Investigations

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Most Inquisitorial Agents have a dual role in investigations, some might simply hold knowledge to be better fighters, but many are genuine scholars of the unusual and esoteric and use their insight to investigate issues. Though the Inquisition is not a true police force, it is often called in when things become hard for conventional enforcers to understand when a murder starts leaving unusual cuts in their targets, or harvesting specific organs...is usually a sign that something unusual is occuring and an Agent of the Inquisition needs to be dispatched to investigate it.


Investigations

As much as talent with a gun might get you somewhere in the 41st Millennium, a sharp eye and an inquisitive mind are just as valuable. Indeed some of the greatest threats of the dark times that characters live in are better defeated with a combination of research, investigation and hard evidence, then they are via resorting simply to direct violence to against an opponent.

Investigation Scenes

Investigation Scenes are represented by the players being presented with a plastic box located somewhere obvious for them to see within this box will be a set of Clues.

Each Clue will state something in the area close to the box it relates to and the Lore, Trait or sometimes Character or appropriate Character Background (such as 'Imperial Guard Service') relevant for understanding it.

  • After a period of roleplay examining whatever the clue relates to a character may read the Clue.

We encourage you to limit yourself to reading only a few clue cards in a scene, this allows for multiple characters to participate in an investigation scene and creates a more collaborative roleplaying experience for all involved.


Hidden Clues

In some investigation scenes some Clues may be Hidden - these can either be written Clues or Props hidden around the scene - if they are found by hard-skill searching for them then they may be read like normal Clues.

Verispexes have an expertise for locating Hidden Clues in a scene where Hidden Clues exist there will be a Clue for them to read which will inform them if there are Hidden Clues present in a scene and how many there are - where hidden clues are a prop it may also inform them what kind of prop they are looking for (but they may not tell others this).

Erasing Evidence

You may not remove clues or props from an Investigation Scene unless you are permitted to by the Game Team - when you have finished examining a clue, you should make every effort to return it to where you found it, or keep it with the prop it relates to - if it is damaged please tell the Game Team

However, a considerable part of the Holy Ordos work involves covering up and hiding information and sometimes it is necessary to do so - with Game Team permission a character attempting to remove evidence, must first remove the elements of a scene that the clues relate to, before removing the clue from the box and handing it to the Game Team; for example, if a Xenos clue describes alien tracks visible in a muddy patch of ground, you must spend time actively disturbing the earth and physically obscuring the tracks.

A character can only erase clues that they themselves have the abilities to read or that someone with the ability to read a clue has instructed them to. If nobody involved in cleaning up a scene has the relevant ability to read a clue they characters are oblivious of its importance and will leave it in place.