Rules / The Crew / Arcane Investigators
Arcane Investigators
Called in when something can't be explained, a haunting, a curse, a wild surge gone wrong, a magical phenomenon nobody wants sitting unresolved. You find out what happened, and what to do about it.
Do people call you because they trust you, because you're cheap, or because nobody else will take the job?
Starting benefits: Training (Investigation or Mysticism): each member may spend 2 Strain to roll that skill with Fortune, no AP or RP needed. A Workshop, at its base tier.
Favored Jobs:
- Haunting: investigating and resolving a supernatural disturbance.
- Consultation: advising on a magical phenomenon someone else can't explain.
- Curse Breaking: identifying and removing a curse or lingering hex.
- Wild Surge Cleanup: investigating and containing the fallout of an uncontrolled magical event.
Crew abilities and upgrades for this type are in the Crew Abilities & Upgrades compendium.