Mine Entrance - Night of the Sabotage
Tier 1 Event
A night shift in the mines brought to a violent halt by the deadly sabotage of new machinery.
*Impulses:* Accuse, Threaten, Lie, Revelation, Guilt. *Difficulty:* 11 *Potential Adversaries:* Petty Noble, Bladed Guards, Merchant, Miners
Physical Evidence - Passive
This environment has clues to what happened here.
Players can make a *Knowledge roll*, or a *Finesse roll* with appropriate tools to find a clue. Players with a clue gain an advantage on action rolls to Test a Theory or The Solution.
On the players entering the scene start a *Consequence Countdown (d6)* before the Figure of Authority accuses the wrong person.
>How was the new machinery sabotaged and how were workers hurt and killed?
The Theory - Passive
Solving the mystery requires players Testing a Theory about what happened.
A Theory is a possible solution to the mystery, and includes:
- Who did the Sabotage
- How they hid their Sabotage
A PC can make an **Instinct or Knowledge Roll** to Test a Theory they have.
* *Critical success* — they also find a possible motive * *Success with Hope* — they learn where they could find a clue which would prove their Theory * *Success with Fear* — they learn where they could find a clue which would disprove the Theory * *Failure* — the PC marks a stress
>What prejudice motivates their accusations? Why did they not reveal their evidence earlier?
Accusations Fly - Reaction
When a PC asks an NPC what happened they are ready with their version of events.
When an NPC is targeted—in private or at the summation—with an accusation that they are the saboteur, they can mark a stress to accuse another NPC and present a new Theory. They may mark an additional stress to provide a Clue to prove their Theory.
Red Herring - Action
*Cost:* 2 Fear
*Effect:* A clue that a PC has found is a false lead. This gives the player disadvantage instead of advantage if used on The Solution action rolls.
>How was the evidence planted to set them on the wrong track?
The Solution - Passive
Players can gather together the suspects to accuse the guilty party in front of witnesses.
PC can present their Theory and a Clue by making a *Presence Roll (15)*
* *Critical success* — the accused NPC confesses * *Success with Hope* — the accused runs, beginning a chase * *Success with Fear* — the accused attacks the players * *Failure with Hope* — the player fails to convince the crowd, Mark 2 stress. * *Failure with Fear* — the figure of authority has their own (incorrect) theory of the crime
>How do the Innocent react to the summation? What questions do the authorities still have?