Detective
Difficulty: ★★ Involved
Puzzles. You can’t stand them. Until you’ve solved them of course. Then you find another and another… You squeeze every possible clue out of the environment, turning objects into witnesses and then listening to their story.
In your story, a Detective could be…
• A consulting detective the police have grudgingly come to rely on
• A scientist whose expert testimony is invaluable to national authorities
• An unstoppable forensic examiner powered by caffeine (and plushies)
• A world-class cleaner who scours other’s crime scenes, leaving no trace
In your story, a Detective could be…
• A consulting detective the police have grudgingly come to rely on
• A scientist whose expert testimony is invaluable to national authorities
• An unstoppable forensic examiner powered by caffeine (and plushies)
• A world-class cleaner who scours other’s crime scenes, leaving no trace
Power: Deductive Reasoning
Every action creates traces and those traces are like an open book to you. You are exceptionally good at both noticing and understanding the clues around you.
Party Role: Solver
You excel at gathering information from the environment, dealing with physical clues and observing the situation as it unfolds.
You’re able to shuffle your Interests mid-session so take some time setting up your list of options. You will also want to have a good grasp of how Mysteries work (page XX).
Every action creates traces and those traces are like an open book to you. You are exceptionally good at both noticing and understanding the clues around you.
Party Role: Solver
You excel at gathering information from the environment, dealing with physical clues and observing the situation as it unfolds.
You’re able to shuffle your Interests mid-session so take some time setting up your list of options. You will also want to have a good grasp of how Mysteries work (page XX).
Build:
Dip into Detective to empower your Awareness Attributes and immediately master the carnival “cold read”. Sticking with Detective gives you the game-changing Just the Facts, allowing you to always spot critical clues. You’ll also gain a collection of Talents and Contacts who can help you close cases. Criminal mind gives you choices as a master detective while Accusation lets you put the main villain of the piece entirely on their back foot.
Class Features
Favored Attributes: Awareness, Precision
Max Luck per level: 4 + Determination modifier
Skill Ranks per level: 8 + Cunning modifier
Class Skills: Acting, Analysis, Expertise, Focus, Intuition, Profession, Sabotage, Tactics, Vigilance
Class Abilities
Life of the Mind: (prologue) A mind of your caliber does not lack for lucrative opportunities …Or distractions. You gain +1 Wealth and make a list of 7 Interests. Once per session as a free action, you may reveal the depths of your curiosity, gaining your choice of one of these Interests until the end of the current session. You may spend a Twist to exchange this Interest for another Interest from your list at any time.
If you later gain any of these Interests permanently, you may choose a new Interest to replace it.
Perception:
At Level 1, You gain formidable Vigilance and may make Acting & Tactics checks using your Awareness modifier. (Whenever you roll a 1-9 on a Vigilance check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)
Sherlock:
You are almost painfully good at reading the details of a person’s life from their belongings. At Level 2, once per adventure per character, you may spend 1 Turn studying that character (alive or dead) for insights into their past. Choose two of the following pieces of information.
• Their Backstory
• Their Faction (If their faction is unknown to you at this time you may choose a different piece of information to replace this one.)
• Their Attribute scores and Lifestyle
• All of their Class Levels (or Class Abilities if an NPC)
• Their Presence and up to 3 Allies or Communities they have standing with (Game Runner’s choice)
• Their state of health (or state immediately before death, if deceased)
• All of their Interests
• Up to 3 locations they’ve visited in the last 24 hours (Game Runner’s choice)
• A single hint (Game Runner’s choice)
At Level 11, you may choose four of these pieces of information.
Just the Facts:(plot twist)
You put two and two together and regularly come up with five! At Levels 3, 6, 9, 12, and 15, once per session, you may spend a Twist to set the result of one of your Acting, Analysis, Tactics, or Vigilance skill checks to a natural 20 instead of rolling. You may use Just the Facts with Clash skill checks, but only once per Clash. If the check requires more than a single turn and is not part of a Clash, the time required for the check is reduced to one-half of normal, rounded up to the neared whole turn.
(You cannot be forced to reroll a natural 20.)
Past Clients I:
The gratitude of those you have helped can be quite tangible. At Level 4, you create a new Contact with the ability to pull Delivery 4, Diversion 4, Event 4, Rumors 4, or Support 4 Strings. At the beginning of each adventure, you gain a pool of 4 Twists which may only be spent pulling the Strings of your Contacts or Allies.
Past Clients II:
At Level 8, you create a second Contact with the Delivery 4, Diversion 4, Event 4, Rumors 4, or Support 4 Strings and your pool of Twists for Pulling Strings increases to 7 Twists..
Past Clients III:
At Level 12, you create a third Contact with the Delivery 4, Diversion 4, Event 4, Rumors 4, or Support 4 Strings and your pool of Twists for Pulling Strings increases to 10 Twists..
Detective Talent:
At Levels 5, 7, 9, 11, 13, and 15 you gain an additional Investigation or Skill Talent.
The Criminal Mind:
You must often master the tactics of your prey to outwit them. At Level 10, you gain either formidable Acting or formidable Tactics.
(Whenever you roll a 1-9 on a formidable skill check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)
Accusation:
Once you’ve unraveled someone’s schemes, they’re rarely at their best anymore. At level 14, Once per scene as a full action, you may accuse one character that can see or hear you, laying out your reasoning for their guilt. That character suffers a –4 Dread penalty to damage rolls and is baffled until the end of the scene. During dramatic scenes, this increases to a –10 fear penalty to damage rolls and 2 grades of baffled.