Difference between revisions of "Investigation"

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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.
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An investigation revolves around one more mysteries. Mysteries are composed of clues, and are resolved when you attempt a '''proof''' with clues you have found. You can get involved in a mystery through rumors, talking to denizens, or finding a cue or clue. Most activity for an investigation happens during [[deliberation]], but you might find clues during an encounter. The key thing about an investigation is just figuring out the solution isn't enough, you have to prove it. Figuring out the solution early can help you find valid clues, but you don't get the reward until the proof is complete.
  
 
==Clue==
 
==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.  
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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 to find clues, you simply find them if you look. If clues are inaccessible the referee instead notes that clues are present, but out of sight. 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. 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. Examples of clues include journals, weapons used in crimes, or items of clothing with evidence on them. Examples of cues can include tracks in the area, overheard conversations, and subtle patterns.
  
 
==Pointer==
 
==Pointer==
Once you possess a clue you immediately [[inspect]] it, and make a check against [[scholarship]]. 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.
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Once you possess a clue you immediately [[inspect]] it, and check against [[scholarship]]. If the check succeeds you gain a pointer from the clue. If the check fails you are blocked from trying again until you find another clue. Once you find another clue you may reexamine any clue you already have, and if it has another pointer a success will discover it. A success will also tell you if there are no more pointers to find for that clue. Pointers are small statements linked to the clue, and tag a person, object, or another location. A cue has only one pointer, and if you find the cue you automatically gain the pointer. Following pointers may lead to new clues, and the pointers themselves are used for the mystery's proof. Not every pointer on a clue will be valid for a proof. Some clues may have no valid pointers at all (misdirection), or pointers to different mysteries. Subtle pointers may have a penalty to find.
  
==Fraud==
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==Proof==
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.
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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 an appropriate judge. The judge could be a law enforcement official, the victim, and sometimes even the perpetrator. If too few pointers are presented the proof fails and the investigation continues. If enough pointers are presented but any of them aren't valid for the mystery then the proof fails and the judge acts incorrectly, closing the investigation or arresting the wrong person. [[Romance]] tragedies may be re-purposed for a failed proof, if needed. You gain no reward so it is clear the solution failed, and you may try again if you can find another pointer. Rewards for a successful proof vary, but include goals, 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.
  
==Cue==
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==Misdirection==
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.
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You can use a project to create a fraudulent clue, called a misdirection, with a [[scam]] check. Your clue has pointers up to your success margin, plus one pointer back to yourself. If you fail, the margin is the number of witnesses that see you plant the misdirection. Forged documents are created in the same way.
 
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==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 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.
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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 a judge can present 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 underneath. Finding an appropriate judge may 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.
 
*'''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.
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*'''Trial.''' A mixture of investigation and a [[dispute]]. Each valid pointer counts as another person on your side, but each invalid pointer exposed incurs a penalty on all checks to argue the case.
  
 
==See Also==
 
==See Also==
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*[[Romance]]
 
*[[Romance]]
  
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*[[clue]][[cue]][[proof]][[misdirection]]
  
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{{V252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Revision as of 18:45, 17 January 2016

An investigation revolves around one more mysteries. Mysteries are composed of clues, and are resolved when you attempt a proof with clues you have found. You can get involved in a mystery through rumors, talking to denizens, or finding a cue or clue. Most activity for an investigation happens during deliberation, but you might find clues during an encounter. The key thing about an investigation is just figuring out the solution isn't enough, you have to prove it. Figuring out the solution early can help you find valid clues, but you don't get the reward until the proof is complete.

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 to find clues, you simply find them if you look. If clues are inaccessible the referee instead notes that clues are present, but out of sight. 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. 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. Examples of clues include journals, weapons used in crimes, or items of clothing with evidence on them. Examples of cues can include tracks in the area, overheard conversations, and subtle patterns.

Pointer

Once you possess a clue you immediately inspect it, and check against scholarship. If the check succeeds you gain a pointer from the clue. If the check fails you are blocked from trying again until you find another clue. Once you find another clue you may reexamine any clue you already have, and if it has another pointer a success will discover it. A success will also tell you if there are no more pointers to find for that clue. Pointers are small statements linked to the clue, and tag a person, object, or another location. A cue has only one pointer, and if you find the cue you automatically gain the pointer. Following pointers may lead to new clues, and the pointers themselves are used for the mystery's proof. Not every pointer on a clue will be valid for a proof. Some clues may have no valid pointers at all (misdirection), or pointers to different mysteries. Subtle pointers may have a penalty to find.

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 an appropriate judge. The judge could be a law enforcement official, the victim, and sometimes even the perpetrator. If too few pointers are presented the proof fails and the investigation continues. If enough pointers are presented but any of them aren't valid for the mystery then the proof fails and the judge acts incorrectly, closing the investigation or arresting the wrong person. Romance tragedies may be re-purposed for a failed proof, if needed. You gain no reward so it is clear the solution failed, and you may try again if you can find another pointer. Rewards for a successful proof vary, but include goals, 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.

Misdirection

You can use a project to create a fraudulent clue, called a misdirection, with a scam check. Your clue has pointers up to your success margin, plus one pointer back to yourself. If you fail, the margin is the number of witnesses that see you plant the misdirection. Forged documents are created in the same way.

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 underneath. Finding an appropriate judge may 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. Each valid pointer counts as another person on your side, but each invalid pointer exposed incurs a penalty on all checks to argue the case.

See Also


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