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Archetypes & Pathways

Street Sleuth

The Street Sleuth thrives in the underbellies of cities, relying on sharp wit, keen perception, and hard-earned instincts to survive. Masters of investigation and deduction, they uncover hidden truths, read people with ease, and always seem to know more than they let on.

Level 1 Abilities

Doubtful: You always know when an NPC of Level 2 or lower is knowingly lying to you.

Improvised Disguise: Onceper Scene, you may use items in your immediate vicinity to quickly form a disguise.

In Their Shadow: Gain +1 Outcome to {Sneak} Throws made while following someone. Once you successfully begin tailing a target, you cannot lose them through mundane means.

Knowledgeable: Gain Focus in {Know}, {Study} or {Instinct}.

Undercover: Once per Scene, when maintaining a false identity or cover story, you may ignore the result of a failed {Deceive} Throw and Throw again.

Level 5 Abilities

Piece it Together: Once per Scene, either ask the GM how two elements of the Scene are connected, or declare that you previously noticed or acquired a relevant clue.

Loose Lips: Once per Scene, when you succeed on a {Sway} Throw, the target inadvertently reveals one useful piece of information they had not intended to share.

Expose: Once per Scene, reveal a target’s weakness. That target becomes Exposed.

Streetwise: You may use any downtime to establish connections in any locale. Once per Long Rest, you can call upon one of these new established contacts for a favour.

Level 10 Abilities

Case Closed: Start a 6-Step Case Track when you begin investigating a mystery. Fill the Track as you uncover clues, question suspects, and establish connections. Once filled, you may declare your conclusion. The GM must make that conclusion true in the most reasonable way supported by the investigation.

Foresight: Once per Long Rest, predict the next 10 minutes of the future. The GM tells you any relevant details of what would happen without intervention.

Gotcha: Once per Long Rest, when a character knowingly lies, betrays someone, or reveals incriminating information in your presence, they become Exposed. Until the end of the Scene, they also suffer -2 Outcome when acting against anyone who witnessed the revelation.

Level 1 Words of Power

Alarm, Pain, Blade, Punch, Clue, Spot, Eye, Trace, Hear, Witness, Inspect, Mark, Message, Moxie, Note

Level 5 Words of Power

Analyse, Connect, Darkness, Deduce, Discombobulate, Engender, Expose, Smoke, Suspicion, Weak

Level 10 Words of Power

Dupe, Gun, Inception, Mirror, Solve