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 | Guile and Observe
Know if there has been any magical effect during the last hour in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim purple glow in spaces that contain remnants of magic. You can identify effects as if you could see them being Manifested or activated.
Spell - Illusion | Guile and Observe
Know if there is another creature that has held an object you have Gripped in an Aura 3 + TT.
Self
1 hour
Boost: 2 Energy: See a dim blue glow in spaces that contain a creature that held the object.
Spell - Illusion | Guile and Observe
Know if there is a creature rolling Guile or benefiting from an effect they rolled Guile for in an Aura 3 + TT.
Self
1 hour
Boost: 2 Energy: See a dim yellow glow in spaces that contain a creature that is behaving in this way.
Aspect - Wit | Guile and Observe
Gain +1 + TT/2 on Research rolls.
Boost: Reduce the initial action time of Research by 1 + TT/3 minutes.
Spell - Transference | Guile and Observe
Lock 1 + TT/2 of Might, Finesse, Charisma, and Wit. Choose a Locked attribute. You know the total number of Tiers target creature has in that attribute.
Target 6 + TT
1 hour
Boost: Choose a Skill in the chosen attribute. You know how many Tiers the creature has in that skill.
Spell - Infusion | Guile and Observe
Know how many Pips of each type and Tiers of Ailments each creature and object has.
Aura 3 + TT
3 + TT rounds
Boost: Know the value 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 | Guile and Observe
Requirements: Guile Proficiency 9, Observe Proficiency 9
Know what Social Opinion target creature has of another target creature they can sense.
Target 3 + TT
Boost: The target you are attempting to know about first rolls to sense the other target with a specified sense and gains +1 + TT/3 on the roll.
Aspect - Might | Guile and Observe
Requirements: Guile Proficiency 21, Observe Proficiency 21
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 Reduction to damage against your Resolve from the creature.
Spell - Infusion | Guile and Observe
Requirements: Guile Proficiency 9, Observe Proficiency 9
Creatures in a 3 + TT Aura from target creature know where the creature is.
Target 3 + TT
1 + TT minutes
Poise
Boost: Reduce Concealment they have by 1 + TT/4 Tiers.
Spell - Infusion | Guile and Observe
Requirements: Guile Proficiency 9, Observe Proficiency 9
End all Shapeshifting, Mutation, and Illusion effects on target other creature or object.
Target 1 + TT
Guile
Boost: Cause a 1 + TT/2 penalty on Deceive rolls for 1 + TT minutes.
Spell - Transference | Guile and Observe
Requirements: Guile Proficiency 15, Observe Proficiency 15
Scry on a creature to see through their eyes.
1 + TT/2 rounds
Magic
Boost: 2 Energy: Gain +1 + TT/3 on your attack roll.
Trick - Transference | Guile and Observe
Requirements: Guile Proficiency 15, Observe Proficiency 15
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: Manifest another Scry ability targeting a subject in this same way. Increase its duration value by 1 + TT.
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