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, 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. 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.  
  
==Pointer==
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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 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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Example clues include journals, weapons used in crimes, or items of clothing with evidence on them.
  
==Fraud==
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==Pointers==
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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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, 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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==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 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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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 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==
 
*[[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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