Path of the Investigator

The Path of the Investigator trains you to spot clues, solve riddles, carefully examine your enemies, and test hypotheses. This Path is recommended for WIS- and PER-focused detectives who want to provide utility through observation and insight.

**Requirements**: Notice (Scholar)

**Path Completion Bonus**: +1 Wisdom AND +1 Perception

## Core Abilities

**Keen Eye**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

Gain +3 to all Perception checks made to notice sleight of hand, such as pickpocketing or cheating in card games.

**Keen Mind**

**Cost**: 300 XP

**Expedited for**: Science, Mind

**Activation**: Passive

Whenever you are making a check to find clues or secrets, put clues together, investigate, or solve a mystery or puzzle, you may use your WIS in place of any INT or PER checks. This is considered a Wisdom check for all purposes.

**Insight of the Detective**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Passive

This ability is usable WIS times per Quest when you are trying to solve a Puzzle encounter. You learn from the GM whether it is a useful Puzzle to solve and, if it is, one hint about how to solve it.

**Flashback Recall**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Passive

Once per Rest, you may add your INT to a Wisdom check.

**Curious Snooping**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

Once per Rest, you may add your PER to a Wisdom check or vice versa.

**Spotter**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

When you Assist an ally with a PER or WIS check and succeed, the ally gains +6 instead of +3.

**Sucker Punch**

**Cost**: 300 XP

**Expedited for**: Alertness, Science, Rage

**Activation**: 2 Actions, 3 Vim

Make a melee skill strike using Strength as the weapon attribute. This attack deals 2d6 damage. If this attack is declared before rolling for Initiative, it deals triple damage and occurs as Surprise, regardless of whether the target saw it coming.

**Contingency**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Passive

*"I got a plan for everything they can throw at me."*

Once per Intermission, you may add an item weighing up to 2 \* WIS Bulk to your inventory called "Contingencies" At any time during your adventure, you may buy Equipment or Consumables weighing up to the remaining bulk of "Contingencies" by spending the cost of the item you wish to purchase. Subtract the weight of the item from the bulk of "Contingencies".

**Field Notes**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Free Reaction, 1 MP

*"Let me check my notes."*

This ability is usable when you observe or speak with someone. Add a *Note on [Person]* to your inventory weighing 0 Bulk. Each *Note* may be spent to gain a stacking +2 bonus to a check made to determine if they are lying or persuade them to give you information. You can hold up to WIS + PER *Notes* at a time.

**Crime Scene Investigator**

**Cost**: 300 XP

**Expedited for**: Alertness, Mind

**Activation**: Passive

Once per Rest, you may use this ability to identify all clues, secrets, and key insights at a location such as a crime scene, dungeon room, battlefield, or office.

**Licensed Larceny**

**Cost**: 300 XP

**Expedited for**: Science

*"They made the tools of a thief illegal. You can probably guess how effective that was."*

When you purchase illegal items, you may pay twice the base price to legally be allowed to carry and use it. Selling them is still illegal, however.

**Effective Auditory Recorder (E.A.R.)**

**Cost:** 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

*"A lot of people fought very hard to make these illegal. Turns out they all liked to monologue."*

You have an **E.A.R.**: This little bronze nugget, no larger than a gold proof, can be used to record up to half an hour's audio and play it back. The device can be set to start recording as soon as it hears a specific word, or after a set amount of time, up to TEK days in the future. Gain +3 to PER and WIS checks that are connected to any audio you record. If you lose your **E.A.R.**, you acquire or make another one at the next Rest.

**Concealed Camera (C.C.)**

**Cost:** 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

You have a **C.C.**: This little bronze nugget, no larger than a gold proof, can be used to photograph TEK times. The remote to this camera has a range of 30 \* WIS meters. The camera may be camouflaged as another object, such as a jacket button, and can attach to surfaces and clothing. Gain +3 to PER and WIS checks that are connected to any photographs you take. If you lose your **C.C.**, you acquire or make another one at the next Rest.

**Dark Eyes**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Your eyes are adjusted to seeing in dark conditions. When any light is present, you can see three times as far as the light would normally cast. Additionally, you take no penalties to Perception for dim light conditions.

**Lootsense**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

**Activation**: 3 Actions, 2 Vim

You identify whether the nearest valuables are within 6 meters (“close”), within 12 meters (“nearby”), within 30 meters (“around here somewhere”), or not within 30 meters (“not here”).

**Fortuitous Discovery**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: 3 Actions

If there is a hidden object, device, or message within 12 meters and it could be noticed with a Perception check, you automatically succeed this check. Once this ability succeeds, it may not be used again until the next Rest.

**Saw It Coming**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Free Reaction, 3 Vim

This ability may be activated in response to being attacked by a trap or ambush. You gain 2 Alert and +3 Agility while resolving the first attack against you.

**Analytical Focus**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Passive

Gain 3 max MP.

**Investigator's Influence**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Free Reaction, 4 Vim

Choose an adjacent target. Gain +3 to any immediate check made against them, including but not limited to: opposed STR checks, CHA checks of persuasion, and WIS checks to understand their intentions. This ability is usable once per Encounter.

**Extremely Influential**

**Prerequisite**: **Inquisitor's Influence**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

When you use **Inquisitor's Influence**, you may spend an additional 2 Vim to double the provided bonus.

**Always Vigilant**

**Prerequisite**: Vigilance (Fighter)

**Cost**: 300 XP

**Expedited for**: Mind, Science

**Activation**: Passive

When you activate Vigilance (Fighter), you may pay 1 MP to extend the effect to last until the end of the Encounter.

**Identify the Openings**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

Whenever an enemy attacks you, gain +5 Accuracy against them until the end of the Encounter. This bonus stacks up to WIS times.

**Read the Tell**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: Free Action, 1 MP

This ability may be used when you ask someone a yes or no question. The target must succeed a Charisma check versus DL 11 + WIS + PER. If they fail, you know the answer that they believe is true regardless of how they respond to you.

**Useful Observation**

**Cost**: 300 XP

**Expedited for**: Alertness, Science

**Activation**: 1 Action, 1 MP

*You identify something about your enemy that you can use to your advantage.*

Choose a target you can see and one effect to grant you and all of your allies until the end of the Encounter:

* +5 Accuracy versus this target
* +1 damage on all attacks versus this target

**Essential Observation**

**Prerequisite**: **Useful Observation**

**Cost**: 400 XP

**Expedited for**: Alertness, Science

**Activation**: 2 Actions, 3 MP

*You identify something about your enemy that you can use to your advantage.*

Choose a target you can see and one effect to grant you and all of your allies until the end of the Encounter:

* +1 Alert when attacked by this target
* +5 \* PER Accuracy versus this target
* +WIS damage on all attacks versus this target

**Predictive Dodging**

**Prerequisite**: Dodge (Beginner)

**Cost**: 400 XP

**Expedited for**: Alertness, Science

**Activation**: Passive

PER + WIS times per Rest, Dodge (Beginner) may be used as a Free Reaction (but still costs Vim).

## Gift Exclusives

**Speculate**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Gift of Science

**Cost**: 300 XP

**Activation**: 1 Reaction OR 1 MP

This ability is usable immediately after any roll. Set aside one die from this roll. On your next roll, you may choose to use the result of this die in place of rolling one of the dice required for the roll. If you decide not to, the result you set aside is discarded.

**Intuitive Learner**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Gift of Science

**Cost**: 300 XP

**Activation**: Passive

Once per Encounter, you may use your WIS in place of INT, TEK, or SPI.

## Course of Heroism

**Curious**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Science

**Activation**: Passive

When you repeat an action for the purpose of testing a hypothesis, researching, or otherwise investigating, gain +2 to all checks made toward this goal. If you are Supported or Assisted, this bonus is doubled.

**You Have My Insight**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Science

**Activation**: 1 Action, 1 MP

Choose a nearby ally. They are Supported. On their next turn, they may reroll any one roll.

## Course of Conditions

**Easily Read**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

Against fatigued creatures, gain +3 to CHA checks and damage and +30 Accuracy.

## Course of Bounty

**Dissect and Inspect**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Bounty

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

When you roll to loot, add your WIS to the result.

**Knew Where To Look**

**Prerequisite**: **Dissect and Inspect**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: Passive

Whenever you use Vigilance (Fighter) against a target, add 1 Observation Mark on them. Similarly, add 2 Observation Marks for every **Useful Observation** and 3 for every **Essential Observation**. When you loot the target, add the number of Observation Marks on them to your loot roll.

## Course of Surroundings

**Environmental Observations**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 1 Reaction, X MP up to PER

You look around for an advantageous Environmental Object. Name a type of Environmental Object. If such an object could reasonably exist in this location and no objects of this type already exist in the Scene, the GM places X of these objects within 18 meters of you. Objects may take up more than 1 hex, for example, a patch of Slippery ground may be several hexes in radius, at the GM's discretion.

**Ridiculously Convenient**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Science

**Activation**: Passive

*Thank goodness that rusty lamppost was right next to the explosive powder!*

Once per Rest, when a Puzzle or other difficulty would require a check, you may propose to utilize the environment in a ridiculous chain reaction of ricocheting effects and domino-like consequences to achieve your goal. This lowers the DL of the check by 1 for each type of object or aspect of the environment involved in your plan.