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investigator [2019/05/10 14:57]
kyle created
investigator [2020/11/19 13:42] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//There are cracks in everythingif you know where to look.//+//Keep your eyes open, you never know what will be helpful. There's a bagel on the table there. Take bagel, use bagel on raccoon? No, try give raccoon bagel. Nice! Open hatch, North. Now we're getting somewhere.//
  
 +Investigators know that there are cracks everywhere, if you know where to look for them. Their abilities of perception range from the uncanny to the awe-inspiring, but are never necessarily supernatural in nature and thus the archetype can be available in a wide range of settings.
  
 +^[[#Investigator]] ^^Make uncanny observations. |
 +|{{fa>caret-right?24}} |[[#Intuition]] |Search for intangible qualities. |
 +|{{fa>caret-right?24}} |[[#Sharpeye]] |Immunity to Bleary, find extra resources. |
 +|{{fa>caret-right?24}} |[[#Sherlock]] |Deduce from the clues. |
 +|{{fa>caret-right?24}} |[[#Target Definition]] |Know where they are. |
 +|{{fa>caret-right?24}} |[[#Truesight]] |See the truth. |
 +^ ^^^
  
-^[[#Negotiator]] ^^Make deals. | +====== Investigator ======
-|{{fa>caret-right?24}} |[[#Bribery]] |Make bribes easily, cheaply, and deniably. | +
-|{{fa>caret-right?24}} |[[#First Impression]] |Improve reaction checks. | +
-|{{fa>caret-right?24}} |[[#Good Faith]] |Credibility and lasting respect. | +
-|{{fa>caret-right?24}} |[[#Size Up]] |Learn how tough a target is. | +
-|{{fa>caret-right?24}} |[[#Truce]] |Make peace, not war. | +
-^[[#Enterprises]] ||Negotiator School | +
-^[[#Weaknesses]] ||Pacifist | +
- +
-====== Negotiator ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**What You Want:** You can tell what others want just by interacting with them little. A creature's wants are revealed to you in general terms, such as “to eat meat” or “to cause chaos.” Ask the referee and they'll tell you straight up, no guesswork required. \\ \\ {{fa>minus-circle?24&align=left}}**No Anonymity:** You don't need to share common language with a creature in order to learn what it currently most wantsbut you do need to have some sort of exchange in which your subject is aware of you and vice versa. Fighting totally counts as an interaction, as does a stare-down in the street. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Instant Search:** When in a dungeon situation, you can perform search procedure in your current node instantlyYour party can help and make suggestions during the search as usual; the only difference is that it doesn't take any time. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll trigger die when making an instant search. If the result is 1-6then doing so cost 1 Mojo. You cannot make instant searches if you have no Mojo remaining. |
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Appraisal:** You know the relative value of everything that can be bargained for, even non-material thingsBefore closing any deal, you can ask (out of character) if you're being ripped off. The other party must answer truthfully (againout of character). |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Eavesdropper:** You can clearly make out and understand voices and noises that would be too muffled or distorted for anyone else to understandAny circumstances that would make a sound completely imperceptible prevents you from using this ability to understand it. \\ \\ {{fa>plus-circle?24&align=left}}**Lip-Reader:** If you can see somebody's face when they're talkingyou know exactly what they're saying regardless of whether they're perceptible enough to hear or not. |
 ^ ^^^ ^ ^^^
  
-====== Bribery ======+====== Intuition ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Grease Palms:** You are an expert in the giving of bribes. By spending 1 point of Supply, you can compel most creatures to perform any minor favor for you. A given creature's definition of minor favor” will vary greatly depending on the creature in question- a criminal thug might be willing to kill a bystander in exchange for your bribewhile an honest judge might not be willing to do anything more than give you correct instructions for navigating a bureaucracy. \\ \\ {{fa>plus-circle?24&align=left}}**Acceptable Price:** No matter how powerful the target of your bribery (in terms of level or social status) they never ask for more than 1 Supply as a bribeYou don't need to spend time haggling over this. \\ \\ {{fa>plus-circle?24&align=left}}**Plausible Deniability:** If the favor you want is too large or too risky for a bribe to coverthe target never becomes offended by your crass attempt to buy them off. They simply refuse to do it, your Supply is returned to you, and everything is forgotten. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Hints:** Up to once per exploration turn, you may specify an abstract quality such as dangerous”, “useful” or “valuable”The referee will tell you whatif anythingwithin your current location is/has the most of the given quality. |
 ^ ^^^ ^ ^^^
  
-====== First Impression ======+====== Sharpeye ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**You Seem Trustworthy:** When you or your party encounters another group and a reaction check occursattitude is adjusted +1 step higher than it would otherwise be. For exampleif a check would normally cause an encountered creature to be Suspicious towards you this ability automatically makes it Neutral instead+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Extra Jingle:** You have a knack for finding useful bits and pieces that others would overlook. Whenever you search node in a dungeonroll a trigger die. If the result is 9+, you also find point of a resource of your choice (Provisions, SuppliesMojo) there\\ \\ {{fa>minus-circle?24&align=left}}**Dry Stones:** No matter how many times you search a node, you can only attempt to get extra resources out of it once. \\ \\ {{fa>plus-circle?24&align=left}}**Fresh Eyes:** Allies that also know the Sharpeye ability can make their own attempts in a node you've already used Sharpeye in, however
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Come Bearing Gifts:** You can further improve reaction check results by as many additional attitude shifts as you want. \\ \\ {{fa>minus-circle?24&align=left}}**Expensive Gifts:** For every additional +1 attitude adjustment, you must spend 1 Supply/Mojo Catcher use\\ \\ {{fa>minus-circle?24&align=left}}**Moments Pass:** You can freely choose to spend Supply/Mojo Catcher uses to improve a reaction check after rolling the check, but once you actually start interacting with whatever you encountered their reaction is what it is and you can only change their attitude towards you the old-fashioned way. |+^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**That Is The Purpose Of The Goggles:** You are completely immune to the Bleary condition. |
 ^ ^^^ ^ ^^^
  
- Sidebar: Reaction Checks  +^Condition ^^Explanation 
-|All creatures have a general default attitude from the following list in ascending order of friendliness: **Hostile** **Confrontational** **Suspicious** - **Neutral** - **Curious** - **Polite** - **Welcoming**\\ \\ If a creature is randomly encountered, the referee might ask for a reaction check. This is a trigger die roll that adjusts their default attitude up or down the scale. |+|{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealmentSpaces that already have partial concealment are treated as having full concealment. |
  
-^Die Result ^Attitude ^ +====== Sherlock ======
-|1 |-2 | +
-|2-4 |-1 | +
-|5-8 |0 | +
-|9-11 |+1 | +
-|12 |+2 | +
- +
-====== Good Faith ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Credible:** When you make an offer during a negotiation, a promise to deliver something later is considered just as good as delivering on the spotYou don't need to give anything more than your word. \\ \\ {{fa>minus-circle?24&align=left}}**Deceiver:** If you renege on the deal, Credible no longer functions on the same target in the future or on any other party who knows that you're dirty debt-dodger unless you can convince them it wasn't your fault. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Forensics:** When you search an areayou gain an understanding of the sequence of most significant events that happened there recently. For example, at murder scene you gain information about where/how the victim was killed, how many creatures were involved, what was left behind, and similar detailsThe referee describes the clues and markers you find and what they meanThe most important things that the referee must reveal if at all applicable: what happened here, and how? \\ \\ {{fa>plus-circle?24&align=left}}**Construct a Timeline:** You also gain a solid estimate of the exact time in the past at which every individual event that left clues for you to follow happened. Your timeline is always accurate in terms of which events happened in what order, and close to accurate in terms of absolute time depending on how long ago they happened. For example, you could probably narrow down something that happened last night to within 15 minutes of its actual time, but something that happened centuries ago might get you no closer than year or two. |
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Fair And Square:** Whenever you successfully make a deal (such as to get a target to agree to do something for you or make a deal of some kind) it is considered a positive experience for both you and the target, no matter what terms were eventually negotiatedYou can make friendship roll with any target negotiated with in this way. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Biography:** Once per exploration turn you can learn details such as origin, nationality, marital status and so forth about single target simply by observing them. You can ask one question about a target and get an honest answer without actually asking them anything at all- or alternately, you can just ask the referee to tell you something illuminating or interesting about the target that isn't readily apparent at first glance\\ \\ {{fa>minus-circle?24&align=left}}**Visually Cued:** This ability reveals information relevant to a target's background, personality or hobbies but not necessarily specific information they know (such as where they hid the diamonds). |
 ^ ^^^ ^ ^^^
  
-====== Size Up ======+====== Target Definition ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Are You Strong?** By taking an action to analyze any creature you can see you learn their total level, the allocation of their three combat skills (Melee, Projectile, Area)and what classes they have training in. \\ \\ {{fa>minus-circle?24&align=left}}**Generally:** You don't necessarily know exactly which abilities your target has learnedjust which classes they have. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**I'll Always Find You:** Once you've seen (or otherwise senseda creature clearly and directly, they can no longer hide from you. You know the exact location of any creature you've seen during the current exploration turn until the turn ends even if you currently cannot see them. \\ \\ {{fa>plus-circle?24&align=left}}**No Cover In Darkness:** If you've already seen a creature during the current exploration turnyou ignore all failure chances from concealment against the target until the turn ends. |
 ^ ^^^ ^ ^^^
  
-====== Truce ======+====== Truesight ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Smooth Over:** You have a calming effect on people. As an action, you can calm down somebody who is angry or upset about something. \\ \\ {{fa>minus-circle?24&align=left}}**Not Your Enemy:** If the target is specifically upset at you or otherwise blames you personally for their current troublescalming them down costs Supply/Mojo Catcher use in addition to the normal action. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pierce the Veil:** As an action, you can choose to see the truth of all things within 20 meters of your location until the beginning of your next turn. This pierces all forms of stealth, disguise, illusion or camouflage including but not limited to those created by the following archetypes: \\ [[Abomination]]: Insensible \\ [[Charlatan]] \\ [[Darkseeker]]: Blind Spot \\ [[Ghoul]]: Fetch \\ [[Illusionist]] \\ [[Shadow]] \\ [[Spirit]] (when trying to appear mundane) \\ [[Thief]]: Duplicity \\ [[Undead]]: Masquerade \\ \\ {{fa>minus-circle?24&align=left}}**You Only:** Truesight does not actually dispel trickery, only reveal the truth underneath it to you. You can share your information with allies, but they'll have to take your word for it. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when using Truesight. If the result is 1-3then doing so cost 1 Mojo. |
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Everybody Be Cool:** If neither you nor any of your allies took any offensive actions during a combat round, you can choose for Escalation to not increase at the end of that round. Actions taken by the opposing side are irrelevant. | 
-^ ^^^ 
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Time Out:** As an action, you can attempt to end a battle you are involved in peacefully by convincing your opponents to try diplomacy instead. If successful, everybody stops fighting and agrees to hear you out. \\ \\ {{fa>minus-circle?24&align=left}}**Language Dependent:** If you cannot communicate with your opponents meaningfully, then you cannot attempt to call a truce. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Attempting to call a truce costs 1 Supply/Mojo Catcher use to show your sincerity and willingness to sacrifice. If you have no Supply/Mojo Catcher uses remaining, you cannot use this ability. \\ \\ {{fa>minus-circle?24&align=left}}**Truce Check:** Calling a truce doesn't always work- once the weapons are out and battle's been joined, it can be hard to stop it. Roll a trigger die: if the result is a 9+, then combat ends (for now). If not, nobody pays any attention to you and the Supply used in the attempt is wasted. You can try again by spending more Supply, though. \\ \\ {{fa>plus-circle?24&align=left}}**Give Peace A Chance:** If your side has not yet taken any purely offensive actions (dealing damage or inflicting conditions) or your side obviously outclasses your enemies in some way, you only need a 5+ to succeed on the truce call. If both conditions are true, the truce call succeeds automatically with no check required at all.| 
-^ ^^^ 
- 
-====== Enterprises ====== 
- 
-^Negotiator School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. | 
- 
-====== Weaknesses ====== 
- 
-^Pacifist |You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. | 
  
investigator.1557521872.txt.gz · Last modified: 2019/05/10 14:57 by kyle