Investigation
Investigations happen as the result of discovering a mystery: a crime scene is found, a treasure map is unearthed, or a mysterious item is recovered. The sections that follow describe how to use the fundamental Challenge Resolution system to resolve an investigation from beginning to end.
Investigations are handled using the Fundamental Resolution system at several points. Locations and Suspects can be searched for clues, clues can The six things you need to know when managing Investigations are:
- LOCATIONS: Places relevant to the mystery - the first of which being the scene of a crime, or the place the first clue was uncovered.
- SUSPECTS: Individuals potentially responsible for the actions leading to the mystery. Each suspect has a motive, a means, and an opportunity within the context of the investigation.
- CLUES: Pieces of the mystery which have to be put together and related to turn into evidence, which in turn help to resolve the investigation.
- EVIDENCE: Clues which have been assembled, validated or otherwise verified as factual and relevant to the mystery.
- DEADLINE: Time is the currency the players must spend to try to solve the mystery. The Deadline is a clock which tracks the time elapsed in the investigation.
- ACTIONS: Each character can take actions, independently or in a group, to try to get to the bottom of the investigation
These are the physical or social areas where characters collect clues, meet suspects, and conduct their investigation. They function as the ’encounters’ of the investigation, and the
When it’s a CHARACTER’s turn to act, they can take any of the below ACTIONS at will, but the DEADLINE will tick forward each time they do.
Engaging in any of these ACTIONS will spend 1 MOMENTUM. They may also need to make a Challenge Roll with the given ABILITY against the Target Number (TN) to determine a result.
| ACTION | ABILITY | COST | DESCRIPTION |
|---|---|---|---|
| MOVE | Athlete, Officer | Distance | Moving from place to place takes time |
| SEARCH | Scoundrel, Scout | Subtlety | Search a Location for a potential clue |
| STAKEOUT | Scoundrel, Scout | Paranoia | Wait unnoticed at a Location for a Character to arrive |
| INTERROGATE | Diplomat | n/a | Use Diplomacy to learn new information |
| INTUIT | Artist | Subtlety | Connect a clue to another clue, Location, or Character |
| RATIONALIZE | Sage | Complexity | Connect a clue to another clue, Location, or Character |
| FOLLOW | Scoundrel | Paranoia | Follow a character unobserved for a potential clue |
| RESEARCH | Artisan, Professional, Sage | Obscurity | Use resources like libraries or consult with NPCs |
| EXPERIMENT | Artisan, Professional, Sage | Obscurity | Turn a clue to Evidence via controlled conditions |
Specifics for attacking are covered in the next section; specifics for spellcasting are handled in the Magic Playspaces section of the rules.
Attacking a MONSTER is a simple affair:
- Roll your WEAPON USE Ability, using the MONSTER’s DEFENSE attribute as your Target Number.
- Challenge Outcomes generate the following results:
| OUTCOME | EFFECT |
|---|---|
| BOTCH | Attack fails to connect and Player’s turn this round is ended. Reactions are still possible. |
| SACRIFICE | Attack fails to connect, or attack hits, but 1 extra Momentum is spent. |
| SUCCESS | Attack connects. |
| TRIUMPH | Attack connects and adds an additional Tag of the PLAYER’s preference |
Note that when attacking, some defenders will have other defenses beyond just their Defense Rating, so simply connecting may not be enough to do damage to your target.
If your attack has connected and any other monster defenses are ineffective, then you’ll do your Weapon Damage to your target and inflict any TAGS you readied your attack with.
Weapon damage is determined by both the SIZE and the QUALITY of the weapon, where
- The SIZE of the weapon determines how many dice are rolled, and
- The QUALITY of the weapon determines the number of sides on the dice (refer to the Challenge Difficulty table).
While there are exceptions, in general you can expect weapon damage to adhere to the following table:
| WEAPON SIZE | HANDS TO WIELD | EXAMPLE | # DICE |
|---|---|---|---|
| TINY | 1 | Dagger | 1 |
| SMALL | 1 | Short Sword | 2 |
| MEDIUM | 1 | Long Sword | 3 |
| LARGE | 2 | Two-Handed Sword | 4 |
For example, a crude Two-Handed sword would roll 4d2 for damage, while a Legendary Dagger would roll 1d12.
This section is TBW but uses the same mechanics. In short:
- Create the spell using spellcasting rules.
- Determine the Complexity of the spell by adding its parameters together. This is the spell’s Target Number (TN). This costs 1 MOMENTUM.
- Your Source Roll determines if you’re able to open a portal big enough to support your spell. Any Spell with a Complexity of half of your Source Ability can be automatically cast.
- Once the spell is cast, roll your School Roll for the spell using the Target’s Abjuration as your Target Number (TN). Each time you cast your spell costs 1 MOMENTUM.
- If you keep casting the same spell, you do not have to keep checking against the Spell’s Complexity to form it - this is considered already complete. You do have to keep rolling against targets’ Abjuration to cause the spell to affect a target, however.
This section is TBW but uses the same mechanics. In short:
- All characters can move up to 30 feet in a combat round by spending 1 MOMENTUM point.
- Note that any character with the Gift of Speed will have additional MOMENTUM they can spend each round beyond the usual 3 points.
This section is TBW but in essence:
- Tags, as seen in the section on them, produce special effects when used.
- All weapons have tags by default - slashing, overbearing, etc. are all tags.
- Spells or environmental effects can add tags - an arrow lit afire will have the burning tag, and a sword affected by a Chilling effect will have the freezing tag.
- You can apply any active offensive tag which is applied to your weapon to an attack.
- The number of tags you can apply to an attack is limited by your Training Level: Novices can only apply one, while Masters can apply five.
This section is TBW but in essence:
- Each item has a size associated with it - from TINY to IMMENSE.
- The size of the item determines the amount of MOMENTUM it costs to use in combat. For example, TINY items require 0 momentum, and IMMENSE items require 7.
- If the amount of MOMENTUM is greater than the Character has, using the item will take multiple rounds.
At any time, if a CHARACTER has remaining MOMENTUM, they may choose to REACT based on actions going on in the battle. The reactions they can take and the triggers that open up the opportunities to do so are listed below.
Engaging in any of these REACTIONS will spend 1 MOMENTUM. They may also require a Challenge Roll with the given ABILITY against the Target Number (TN) be made to determine a result.
| ACTION | TRIGGER | COST | DESCRIPTION |
|---|---|---|---|
| ASSIST | Nearby Ally takes Action | 1 | Ally may roll both their AND assister’s Talent Die and take the best result. |
| DEFEND (ACTIVE) | Character Attacked | 1 | Character can take an Active Defense to try to nullify the attack. |
| DEFEND (PASSIVE) | Character Attacked | 0 | Character can mitigate attack with Armor to lessen attack. |
| INTERFERE | Nearby Enemy takes Action | 1 | Enemy rolls both their AND interferer’s Talent Die and takes the worst result. |
Specifics for defending are covered in the next section; specifics for spellcasting are handled in the Magic Playspaces section of the rules.
The Lens is a system which uses PLAYER-FACING rolls, which means that the MONSTERS don’t roll to attack your CHARACTER - instead, you roll to defend against them.
When a Monster has declared an attack against you, that attack will fully succeed against you unless you make a passive or active defense.
- Passive defenses require 0 Momentum to use, so you can use them an unlimited number of times in a Skirmish Round.
- The results of a Botch, Sacrifice, Success, and Triumph are different based on which defense you choose
- Only one defense can be selected per Attack.
- Requirements for each kind of Defense are noted first:
| DEFENSE | TYPE | ABILITY | REQUIRES | EFFECT |
|---|---|---|---|---|
| Abjure | Passive | Abjuration | Consciousness | Resists magical attacks |
| Mitigate | Passive | Armor Use | Worn Armor | Reduces damage by Armor Rating (AR) |
| Block | Active | Shield Use | Equipped Shield | Blocks attack entirely, chance to stun |
| Dodge | Active | Maneuvering | Adjacent open square | Dodges attack entirely, move to open square |
| Parry | Active | Weapon Use | Equipped Weapon | Parries attack entirely, chance to riposte |
Spend 1 Momentum and roll your SHIELD USE Ability, using the attacker’s Attack Rating as its Target Number.
- A SHIELD must be equipped to be able to BLOCK.
- BLOCKS are ineffective against attacks with the [CRUSHING] Tag.
| OUTCOME | EFFECT |
|---|---|
| BOTCH | Full attack effect [and] defender gains [STUN] |
| SACRIFICE | Full attack effect [or] attack blocked but BLOCKS locked for rest of round. |
| SUCCESS | Full attack blocked |
| TRIUMPH | Full attack blocked [and] attacker gains [STUN] |
Spend 1 Momentum and roll your MANEUVER Ability, using the attacker’s Attack Rating as its Target Number.
- There must be a free space adjacent to the character in order to attempt to DODGE.
- DODGES are ineffective against attacks with the [SWEEPING] Tag.
| OUTCOME | EFFECT |
|---|---|
| BOTCH | Full attack effect [and] defender gains [PRONE] |
| SACRIFICE | Full attack effect [or] attack dodged but defender gains [HAMSTRUNG]. |
| SUCCESS | Full attack dodged; move for free to open adjacent space. |
| TRIUMPH | Full attack blocked; move for free to open adjacent space, [and] attacker gains [PRONE] |
Spend 1 Momentum and roll your WEAPON USE Ability, using the attacker’s Attack Rating as its Target Number.
- A WEAPON must be equipped in order to PARRY. Most Natural Weapons allow parries.
- PARRIES are ineffective against missile attacks, or melee attacks with the [HEAVY] Tag.
| OUTCOME | EFFECT |
|---|---|
| BOTCH | Full attack effect [and] defender gains [DISARMED] |
| SACRIFICE | Full attack effect [or] attack parried but defender gains [HAMSTRUNG]. |
| SUCCESS | Full attack dodged; move for free to open adjacent space. |
| TRIUMPH | Full attack blocked; move for free to open adjacent space, [and] attacker gains [PRONE] |
Simply roll your ARMOR USE Ability, using the attacker’s Attack Rating as its Target Number. MITIGATION does not completely avoid an attack, but it can reduce the effects of the attack.
- ARMOR must be worn in order to MITIGATE. Any Natural Armor will also suffice.
- MITIGATION is ineffective against attacks with the [PIERCING] Tag.
- For normal attacks, DAMAGE can be reduced by the full value of the ARMOR RATING.
- For special attacks with TAGS, any one TAG (except PIERCING) can be removed via Mitigation.
- PLAYERS must decide whether to mitigate DAMAGE or a TAG under these circumstances.
| OUTCOME | EFFECT |
|---|---|
| BOTCH | Character takes full Damage and all Tags plus the Armor Rating value. |
| SACRIFICE | Character takes full Damage and all Tags [or] Damage reduced by Armor Rating, but |
| SUCCESS | Damage reduced by Armor Rating [or] 1 Tag from a special attack removed. |
| TRIUMPH | Damage reduced by Armor Rating [and] 1 Tag from a special attack removed. |
Surprise can be inflicted on players being actively stalked by a hostile group, or on opposing groups when successfully stalked by the party.