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INVESTIGATIONS

with the dangers sprung from a failed check, the char-


acter should find a lead that leads her to further clues.
The character can then re attempt the check for inves-
This is taken from the Edge of the Empire No Disintegra- tigation, but they now upgrades the ability of the check
tions source book and adapted for Genesys. once. If the character fails again and persists through
further hazards, they upgrades the ability once for each
At the start of the investigation, or at any point in
failure that she overcomes.
which the PCs are stuck without leads, the GM can
prompt the players to open their search for informa­tion
with a question. If the player’s formulation is especially RUNNING AN INVESTIGATION
broad then the GM may wish to break it down into sev- Whether running an investigation wit the rules pre­
eral smaller questions. sented here, or going through the full process or detail-
Once the question or questions that make up the in- ing every lead and clue, there are certain factors that all
vestigation have been determined, an investigating PC investigations in a game of Genesys hold in common.
can make a Knowledge or Streetwise check to determine Being mindful of these elements is important to keep
where to find an answer. The PC may substitute other an investigation interesting and the narrative in motion,
skills for Knowledge or Streetwise with a reasonable ex- while ignoring them can lead to a stalled investigation
planation of how they apply to the investigation, with in which the players are aimlessly spinning their wheels
Charm, Deception, Coercion, and Perception all being in frustration.
particularly appropriate alternatives. The GM sets the
difficulty of the check based on the obscurity of the in- Keep Things Moving
formation involved in the question itself, rather than the The first, and arguably most important element of any
obscurity of the answer. investigative game is lo keep the investigation mov­ing
The difficulties present in Table 1-1 are for characters forward. This is not the same thing as leading the players
that have access to contacts and other resources. The dif- to where they need to go, although that is one method of
ficulty may need adjusted based on circumstances. doing so. Instead, keeping the investigation moving for-
ward means supplying the players with leads to follow,
Success on the check provides a lead to where to find and minimizing or removing any dead ends.
an answer, but does not provide an answer directly. This
could be directions to a knowledgeable NPC, or it could The first of the two seems simple but, in practice, is of-
mean the character chances across some evidence to ten the more complicated. Not everything that the GM,
support their theories. Failing a check in the investiga- with full knowledge of the mysteries at hand, thinks is a
tion leads the character into a hazard or trap. This could clear clue is going to seem the same way to the players.
be an ambush by parties interested in keeping the char- In the same vein, what the GM consid­ers inconsequen-
acter away from their secrets, or following a lead into a tial information may catch the inter est and imagination
dangerous envi­ronment. of the players and cause them to believe they have found
a crucial lead. The easiest ways to deal with these prob-
The dangers faced by investigators should always bear lems are a mix of clear communication and a willing-
a link to the investigation at hand, as should the checks ness to adapt. Some­times the GM needs to state outright
that the characters make. Each time a character deals state something is out of place or completely ordinary,

table 1.1 - information obscurity


Difficulty Result Options
Simple (-) Basic information required to perform fundamental duties.

Easy (k) Standard information that is widely known within a particular occupation

Average (kk) Information that requires a cursory search in a database or library or is commonly known to experienced people
within a profession.
Hard (kkk) Moderately obscure information that requires extended research in multiple databases or libraries or known to a
few very experienced people within a profession
Daunting (kkkk) Obscure information that requires significant research by only experienced people within a profession or known
to a very few select persons.
Formidable (kkkkk) Rare information that has limited access permissions or is actively kept secret by a small set of people or even a
single person. Beyond this, even more rare information may have one or more k upgraded to l.

Investigations
v 1.0.2 GENESYS 1
TABLE 1.2 - SPENDING a, t, h AND d IN INVESTIGATIONS
COST RESULT OPTIONS
a or t
What’s This?: In the course of the investigation, the character turns up leads on other useful information. Add j to the next
check the character makes to pursue information for the investigation.
aa or t Valuable Insight: In the course of the investigation, the character discovers a crucial detail that can server them later. When
making any one check later in the investigation, the character can explain how this detail assists them with the check to add
j to the check.
That’s Convenient!: The character finds a source that provides information more easily than expected. If the source is an
NPC, add j to all Charm and Deception checks made to seek information. If the source is not a character, such as if the
character encounters an object that serves as evidence, its nature is more readily apparent, adding j to all Perception and
Knowledge skill checks to determine how it fits in to the investigation.
aaa or t
Cases Converge: The character stumbles upon a source for additional information, which serves to answer questions beyond
what they were immediately seeking. The character finds a source for one other question involved in the investigation. If the
character is not currently investigation multiple questions, the GM should provide a source who can shed light on some hid-
den aspect of the situation at hand. If this option is selected on a successful check, the character may discover two different
sources, or the lead may provide information on both questions at once.
h or d Cold Trail: As the character pursues some of their leads, they must sacrifice the opportunity to follow others. Add j to the
next check the character makes to pursue information for the investigation.
Minor Interference: The character runs afoul of small-time troublemakers who have an interest in keeping them away from
the information they seek. They must deal with this opposition before continuing the investigation, through whatever means
they find appropriate. The opposition should consist of no more than a single minion group or rival NPC.
hh or d Distracted: The character misses an important element of the investigation, a misstep that could cost them later on. When
the character is making any one check later in the investigation, the GM can explain how this detail interferes with the check
to add j to the character’s dice pool.
hhh or d Hostile Source: The PC finds a source that does not readily give up its secrets. If the source is an NPC, add jj to all Charm
and Deception checks made to gather information from that source. If the source is not a character but rather evidence, its
nature is not readily apparent, add jj to all Perception and Knowledge checks to determine how it fits into the investigation.
This option is best used with a successful check.
Payback Looms: The character runs afoul of power foes who have their own interests in the investigation. They may be
after the same information for their own ends, or they might be out to silence the source the character is after. As such, the
character must stop the opposition before continuing the investigation, through whatever means they find appropriate. The
opposition could consist of several minion groups lead by a rival, a nemesis NPC, or a group of rival NPCs. These foes could
also be representatives of a greater power, one which might continue to keep an eye on the investigation after its agents are
defeated.

as appropri­ate, and if the players still do not follow the Finally, if the players become stuck even after pro­
expected path, the GM needs to regroup and rethink the viding a solid set of leads, don’t be afraid to give out
plan. Waiting for players to investigate strange footprints more information. Simply feeding players answers to
only leads the players to frustration if they are more in- their questions can be unsatisfying, but new leads can
terested in a shattered window the GM mentioned in come up in all sorts of ways. The PCs may be able lo draw
passing, but linking the two by adding anotl1er set of on their contacts, or might even receive a message from
prints might put them back on track. an old partner or past associate without asking. Leads
can also come from hostile figures overextending them-
An especially important factor to keep in mind is that
selves. For example, if the villain of the piece believes the
if a clue is essential to moving forward with the inves­
PCs are too close for comfort, this character might send
tigation, then there should be no risk of the players fail-
out enforcers to deter them, not realizing that these en-
ing to find it. If the strange footprints are the only way to
forcers know enough to provide the PCs with further ev-
follow the suspected murderer in an investiga­tion, then
idence. Having a sudden attack or action scene result in
the narrative stops as dead as the victim should the play-
an unexpected lead is a staple of investiga­tive narratives.
ers fail to notice them. Therefore, the GM needs to either
provide clues at this level of rel­evance without checks, Let the Dice Help
or to avoid making any single clue crucial to completing
the investigation. In fact, it can be a good idea to provide Investigations in Genesys are uniquely assisted by
all relevant clues without requiring checks to find them, the possibilities the narrative dice offer. The additional
and instead only require work to determine their mean- complications offered by a, t, h, and d results are
ings and interactions. well-suited towards the complications of investigative

Investigations
2 GENESYS
games, and can greatly assist both GM and the play- Player creativity and suggestion can help keep things
ers. Dice results of a or t can be a great way to add new moving in other ways, as well. Investigations are a great
leads to an investigation, allowing the PCs to stumble place to allow players to use unconventional approach-
across additional clues or informants as they go about es to their skills and talents. During and investigation,
their work. Similarly, negative results of h and d al- a GM should rarely say “no” to a new idea, but should
low the GM to represent the obstacles of investigative instead consider how the idea brings new elements into
work, from time constraints or lost leads to interference the story. It might seem that a PC’s several ranks of the
from criminals, villains, or even over-zealous law en- Streetwise skill could make an investigation too easy, but
forcement agents. from another point of view, it provides an excellent way
to emphasize clues to the PCs that they might not oth-
As detailed in the section above, failure on a crucial
erwise discover.
check is very damaging to an investigative game. How-
ever, with the narrative dice, failure might not mean that Finally, it is important to remember that no element
the investigation stalls, but only that it doesn’t proceed as of the narrative needs to be set until the PCs encounter
expected. Consider a check to find an important clue. If it-and even then, a later reveal can make previous en-
the PCs succeed, they find the clue and the investigation counters turn out to be more than they seemed. As such,
moves forward. But if it fails, the PCs might still have a some aspects of an investigation can stay mutable until
chance of finding something useful if they receive a, the PCs are ready for them. This doesn’t mean the GM
or even h. With a results on a failure, the PCs might shouldn’t plan some or all of the answers from the start,
notice a different clue, or spot more details about some- of course. A completely mutable investigation is liable
thing they had previously dismissed. The PCs could to become incoherent and fail to stick together under
even suggest a clue of their own devising, at the GM’s scrutiny.
discretion. h results are less straightforwardly bene-
Nevertheless, the GM should not be afraid to adapt
ficial, but they might result in someone coming drive
their plans if they see a better idea arise out of play. For
the PCs away from their investigation or an attempted
example, if the players repeatedly butt heads with a local
cover-up, either one of which could become a clue in its
law enforcement agent over the course of an investiga-
own right if dealt with appropriately. Of course, the nar-
tion, they may relish the chance to really throw down
rative dice are still dice, generators of random results,
with the obstructive character. If the GM intended the
so the GM should be careful about relying on them too
character to be a well-meaning and benevolent figure
heavily. Nevertheless, the dice can redirect PCs past ob-
just doing a difficult job, the PCs may not be happy
stacles, or inspire the GM to introduce new ideas.
when they have to share credit or get along with some-
Let the Players Help one who has been as much of a thorn in their sides as
the actual villain.
The basic framework of an investigation relies on the
players having less information than the GM, but that However, the GM can capitalize on this unplanned-for
doesn’t mean they can’t contribute ideas. Allowing the rivalry by making the agent a henchman or dupe for the
players to take part in shaping the investigation engages villain in some way, giving the players an opportunity for
the entire group and provides unexpected opportunities, a satisfying resolution to that aspect of the narrative. In
even if the narrative never diverges from the expected the right circumstances, even greater switches are pos-
course in broader strokes. Players can offer suggestions sible, up to and including the answers to the central el-
on how to spend narrative dice results, take unconven- ements under investigation. Perhaps the agent has been
tional routes to gather information, or even in spire new the murderer all along! However, while it can be a good
plot twists in the mind of the GM. idea to adapt the investigation in this way sometimes, it
is rarely a good idea to do it all the time. If the players’
One of the biggest ways to involve players is to let suspicions always turn out to be right, they may lose in-
them assist in interpreting the narrative dice. A player terest in the entire investigative process. Playing to ex-
can spend their own PC’s a and t results by default, pectations can be satisfying, but so can surprises. When
but consider allowing the players to offer suggestion on GMing investigations, remember to match the style to
how they could be spent for NPCs or even other PCs- the game’s narrative, and keep the players guessing.
with permission from the other players in the later case,
of course. The GM can even allow players to offer up
ideas for how to h and d on their own and other PCs.
This approach to group participation not only helps to
involve the players further, but it takes some of the load
off of the GM’s shoulders and allows them to spend their
energy on other aspects of the game.

Investigations
GENESYS 3

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