Difference between revisions of "Investigation"

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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.
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In an investigation the [[band]] seeks '''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 or rewards until you can back your solution up with a certain number of legitimate clues. Figuring out the mystery before you have all the clues just makes gathering the correct clues easier. You present your clues to a '''judge''', and then gain the rewards if the clues are correct. If you were hired to solve a mystery the judge is likely the individual who hired you. Otherwise the judge is usually a ranking official, or someone who has the authority to act on your solution.
  
 
==Clue==
 
==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.
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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. There is no check for clues, you simply find them if you look. If clues are inaccessible the referee instead notes that clues are present. A [[perception]] check may be required to find places where inaccessible clues may be (such as on a person, or locked somewhere out of reach), but even if the check fails you know clues are present somewhere in the location.  
  
==Fraud==
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==Pointer==
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.
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Once you possess a clue you immediately [[inspect]] it, and make a check against [[study]]. If the check succeeds you gain a pointer from the clue. If the check fails you have a penalty to all future attempts to inspect the clue. Extra tries require a project, and any failures add more penalties. If there are no more pointers to discover, a successful check will tell you so. Pointers are small statements linked to the clue, usually to a person, object, or another location. Following pointers may lead to new clues, and pointers themselves are used to solve a mystery. Not every pointer on a clue may be valid for solving a mystery. Some clues may have no valid pointers at all, or pointers for two different mysteries. If you use an invalid pointer to solve a mystery, it spoils the proof and you fail (often with disastrous consequences for the wrong culprit or an unprotected victim). A pointer may be [[intricate]], forcing a penalty on your inspect check.
  
==Inspect==
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==Fraud==
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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You can use a project to create a fraudulent clue with a [[scam]] sneak check. You create pointers up to your success margin, plus a pointer back to yourself. If you fail, the margin is the number of witnesses that see you plant the fraudulent clue. The same kind of check may be used to create forged documents if you have the materials.
  
 
==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 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.
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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, it is usually seen as the result of a perception check or gained as a reward. A cue can not be possessed or inspected, but some abilities or devices may allow you to turn a cue into a clue such as a picture, journal, or a recording. A cue has only one pointer, and if you find the cue you automatically gain the pointer. A cue's pointer may be used in a proof. Examples of cues can include tracks, overheard conversations, and subtle patterns.
  
 
==Proof==
 
==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.
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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 pointers to a judge. If too few pointers are presented the proof fails and the investigation continues. If enough pointers are presented but any of them are not valid for the mystery then the proof fails. You gain no reward (so it is clear it failed) but the mystery concludes and the judge will act on the false proof. A failed proof may cause a [[tragedy]] such as an innocent suspect being convicted, or the true perpetrator striking again. You must find an additional pointer to add to your proof before you can offer it again. A correct proof may mitigate effects of the failure but you still won't receive the normal reward. Rewards for a successful proof vary, but could include completed goals, gained assets, or even clues to deeper mysteries. A standard mystery requires 3 pointers to solve. More complex a mysteries may require 5 or more pointers, but offer richer rewards as compensation.
  
 
==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 correct judge presents a challenge.
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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 a judge can present 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.
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*'''Puzzle.''' The clues are all information about the solution of the puzzle, and using the correct pointers 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.
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*'''Trial.''' A mixture of investigation and a [[dispute]]. Using a pointer grants you a bonus when trying to convince the audience, and a successful proof grants you the authority assistance regardless of the actual social ranks involved.
  
 
==See Also==
 
==See Also==

Revision as of 03:51, 17 July 2015

In an investigation the band seeks 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 or rewards until you can back your solution up with a certain number of legitimate clues. Figuring out the mystery before you have all the clues just makes gathering the correct clues easier. You present your clues to a judge, and then gain the rewards if the clues are correct. If you were hired to solve a mystery the judge is likely the individual who hired you. Otherwise the judge is usually a ranking official, or someone who has the authority to act on your solution.

Clue

You may search for clues in any location. Clues are objects related to a mystery, and are treated like any other asset. There is no check for clues, you simply find them if you look. If clues are inaccessible the referee instead notes that clues are present. A perception check may be required to find places where inaccessible clues may be (such as on a person, or locked somewhere out of reach), but even if the check fails you know clues are present somewhere in the location.

Pointer

Once you possess a clue you immediately inspect it, and make a check against study. If the check succeeds you gain a pointer from the clue. If the check fails you have a penalty to all future attempts to inspect the clue. Extra tries require a project, and any failures add more penalties. If there are no more pointers to discover, a successful check will tell you so. Pointers are small statements linked to the clue, usually to a person, object, or another location. Following pointers may lead to new clues, and pointers themselves are used to solve a mystery. Not every pointer on a clue may be valid for solving a mystery. Some clues may have no valid pointers at all, or pointers for two different mysteries. If you use an invalid pointer to solve a mystery, it spoils the proof and you fail (often with disastrous consequences for the wrong culprit or an unprotected victim). A pointer may be intricate, forcing a penalty on your inspect check.

Fraud

You can use a project to create a fraudulent clue with a scam sneak check. You create pointers up to your success margin, plus a pointer back to yourself. If you fail, the margin is the number of witnesses that see you plant the fraudulent clue. The same kind of check may be used to create forged documents if you have the materials.

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, it is usually seen as the result of a perception check or gained as a reward. A cue can not be possessed or inspected, but some abilities or devices may allow you to turn a cue into a clue such as a picture, journal, or a recording. A cue has only one pointer, and if you find the cue you automatically gain the pointer. A cue's pointer may be used in a proof. 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 pointers to a judge. If too few pointers are presented the proof fails and the investigation continues. If enough pointers are presented but any of them are not valid for the mystery then the proof fails. You gain no reward (so it is clear it failed) but the mystery concludes and the judge will act on the false proof. A failed proof may cause a tragedy such as an innocent suspect being convicted, or the true perpetrator striking again. You must find an additional pointer to add to your proof before you can offer it again. A correct proof may mitigate effects of the failure but you still won't receive the normal reward. Rewards for a successful proof vary, but could include completed goals, gained assets, or even clues to deeper mysteries. A standard mystery requires 3 pointers to solve. More complex a mysteries may require 5 or more pointers, but 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 a judge can present a challenge.
  • Puzzle. The clues are all information about the solution of the puzzle, and using the correct pointers 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 investigation and a dispute. Using a pointer grants you a bonus 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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