Many abilities and feats allow you to take plot-mediated looks at items, locations, or situations. The most prominent among these are feats of Learning and Perception. Some skills such as craft also grant abilities (Master’s Eye) that have similar effects. In order to use any of these abilities in such a way, the involved character or characters must declare that they are formally Investigating the subject in question. Only then will there be a Director/Plot Member/Marshal response.


Investigations are roleplayed as three characters sitting together and discussing the topic at hand with their combined knowledge.



Investigations are limited in the following ways:

  • Only 3 individuals may participate in a particular Investigation
  • A character may only participate in an Investigation once per game day (See Healing and Scholarship for exceptions to this).
  • A character may only investigate the same target once per event, without exception.
  • All Investigations have a minimum threshold of abilities and feats that need to be called before they are successful: failure is possible in an Investigation.
  • Investigations are handled much like Encounter Tags: if time/availability constraints are a problem, characters will be asked to wait. Plot will attend to investigations as time allows, but requesting one does not guarantee immediate attention.


The Flow of an Investigation

Once an investigation is called, the three participants then use whichever abilities they think will be helpful in the investigation. Applicable abilities are as follows:

  • Feats (these are expended if bid for the investigation)
  • Abilities which mimic feats
  • Skill Specialties (these are not expended, and as such, may be bid even if the user does not expect results)
  • Artifice (highest value only)
  • On rare occasions, other derived values may influence the investigation. This is at the discretion of the Marshal and is non-negotiable.

Even though the above are what are allowed generally, not all abilities used will help the investigation. Feats of Learning are always useful, but other feats may or may not be so, depending upon the target of the investigation itself. Any feat or expendable ability called during an investigation is lost even if it does not apply. Artifice is only of use, obviously, if the item/subject is magical. In some special cases, derived skills may be factor in Investigations.

All abilities are cumulative among the participants and add to an investigation, but only the highest Artifice value among the 3 participants adds in. After all abilities are called, the staff member will give out information to all involved based on the number, power, and type of the abilities used. They will also answer a set number of questions from each participant, the number of which is based on how successful the Investigation is.

Once the Marshal has started their description, no other abilities may be called for the Investigation. During the investigation, the participants should keep cross-talk to a bare minimum. A participant may pass if they are unable to come up with a question. Further, the Marshal may ask a participant to pass their turn if they are unable to ask a question within a reasonable amount of time or are obviously stalling.

Please remember that investigations are in-play, and are thus subject to the game around them. You may be attacked during an investigation, and doing so will automatically end it, regardless of how many questions have been asked. Leaving the investigation will also end it for all participants.

Some magical items and locations may require staff mediation when they are used in their normal fashion, and this does not count as Investigation. However, any attempt by the character to extract more information out of the subject during such use is, in fact, considered a formal act of Investigation.


Feats In Investigations

Certain feats work in certain investigations, and some don’t, unless the Marshall says otherwise. The following feats will likely not apply in investigation other than the weirdest/rarest of circumstances:

  • Physical Feats (Strong, Agile, Tough)
  • Feats of Will
  • Feats of Charisma

Other feats will situationally apply:

  • Feats of Empathy: In matters of people/spirits/souls
  • Feats of Attunement: In matters of magic


How To Prepare For Your Investigation

Investigations are a great way to explore the lore of the game, and are sometimes integral to the developing problems and solutions that you will encounter. Investigations that are necessary or very important to the ‘main’ story arc of the event will be given top priority, but other investigations are always welcome. However, because investigations require a plot member to be entirely dedicated for the total extent of that time, these must be accounted for in order to keep the bulk of the players engaged. Below are a few easy tips that you can follow to make sure that your investigation goes off without a hitch!

We suggest:

  1. Select your specific Target
  2. Gather your 3 participants
  3. Find a pen and paper and write down questions to ask
  4. Inform the Marshal
  5. Take notes verbatim if possible


Select your team before hand:
Please do not call for a plot member for an investigation, then spend the next fifteen minutes trying to collect three people. Have your team ready to go immediately, just in case the plot member is ready as well.

Know what you can do:
Your character sheet (which you should have on you always anyway) will list out all of your specialties, feats, and bonuses that may apply for an investigation. If you are unsure of what you can do, please have this sheet out and ready before the investigation begins. Your plot member will love you more for being well prepared, trust us!

Know what to ask:
A great way to keep investigations moving quickly is to prepare some questions ahead of time, and share them with everyone involved. Though new questions will undoubtedly come up during the investigation, having a solid outline is a sure-fire way to get what you need.

Don’t take too long on your turn:
Fractured does not impose a time limit per question, because we don’t want the player to feel rushed. However, if you don’t have a question ready within 15 seconds of it being your turn, you probably won’t have one at 30. Remember, you can always pass your turn to the next person if you are totally stumped, or ask for a “General Fact.”

Take notes:
A lot of players find it helpful to write down answers in an investigation, and they should! It’s a great way to make sure you don’t forget anything afterwards, and we very much encourage it. There is a lot of time between games, and it is a great way to recall information. It is best to write down both question and answer fully. However, jotting down a few quick notes to elaborate on later is always preferable to nothing at all, and as always, respect the Marshal’s time.

Respect the plot member:
Our plot team is always hard at work during a game to keep an incredible amount of parts moving. We always try to plan some time for investigations, and if you see a plot member hanging out in the corner of the tavern, it’s always ok to ask if that’s why they are there. However, just because you see one of them get a cup of water or a snack doesn’t mean they have the free time to run your investigation, so please be mindful that they need breaks too! Remember, being polite about requesting an investigation will always have a better reception than demanding one.


Examples of Poor Investigation Questions:

“What is the best way to defeat the Evil Dragon?”

This is too open ended. The best way to defeat the Evil Dragon might be to summon the god Suldrath from the planes of Eventide, none of which is possible. It also removes player agency and discounts your own creativity in solving problems.


“How can I use my super secret plot trinket to save the day?”

Again, too open ended. What is the trinket? Does it even have anything to do with the topic? Does the Marshal even know what trinket you are talking about? What do you mean by “save the day”? Chances are this trinket has nothing to do with the topic, and this is a wasted question. But you should probably investigate that trinket so you know what it is and what it does for the future.


“How is this thing involved with me and my plotlines?”

If the topic isn’t “you and your plotlines, “this is a wasted question. It can also be a limited question because it might involve all of a race or a township, not just yourself. Start out broad and then narrow your questions down.


Examples of Great Investigation Questions:

“What is the thing?”

“What does the thing do?”

“What happens if we interact with the thing?”

“What are the lingering effects of interacting with the thing?”

“What is the thing made from?”

“How do we kill the Regenerating Rhinobear?”

“What spell effects can we expect during this encounter?”

“What can we expect during the first phase of this encounter?”

“Are there any traps?”

“What is the goal of the faction?”

“Why is the faction doing this thing?”

“What is the significance of the Shooting Star from the vision?”

“How many enemies will we be fighting?”

“What just happened with this encounter?”

“What skill is required to do the thing?”

“How do we get ourselves killed?”

“How do we fail this mission?”

“General Fact please.”