Copy of - Team Attacks

by hrozno

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Deduction System

Introduction

Rain and neon, crime and corruption. A city where the truth is always in the shadows. There are those who walk the darkness, seeking justice for those who cannot find it. They are the ones who see what others cannot, who know what others dare not speak of. This system is for them.

Overview

  • New detective skills, including their uses and applications.

  • Evidence Tokens. New rules for gathering clues, interviewing witnesses, and solving mysteries.

Additional SKills

There are three additional skills within this system.

Analysis (Intelligence). Your ability to have gut feelings or hunches about things. This includes being able to sense danger, make good decisions, and avoid making mistakes. Can be used to discover the mechanics of an attack/ability of the target.

Forensics (Wisdom). Your ability to analyze physical evidence to gather clues about a crime. This includes examining fingerprints, footprints, blood splatter, and other types of trace evidence. May be used to gather evidence points.

Interrogation (Charisma). Your ability to question witnesses and suspects to extract information. This includes being able to read body language, build rapport, and ask the right questions.

Evidence Points

Each Player can attain a maximum of 5 Evidence Points. Here are the number of ways these points can be used:

  • Focus. Bonus action. cost 1EP. Gives a +2 to the next analysis, forensics, of interrogation skill check.

  • Discover. Bonus action. cost 3EP. Learn the mechanics of an ability or spell of the target, that you have seen.

  • Predict. Reaction cost 5EP. Predict the next move of the enemy, giving them disadvantage on their next roll OR you advantage on your save against their attack.

Gaining evidence points

Upon uncovering information that pertains to an ongoing investigation, THe players may be given evidence points (decided by DM). Minor discoveries yeld single EP, Major discoveries yeld 3 EP. Most suspects of the lands this book is used in, should have at least 1 Major and 2 minor discoveries.

Sharing Intel

If players wish to share Evidence Points, they can use the Sharing Intel Bonus Action, in which one player can give another a set ammount of Evidence points.

Intercepting Intel

Another creature may attempt to intercept the sharing of intel if they are within listening distance. They can attempt to intercept the intel, in which case the interceptor rolls a Analysis check against the passive perception of the target.

Additional Rules

For more rules, spells, classes, backgrounds that work well with this system, feel free to refer to and use the Planeshifted Guide to New Capenna

 

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