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Investigator Abilities
Trained Investigators are a danger to any party interested in keeping their business private. Early training teaches them the art of, and patience for, research as well as how to read the ebb and flow of influence in a room. Practiced Investigators know the art of scrying or how to end others illusory effects at will. Every society needs them to some degree, but in large enough towns and cities they are a day-to-day requirement.
Spell - Illusion
Know if there has been any magical effect during the last hour in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in the space if it contains remnants of magic. You can identify the effects as if you could see them being Manifested or activated.
Spell - Illusion
Know if there is another creature that has held an object you have Gripped in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim blue glow around them if they held the object.
Spell - Illusion
Know if there is a creature rolling Guile or benefiting from an effect they rolled Guile for in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them while they are detectable by this.
Aspect
Gain +1 + TT on Research rolls.
Boost: Reduce the initial action time of Research by 1 + TT/2 minutes.
Spell - Transference
Lock 1 + TT/2 of Might, Finesse, Charisma, and Wit. Choose a Locked attribute. You know the total number of Tiers target creature in 6 + TT x 2 range has in that attribute.
Boost: Choose a Skill in the chosen attribute. You know how many Tiers the creature has in that skill.
Spell - Infusion
Know how much potential of each Pool type has been used and how many Tiers of each Ailment each creature and object in an Aura 3 + TT has.
Boost: Know the potential of Grit, Resolve, and Energy Pools of each creature and object.
Advanced Abilities
Those that practice and excel in the Investigator style gain access to these more unique abilities.
Trick
Requirements: 7 Combined Tiers of Guile and Observe
Know what Social Opinion target creature in 3 + TT range has of another target creature they can sense in 3 + TT range.
Boost: The target you are attempting to know about first rolls to sense the other target with a specified sense and gains +1 + TT/2 on the roll.
Aspect
Requirements: 11 Combined Tiers of Guile and Observe
When using Influence to Make Request that a creature gives you a clear, complete, honest, and understandable answer to your question, it does not cost you Resolve.
Boost: While Benefiting from this effect, gain +1 + TT/3 Resolve Reduction against the creature.
Spell - Infusion
Requirements: 7 Combined Tiers of Guile and Observe
Creatures in a 3 + TT Aura from target creature in 3 + TT range know where the creature is.
Boost: Reduce each Concealment they have by 1 + TT/3 Tiers.
Spell - Infusion
Requirements: 7 Combined Tiers of Guile and Observe
Dispel each Shapeshifting, Mutation, and Illusion effect on target other creature or object in 1 + TT range.
Boost: Gain +TT/3 on the attack roll.
Spell - Transference
Requirements: 9 Combined Tiers of Guile and Observe
Scry on a creature to see through their eyes.
Boost: Gain +1 + TT/3 on your attack roll.
Trick - Transference
Requirements: 9 Combined Tiers of Guile and Observe
While using a Scry effect, change your subject to another subject the effect could apply to that you can sense without changing the quality of your connection. The new subject rolls defense if applicable.
Boost: 1 Energy: Increase the remaining duration of the Scry effect by 1 + TT.
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