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.

Clue

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.

Fraud

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.

Inspect

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.

Cue

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.

Proof

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.

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.
  • 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.
  • 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.

See Also



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