Crime Files ('Detective Booster') - PvM ONLY Crime File is basically a BOD. - System is already in place. Use 'Clues' instead of pieces of armor/weapons/etc. - Clues are collected from the initial crime scene and may lead to other places depending on level of Crime Log (described below). - Guard will only give you a Crime File based on your level of Forensic Evaluation. - You can only receive one crime file per 36 hours and you may not have more than a single file per character open at any given time. Crime 'Level' works like treasure map but uses Forensic Evaluation instead of Cartography. - Forensic Evaluation used on the Crime File would allow the first idividual 'clue' requirement to appear. - Additional clues are revealed based on secondary skills outlined below. - Works like a coordinate but instead is a clue that needs to be investigated at a specific location and requires a specific skill (Go to coordinates; use Arms Lore to investigate the murder weapon.). - More complex Crime Files (more clues/skills required) are offered to higher level Detectives (level 1-7 like treasure maps). Clues are random in skill requirement and level (+/- 2 levels of the Crime File). - Most coordinates would be in towns/cities. - Once a clue is found a 'Clue Note' is generated by the skill used that can be dropped into the Crime File (Just like if you crafted a sword and dropped it into a BOD). - Anyone can generate these tickets for the Crime Log IF they have used a sufficient level of Forensic Evaluation on the Crime File AND they have the sufficient skill in the secondary skill to generate the 'Clue'. - Crime File can be evaluated in trade window or on the ground (locked if in a residence). Solving the Crime. - Once all clues are collected a final Forensic Evaluation check is required on the Crime File to solve it. - This can be modified by the Tactics skill used as Deductive Reasoning. - Solved Crime Files lead to a final location where the criminal (and potentially his henchmen) are located. - Criminal would need to be defeated and his head brought back to the city guard with the Crime File. - Reward would be whatever was looted during the course of the investigation and also a 'reward' received from the guard on turn in (this final would be the most valuable). - A trophy (some sort of signature item or the like) could be a reward for doing the highest level Crime Files. Example of Play: Stewie Long - Expert Forensic Evaluation Master Tactics Expert Anatomy Journeyman Arms lore Master Fencing Philbo Bagginz - Apprentice Forensic Evaluation Expert Tactics Expert Evaluate Intelligence Journeyman Anatomy Expert Wrestling Johnny Broadsword - Expert Forensic Evaluation Apprentice Spirit Speak Expert Evaluate Intelligence Journeyman Tactics Expert Swordsmanship Stewie Long the intrepid Detective goes to the City Guard in Britain and requests a Crime file to work on. He gets a Level 3 file! Good stuff! It requires 3 Clues to be tracked down and solved in order to collect the reward. First things first though, he has to analyze the file! NOTE: To reveal the first clue requires a successful Forensic Evaluation check. No skills modify this initial check as you don't know the details of the crime yet. He uses his Forensic Evaluation skill on the File Book and fails.... Crap, he's got to get help. He gets on ICQ and calls in two of his buddies, Philbo Bagginz the Magic Investigator and Johnny Broadsword the Sampire Gumshoe. Philbo tries to use his FE in the Trade window, but his skill is kind of low for this Crime File and he fails as well. Johnny gives it a go and he succeeds! The first clue is revealed. The coordinates are in Minoc and it's going to be a body.... He and Stewie wring their hands with glee while Philbo looks a bit excited. NOTE: The result of the Forensic Evaluation success revealed the first clue. A Level 2 Body, which requires either a successful Anatomy or Spirit Speak, checks to solve. They all have a chance to solve the clue, which will provide them with their next set of coordinates and clue type. Three amigos mount up and ride to Minoc. They track the coordinates to the Gypsy camp on the outskirts of town and all three get down to checking the site for clues. NOTE: A Clue could be most any item and would be identifiable by mousing over it. Item should read 'a clue' or 'item of interest' in the description. They find a pool of blood and all three get to work. Stewie checks it with his Anatomy skill and comes up negative again! When will he get a break in this case?!?! Philbo checks it with his Anatomy skill as well, but once again, he's on the low side, and he also fails to find a clue. It falls to Johnny once again, but he uses his mystical ability to speak with spirits and communes with what's left of the body. Despite his low level of ability, he succeeds again! The Sampire is on a roll! He looks in his backpack and finds that his skill has generated a Clue that he hands over to Stewie to add to the book. The Clue gives the next coordinates and mentions a weapon of some sort.... The coordinates are for Britain! Once more into the breach! NOTE: The successful Spirit Speak check created a 'clue' on a scroll which is dragged and dropped onto the Crime File. This file would then reveal the next step in the investigation, again at random. This time it is a level 3 weapon clue, so it would require Arms Lore or weapon skill specific to the type of weapon found. Once in Britain, they track down the clue coordinates to a bar on the east side and find a Mace as the clue, sitting on a table in the corner. Everyone looks worried, because no one is particularly good with detecting hidden clues and Stewie has not been doing so well with his deductions today. Stewie rolls up his sleeves and begins to check the weapon with his Arms Lore. He made it and lucky for him and the rest of the group! This reveals the final clue in the Crime File... A note! The note is in Trinsic and the coordinates are set! The end of their hunt is near! NOTE: Stewie got lucky this time. If he had failed then the group would have been stumped, but not out of the game yet! They would need to find another party who had sufficient Forensic Evaluation and either sufficient Detect Hidden or Arms Lore to review the Crime File and then come to the site and check the clue. They would then have to hand over the clue generated so it could be added to the file. This freelance investigator will probably demand either a cut of the reward or payment on the spot.... Better to do it yourself! The final clue that was revealed 'A level 3 Note' requires Detect Hidden or Evaluate Intelligence to solve. Once in Trinsic they track down the note and Philbo and Johnny get to work, since they both have Evaluate Intelligence. It's Philbo's time to shine and he discovers the last clue. Just as he does this a brigand walks through the door and attacks! No guards will be coming to help with this so the team has to fend for themselves. They dispatch the red and collect up the gold and whatever else they can find. Philbo gives the clue over to Stewie and it's added to the book. Now comes the big reveal! The three detectives put their heads together and review the crime file. Philbo goes first, and once again, fails to come up with anything. Philbo is the worst of the bunch for Forensic Evaluation and also fails. Johnny come through again and is successful in determining the final location of the criminal mastermind. This being a level 3 Crime File, they all know that this will be a villain with some henchmen to deal with, but hopefully nothing they can't handle. They note the coordinates and get a move on. It's a spot out in the woods by Yew. NOTE: Random encounters should spawn sometimes at the crime scenes. There should be a way to make the mobs invisible to the guards, so there is no rescue via Guard Whacking. The final check to 'solve' is done after the final clue is added and it is a Forensic Evaluation Check, modified by the tactics skill of the detective (analyzing the tactics of the criminal). Tactics is not necessary, but it helps.... Once they reach the spot in the woods where the coordinates lead, they attempt to draw out the villains by 'flaunting the evidence' which should rile the bad guy up enough to get him out in the open. It works and they are attacked by Brigands and a mage, who turns out to be the criminal. After a tough fight and a trip or two to the wandering healer down by the highway, they finally kill the mage and his cronies and collect his head along with their equipment and gold. Back to Britain for the turn in and the reward. They give over the head and crime file with the evidence they collected in it and receive a chest with gold and items of a value equivalent to the effort. They trio split up their loot and laugh about the adventure they have just had. They are already looking forward to another chance to work on a case together. NOTE: Once the final coordinates are reached, the holder of the crime file would ‘use it’ with a double click to draw out the villain and his henchmen. Clue Examples and the skills required to access them: Medical (Body, Blood Stain, Bones, Entrails, etc.) Spirit Speak, Anatomy Weapon (Any weapon) Arms Lore, Detect Hidden Snitch/Witness (NPC Witness) Evaluate Intelligence, Anatomy Note/Scrawl (Scroll, book, scrap of paper) Evaluate Intelligence, Detect Hidden Site/Location (Clue revealed with a Detect Hidden Check) Random depending on success of Detect Hidden Check Poison (Food, drink, weapon) Taste ID, Anatomy Grave (Grave, urn, tombstone) Spirit Speak, Detect Hidden Animal (Animal of some sort) Animal Lore, Herding Note: Site/Location refers to a place that must be searched. A Grave can be any container in any location that may hold the (desiccated) earthly remains of an individual. Medical is more… fresh than Grave. Animal Clues are witnesses or tools to a crime, like a talking parrot or an attack dog. NOTE: YES!!! I included Herding!!!