A detective searching for hidden truths
When you investigate clues using Perceive or Study, take +1d. On a successful roll, you may ask the question "who might benefit from this?"
When you ask your own question, you learn the answer to that, as well as to the question “who might this benefit?”
You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.
Your wide network of working folk and street people can find out intel on just about anyone.
Once per caper, you may take an Acquire Asset downtime activity without spending an initial Cred (You may still spend Cred to increase the result as normal).
You may take this action just before a caper, or any time during it as a free flashback.
You gain an additional xp trigger: You did the right thing at a cost to yourself or your companions.
Potential 'costs' can include a missed opportunity, increased danger or stakes, lost wealth or reputation, or reduced efficiency.
An ally’s push costs 1 stress (not 2) on any action you set up or assist.
The set up and assist actions (see page 158) still grant their bonus dice or effect as usual.
You can push yourself to roll your Study or Perceive rating while performing a different action. Say how you learned the knowledge or skill that's helped you perform this action.
Each time you use this ability we learn a little bit more about your past. Consider introducing your contacts in these discoveries, if appropriate.
When you finish a caper without breaking any laws, you may gain +2 Rep.
If you can avoid the attention of the Watch completely, you start to earn a reputation as someone who can get things done above-board.
You may check your Special Armor to push yourself to study or investigate clues, or to resist a consequence you incurred by taking your time.
When you use this ability, tick your Special Armor box. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress. Your special armor is restored when you select your load at the start of a job.
During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.
When rolling the action you have the fewest ranks in, it only costs 1 stress to push yourself.
Pushing yourself still grants only +1d or +1 effect, but it's cheaper to do it in your lowest Action rating. If you have more than one tied for the lowest, it applies to all of them.
When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins you may do the same.
If you indulged your vice and rolled a 4, you could increase the result to 5 or 6, or you could reduce the result to 3 or 2 (perhaps to avoid overindulgence). Allies that join you don’t need to have the same vice as you, just one that could be indulged alongside yours somehow.
Fine Light Blade (1 Load): A well-made rapier, shortsword, cutlass, or saber (or similarly-sized weapon).
Fine Forensics Tools (1 Load): A notebook and pencil. A magnifying glass. Empty vials and small pouches to store physical evidence. A fingerprint-dusting kit. Sticks of chalk.
Inquisitive's Hat (0 Load): A deerstalker hat, fedora, or similar head covering. Signifies you as an inquisitive to normal people. Looks cool, especially when you take it off or put it on dramatically.
Inquisitive's License (0 Load): You have a license to investigate crimes or consult with law enforcement for your clients. This gives you a working relationship with the Watch and other governmental institutions. But if you break the rules too often or too greatly, you could lose it.
Fine bottle of whiskey (1 Load): A rare distillation from your personal collection, potent both in its alcohol and its ability to impress.