Investigator

Difficulty: ★ Easy
Some people just can’t rest until they get to the truth… and you are used to staying up late. In your story, an Investigator could be…

•A special agent tasked with his country’s most pressing crimes
• A prize-winning journalist who never backs down
• A gumshoe whose day hasn’t really started until somebody has beaten him up for asking the wrong question
• A rumpled police detective who would like to go over your story just one more time
• A menacing bounty-hunter who always finds his mark

Your strength comes from simple, reliable tactics and tools. You will want to have a good grasp of how Mysteries work


Power: Interrogation
You are a master at making people give up information and confess to their crimes.

Party Role: Solver/Ranged
You are a shrewd observer of people and can handle yourself when those people turn nasty.

Building an Investigator
Dip into Investigator to cut through the bullshit and for a powerful take-down attack at the beginning of combat. Commit to the Investigator to build keen instincts and acquire Contacts that reach across communities to bring in the information you need to move forward.

Class Features


Requirements: You must have an Archery, Sidearms, or Longarms weapon proficiency or one of their focuses.

Favored Attributes: Awareness/Determination Max Luck per level: 6 + Determination modifier

Skill Ranks per level: 6 + Cunning modifier

Class Skills: Analysis, Intuition, Leadership, Menace, Profession, Stamina, Vigilance

Class Abilities


BOLO: (prologue) You and your teammates gain a +1 Teamwork bonus to all Intuition, Stamina, and Vigilance checks and are considered skilled even if they have 0 ranks in those skills. You may spend 2 Twists to increase this bonus to +3 until the end of the session.
(Teamwork stacks, but cannot exceed +4)

Take the Case: At Level 1, you gain formidable Intuition and may make Menace & Profession checks using your Awareness modifier.
(Whenever you roll a 1-9 on an Intuition check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)

Freeze! I: At Level 2, during the surprise round and the first round of each combat when you attack a single character you may gain +4 Threat Range on the attack by demanding their surrender. Before rolling your attack roll, the target may surrender to cancel the attack.

Freeze! II: At Level 11 the bonus to Threat Range increases to +6 and the target must spend 2 Twists dice to resume hostilities.
(Characters who surrender drop any readied weapons and submit to being bound. A surrendered character must spend a Twist to resume hostilities during that scene unless attacked.)

Respected: At levels 3, 9, and 15, you gain a pool of 60 Reputation. You may spend up to 10 of this Reputation per scene as a free action or you may spend any amount of it between adventures.

Legwork I: Sometimes you’ve got to go out and put a little wear on those soles to shake something loose. At Level 4, you create a new Contact with the ability to pull Decree 4, Detention 4, Invitation 4, Loan 4, Reconnaissance 4, or Reinforcements 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.

Legwork II: At Level 8, you create a second Contact with the Detention 4, Invitation 4, Loan 4, Reconnaissance 4, or Reinforcements 4 Strings and your pool of Twists for Pulling Strings increases to 7 Twists.

Legwork III: At Level 8, you create a third Contact with the Detention 4, Invitation 4, Loan 4, Reconnaissance 4, or Reinforcements 4 Strings and your pool of Twists for Pulling Strings increases to 10 Twists.

Investigator Talent: At Levels 5, 7, 9, 11, 13, and 15, you gain an additional Adventure or Investigation Talent.

Break the Case: At Levels 6 and 12, once per session, you may automatically succeed with an Awareness check with a Goal of up to 30 + your ranks in the skill used for that check.

Good Cop, Bad Cop: At Level 10, may add +5 to the lower of your skill check results each round during Interrogation Clashes.
(If you gain the same Interrogation Clash bonus a second time, you gain an Investigation Talent instead.)

A Legend on the Force: At Level 14 you gain +5 Awareness and +2 Determination.