The Darkstalker Files
You are a master of deduction. With a keen eye for detail and a quick wit, you can use a selection of clues to figure out what really happened when others are left scratching their heads. While a character that solves mysteries might be thought of as a detective or an investigator, a professor or even a scientist might also be a mystery solver.
You wear sensible clothing and comfortable shoes, walking that ne line between practical and stylish. You might carry a briefcase for all the tools you require to solve mysteries.
Minor Effect Suggestion: You discover an additional clue about the mystery you are attempting to solve.
Major Effect Suggestion: When you solve a mystery, the target of your revelation is stunned by your dazzling wit, unable to move or act for a round.
Investigator. To really shine as an investigator, you must engage your mind and body in your deductions. You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect-based task. Enabler.
Sleuth. Finding the clues is the rst step in solving a mystery. You are trained in perception. Enabler.
Out of Harm’s Way. No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more than half the battle. You are trained in Speed defense tasks. Enabler.
You Studied. To be able to put two and two together to reach a deduction, you have to know a few things. You are trained in two areas of knowledge of your choosing (as long as they are not physical actions or combat related) or specialized in one area. Enabler.
Draw Conclusion (3 Intellect points). After careful observation and investigation (questioning one or more NPCs on a topic, searching an area or a file, and so on) lasting a few minutes, you can learn a pertinent fact. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to 3 after you rest for ten hours. Action.
Diffuse Situation. During the course of an investigation, your questions sometimes elicit an angry or even violent response. Through dissembling, verbal distraction, or similar evasion, you prevent a living foe from attacking anyone or anything for one round. Action.
Seize the Initiative (5 Intellect points). Within one minute of successfully using your Draw Conclusion ability, you can take one additional, immediate action, which you can take out of turn. After using this ability, you can’t use it again until after your next ten-hour recovery roll. Enabler.
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