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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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 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 to find clues, you simply find them if you look.  
  
==Fraud==
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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).
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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Example clues include journals, weapons used in crimes, or items of clothing with evidence on them.
  
==Inspect==
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==Pointers==
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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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 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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==Proof==
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==Proofs==
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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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.
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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.
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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 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 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]]
*[[Mode]]
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*[[Deliberation]]
*[[Narration]]
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*[[Dilemma]]
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*[[Expedition]]
 
*[[Romance]]
 
*[[Romance]]
  
 
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[[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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