Difference between revisions of "Investigation"

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An Investigation involves the [[band]] seeking [[clue]]s 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 revolves around one more mysteries, composed of clues and are resolved when you attempt a proof using clues you’ve acquired. Rumors, desperate denizens, and finding a clue might all lead into a mystery.
  
==Clue==
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==Clues==
You search for clues in a specific location. Anyone from the band who is present and searching may roll a cooperative [[study]] check. Regardless of the result of the check you will find any accessible clues and be alerted to where inaccessible clues may be potentially located. Instead the check determines how much information you will gain about the clues without further study. Clues are objects that contain information for a mystery. A clue will have a name, descriptive text, and is an L encumbrance 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 acuity 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. There is no check to find clues, you simply find them if you look.  
  
==Inspect==
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If a clue isn’t accessible the referee instead notes that clues are present in the location, but you don’t acquire them. A sense check might spot potential hiding spots, and calling out specific places you search is an easy way to generate a style bonus (see Modifiers, page xxx).
Once you own a clue you may use a project to [[inspect]] it. This is a [[study]] 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 make them return a clue or give you a new one (see below).
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Example clues include journals, weapons used in crimes, or items of clothing with evidence on them.
  
==Interrogate==
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==Pointers==
An interrogation is a contest between the interrogator's [[study]] and the suspect's [[perform]]. If the interrogator wins the contest the suspect must hand over any clues possessed and the locations of any discovered cues. 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 hand over, and may even opt to make up a fraud cue location. 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 doubt.
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Once you possess a clue you immediately inspect it. Check against sense. 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.
  
==Cue==
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A clue may have more than one pointer, and each success level shows another pointer, or definitely states that no more pointers exist. Pointers are small statements linked to the clue, and tag a person, object, or another location.  
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 and examined. If you find a cue you automatically gain the pointer, but unlike clues you don't automatically discover cues in a location you are searching. A successful study check when searching for clues will reveal a cue, or a check with a success margin of 2 or higher will reveal an obscure cue. 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 include tracks, overheard conversations, and even informants.
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==Proof==
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==Proofs==
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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Just figuring out the solution to a mystery isn’t enough, you have to prove it. Realizing the solution may help you focus your search for valid clues, but you don’t get the reward until the proof is complete.
  
==Investigation Tactics==
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During a proof you must present a minimum number of correct pointers to the appropriate people. The appropriate people  vary wildly based on the situation, and could be a law enforcement officials, the victim, the perpetrator, or a group including all of the above.
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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You pick from the pointers on clues you’ve found. You can pick multiple pointers from the same clue. Each mystery has a list of acceptable pointers (usually 5), and a minimum number of those pointers you need to offer proof (usually 3).
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If you offer any pointers that aren’t acceptable the proof fails, and failure has consequences just like a check; the wrong person may be convicted, a romance tragedy could trigger, or the perpetrator escapes.
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Rewards for a successful proof vary, but include goals, assets, or even new clues to deeper mysteries.  
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==Cues==
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A cue is similar to a clue, but isn’t a physical piece of evidence you can pick up. Cues have one pointer, which may not be used in a proof but can point to clues or help distinguish which pointers are acceptable for proofs.
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''Example cues include tracks in the area, overheard conversations, and subtle changes in a location.''
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==Misdirections==
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Not every clue is legitimate. You can use a project and roll subterfuge to create a clue. You set a pointer of your choice for each success level, plus one pointer back to you. Even without such misdirections a clue may have multiple pointers that aren’t acceptable for a proof. A complex investigation may even have a single clue with pointers to different mysteries!
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Move to Referee Page
  
 
==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 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 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]]. 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==
 
*[[Creating Mysteries]]
 
*[[Creating Mysteries]]
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*[[Deliberation]]
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*[[Dilemma]]
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*[[Expedition]]
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*[[Romance]]
  
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{{V252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 21:33, 13 May 2016

An investigation revolves around one more mysteries, composed of clues and are resolved when you attempt a proof using clues you’ve acquired. Rumors, desperate denizens, and finding a clue might all lead into a mystery.

Clues

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 a clue isn’t accessible the referee instead notes that clues are present in the location, but you don’t acquire them. A sense check might spot potential hiding spots, and calling out specific places you search is an easy way to generate a style bonus (see Modifiers, page xxx). Example clues include journals, weapons used in crimes, or items of clothing with evidence on them.

Pointers

Once you possess a clue you immediately inspect it. Check against sense. 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.

A clue may have more than one pointer, and each success level shows another pointer, or definitely states that no more pointers exist. Pointers are small statements linked to the clue, and tag a person, object, or another location.

Proofs

Just figuring out the solution to a mystery isn’t enough, you have to prove it. Realizing the solution may help you focus your search for valid clues, but you don’t get the reward until the proof is complete.

During a proof you must present a minimum number of correct pointers to the appropriate people. The appropriate people vary wildly based on the situation, and could be a law enforcement officials, the victim, the perpetrator, or a group including all of the above.

You pick from the pointers on clues you’ve found. You can pick multiple pointers from the same clue. Each mystery has a list of acceptable pointers (usually 5), and a minimum number of those pointers you need to offer proof (usually 3).

If you offer any pointers that aren’t acceptable the proof fails, and failure has consequences just like a check; the wrong person may be convicted, a romance tragedy could trigger, or the perpetrator escapes.

Rewards for a successful proof vary, but include goals, assets, or even new clues to deeper mysteries.

Cues

A cue is similar to a clue, but isn’t a physical piece of evidence you can pick up. Cues have one pointer, which may not be used in a proof but can point to clues or help distinguish which pointers are acceptable for proofs.

Example cues include tracks in the area, overheard conversations, and subtle changes in a location.

Misdirections

Not every clue is legitimate. You can use a project and roll subterfuge to create a clue. You set a pointer of your choice for each success level, plus one pointer back to you. Even without such misdirections a clue may have multiple pointers that aren’t acceptable for a proof. A complex investigation may even have a single clue with pointers to different mysteries!

Move to Referee Page

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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