prove the solution to a mystery. You can become involved in a mystery either by finding a clue or by talking denizens who need the mystery solved. Investigations usually happen during narration, but may be interspersed between different game sessions and other modes. The most notable thing about an investigation is the solution may be completely obvious to you, but you can't get credit for solving the mystery until you can back your solution up with a certain number of legitimate clues. Figuring out the mystery before you have all the clues is fine, and can even make gathering the correct clues easier. To prove your solution and reap the rewards you need to bring the correct clues to a key judge. If you were hired to solve a mystery the judge is likely the individual who hired you. Otherwise the judge is often a ranking police official, or someone who has the authority to act on the solution.

Clue

You may search for clues in any location. Clues are objects related to a mystery, and are treated like any other asset. Anyone from the band who is present and searching may roll a cooperative sense check, called a search. Regardless of the result of the check you will find any accessible clues, and be told if inaccessible clues are present (but not where such clues are located). The check determines how much information you will gain about any clues you find without further study. A clue will have a name and descriptive text that you receive regardless of checks once you acquire it. A clue will also have 2 related mystery names and a pointer to an individual or location. Your success margin is the number of mystery names or pointers you may gain immediately, without having to inspect your clues. Some clues are tagged as obscure, in which case it costs 2 success margin to reveal a mystery or pointer instead of the usual 1.

Fraud

Every clue has two associated mysteries, but it is only a valid clue for one of them. For the other mystery, it is a fraud, and will spoil the proof if it is included as evidence. When you learn a clue's mystery you learn which of the two is valid. One of the two mysteries may not even exist, tempting you follow false trails or spoiling your final proof. Such clues are generally called frauds. You can use a project to create a fraud with a perform check. You create the pointer and the second mystery title, which the clue is valid for. Once set, all other frauds you create must use that second mystery. You are the judge of that mystery, and if three valid clues are submitted to you as a proof you are caught and automatically confess.

Inspect

Once you own a clue you may use a project to inspect it. This is a study check instead of a sense check. If you succeed you may learn the mystery and the pointer if you do not already have them. If the check fails you lose possession of the clue. It is not destroyed, but it falls into the hands of rivals, opponents, authorities, or informants. You may voluntarily give a clue to someone or steal one from someone like any other object. You may inspect a person instead of a clue, but they may contest your check with perform. If you win you learn any pointers they know, or make them reveal clues they possess or have hidden. Interrogate uses command to the same purpose and effect.

Cue

A cue is similar to a clue, but is not a physical piece of evidence you may pick up and examine. A cue is not automatically detected, and it can not be possessed or inspected. If you find a cue you automatically gain the pointer and mystery name. A successful search identifies any cues in the location, or a search with a success margin of 2 or more identifies obscure cues. A cue may be eliminated, and is automatically eliminated if its associated mystery is completed. Examples of cues can include tracks, overheard conversations, and subtle patterns.

Proof

To solve a mystery and get the reward you must have proof. During a proof you must present a minimum number of correct clues to the judge. If too few clues are presented the proof fails and the investigation continues. If enough clues are presented but any of them are for a different mystery the proof fails (no reward), but the concludes and the judge will act on the false proof. You are aware that the proof failed. A failed proof will cause a tragedy such as an innocent suspect being convicted, or a true perpetrator escaping justice. You must find another clue (even if you already have enough) before you may offer proof again. A correct proof may mitigate a tragedy, but you still do not receive the reward. Rewards for a successful proof vary, but could include loyalty, assets, goals, or even clues to deeper mysteries. A standard mystery requires three correct clues to solve, but more complex a mysteries may require 5 or more clues, and offer richer rewards as compensation.

Special Investigations

  • Conspiracy. The reward for solving a mystery may be a clue to a deeper mystery. Conspiracies are usually made up entirely of such clues, so you have to successfully prove multiple mysteries to even have a chance at solving the conspiracy. Even finding the correct judge presents a challenge.
  • Puzzle. The clues are all information about the solution of the puzzle, and using the correct clues in the correct order will solve it. Puzzles will often have time limits, and may even occur during the rounds of an encounter.
  • Trial. A mixture of a mystery and a dispute. Using a clue grant a bonus (+2) when trying to convince the audience, and a successful proof grants you the authority assistance regardless of the actual social ranks involved.

See Also



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