Difference between revisions of "Investigation"

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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.
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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 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.
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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 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.
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Example clues include journals, weapons used in crimes, or items of clothing with evidence on them.
  
==Proof==
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==Pointers==
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.
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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.
  
==Misdirection==
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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.
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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==Proofs==
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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==

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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