Investigations are a critical element that the Evokers will become familiar with very quickly. Investigations represent the Evokers using their varied abilities and skills to solve mysteries, find information, set up traps, sneak up on enemies, and many other uses they can come up with. Investigations rely moreso on narrative rules and narrative time instead of structured rules. They are divided into rounds, but one round might be ten seconds long whilst another is hours long.

Stages of Investigation

Broadly speaking, Investigations are broken up into the following stages.

  • Preparation. The Evokers decide what equipment each Evoker is using, as well as make some pre-investigative plans. For example they might decide a rough objective ("Find out where Michiko is going at 4 PM!") or contingencies.
  • Investigation Proper. The Evokers begin Investigating, executing plans and overcoming obstacles. Investigations are divided into rounds, with each Evoker having one turn each. There are no initiatives used to determine Turns; Evokers are encouraged to act as they see fit.
  • Aftermath. The Investigation ends, either successfully or as a failure. The outcomes are announced and discussed.

Preparation Stage

In this stage, each Evoker declares what equipment they're starting the Investigation with. They are freely permitted to go shopping or visit the Velvet Room before Preparation. However, once the Investigation begins the Evokers will not freely be able to shop or use the Room; they must physically go there themselves.

  • It is wise for Evokers to discuss a plan in this stage, or at the very least define some objectives.
  • If an Evoker has any spare XP to spend, they should spend it now; they will not be permitted to spend it during the Investigation.
  • Once all Evokers are ready, they declare where they intend to start and then the Investigation begins.

Investigation Stage

  • Investigations are divided up into Rounds. Each Round, an Evoker gains a turn in which they perform a single Action.
  • An Action is usually something that either requires a test or significantly alters another individual or an environment. Crossing a sleepy road is not action-worthy, but running across a road and evading oncoming traffic is.
  • The amount of time an Action takes is fluid, and can take a few seconds to an hour depending.
  • Sometimes, Evokers will be confronted with roadblocks, which are specific challenges that have to be overcome. For example, sneaking past a teacher. In this case, if one Evoker succeeds in overcoming the roadblock, it's assumed to be overcome by all of them.
  • Investigations can, to a certain extent, simulate fights; if they become too serious or involve Shadows, however, combat rules will be invoked, with or without a map.


In this stage, the Investigation comes to an end, Evokers discuss the aftermath, and any rewards, consequences and damages (such as stress) are revealed.
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