THE DETECTIVE
Marcus L Rowland's 'Detective' appeared in White Dwarf 24 (1981) and was a class combining clerical and thieving abilities to solve mysteries and uphold Law. This is a revised version of the Detective for White Box.
Detectives are champions of Law and solvers of mysteries. They resemble Lawful Thieves and Bards to a degree. It is their calling to solve crimes and bring wrongdoers to justice. Some focus on tracking down particular Chaotic monsters, such as Werewolves, Vampires or Demons. Unlike Paladins, they rely on brains more than brawn.
Detectives must be Lawful in alignment. They are usually Human but at the Referee’s discretion Dwarves and Halflings may also be Detectives (advancing to level 6). The Prime Attribute for Detectives is Intelligence and they add +05% to earned XP if this is 15+.
Detectives must be Lawful in alignment. They are usually Human but at the Referee’s discretion Dwarves and Halflings may also be Detectives (advancing to level 6). The Prime Attribute for Detectives is Intelligence and they add +05% to earned XP if this is 15+.
Armour & Weapon Restrictions
Detectives may use light (one handed) weapons and bows. They may wear leather armour and carry shields. They can use magic items usable by Thieves and also crystal balls and the robe of eyes.
Deduction
This is the chance (roll on a d6) for the Detective to pick up a clue from spending 1d6 rounds studying a person, object or location. This could include:
At the Referee's discretion, a clue could help the player with:
During an investigation, a clue could include:
Deduction is mentally stressful and can only be used once per 10-minute turn. Whether successful or not, a Detective can not seek another clue on the same subject until he has gone up an experience level. If a Deduction roll fails, the Referee should roll again and if this roll fails too then the Detective receives a false clue. If the re-roll succeeds, then no clue is provided.
- following a trail in a town setting (deduct 1 from Deduction to follow trails in a wilderness or dungeon)
- seeing through a (non-magical) disguise (e.g. Assassins, Houris or other Detectives)
- identifying properties of a magical potion, scroll or miscellaneous magic item
At the Referee's discretion, a clue could help the player with:
- cracking a code or a message in an unknown language
- solving a puzzle or riddle
During an investigation, a clue could include:
- identifying the cause and time of death of a body
- identifying poison
- gaining an insight into a suspect's motives, background, class and alignment
Deduction is mentally stressful and can only be used once per 10-minute turn. Whether successful or not, a Detective can not seek another clue on the same subject until he has gone up an experience level. If a Deduction roll fails, the Referee should roll again and if this roll fails too then the Detective receives a false clue. If the re-roll succeeds, then no clue is provided.
Detection
PCs successfully listen at doors, detect secret doors and traps and open locks on a roll of 1-2 on a d6. Detectives are twice as good at this, succeeding on a 1-4 (and spotting secret doors and simple pit traps without searching for them on a 1-2).
Non-lethal Combat
Detectives prefer to capture some evil-doers alive. They can attack with their bare hands in the same way as Monks, They gain two attacks per round this way and deal 1d6-1 damage on a hit.
If a Detective uses bare-handed combat to reduce a non-magical enemy to 0 HP or below, she may elect for the final attack to be non-lethal. This knocks the opponent unconscious for 1d6 rounds instead of deducting Hit Points.
If a Detective uses bare-handed combat to reduce a non-magical enemy to 0 HP or below, she may elect for the final attack to be non-lethal. This knocks the opponent unconscious for 1d6 rounds instead of deducting Hit Points.
Saving Throws
Detectives gain a +2 bonus against Poison and Traps.
Establish an Agency
At ninth level, a Detective may build a Detective Agency in a town or city. She or he becomes a Master Detective and attracts the services of a band of lower level NPCs (often other detectives, bards and reformed thieves but possibly paladins or lawful clerics) who help her solve cases.
Trauma
Detectives do not gain Trauma from negotiating with monsters, from searching corpses or from being alone in dangerous places.
Detective Feats
Arcane Senses: Your Deduction power can be used to attempt to spot invisible or magically disguised objects or creatures (including illusions and polymorphs).
Elementary Insight: Add +1 to your Deduction score.
Escapology You can escape from rope bonds in a 10-minute turn if left alone or 1d6 turns if guarded. You can use a Deduction roll to try to escape from chains, manacles, bilboes, stocks and other more solid bindings.
Martial Arts: You deal 1d6+1 damage when fighting unarmed and your bare-handed attacks count as if they were magic weapons.
Master (or Mistress) of Disguise: You can spend 1d6 rounds disguising yourself to appear as any class, gender or race of your approximate build. If onlookers try to see through your disguise, use your Deduction skill to fool them.
Nemesis: Choose one particular enemy that you hunt. You are immune to its signature power. This could include the charm powers of Succubi, blinding beauty of Sidhe, the level-draining of Vampires or lycanthropy from Werewolves.
Sage: You have a broad area of knowledge (e.g. plants) in which you are an expert and a narrower area of specialism (e.g. fungi) in which you are unrivaled. You may select this Feat multiple times to extend your knowledge.
Elementary Insight: Add +1 to your Deduction score.
Escapology You can escape from rope bonds in a 10-minute turn if left alone or 1d6 turns if guarded. You can use a Deduction roll to try to escape from chains, manacles, bilboes, stocks and other more solid bindings.
Martial Arts: You deal 1d6+1 damage when fighting unarmed and your bare-handed attacks count as if they were magic weapons.
Master (or Mistress) of Disguise: You can spend 1d6 rounds disguising yourself to appear as any class, gender or race of your approximate build. If onlookers try to see through your disguise, use your Deduction skill to fool them.
Nemesis: Choose one particular enemy that you hunt. You are immune to its signature power. This could include the charm powers of Succubi, blinding beauty of Sidhe, the level-draining of Vampires or lycanthropy from Werewolves.
Sage: You have a broad area of knowledge (e.g. plants) in which you are an expert and a narrower area of specialism (e.g. fungi) in which you are unrivaled. You may select this Feat multiple times to extend your knowledge.
Notes for Referees
Deduction is the Detective's signature power and it's pretty far-reaching. It's not meant to replace players figuring things out for themselves and a good way to punish its frivolous use is to impose a point of Trauma. The ability offers 'clues' and not necessarily the final solution to a mystery. It's intended to provide stumped players with a way forward and allow people to play brilliant investigators even when they're not personally insightful themselves (after all, D&D lets weaklings play strong and athletic types).
Detection makes Detectives as valuable as Elves for detecting secret doors and replaces the Thief powers Marcus L Rowland gave them. The success range is high, but the player usually has to state that they are searching (and where) and Referees will make Wandering Monster Checks when time is spent this way - assume that most inspections use up a 10-minute turn.
Two attacks per round is a lovely boost for 1st level characters. The Detective's hand-to-hand fighting is slightly less powerful than the Monk's: 1d6-1 (equivalent to daggers) rather than 1d6 (equivalent to swords and most monsters). Non-lethal attacks can still leave Injuries (see the Death & Dismemberment rules).
Detection makes Detectives as valuable as Elves for detecting secret doors and replaces the Thief powers Marcus L Rowland gave them. The success range is high, but the player usually has to state that they are searching (and where) and Referees will make Wandering Monster Checks when time is spent this way - assume that most inspections use up a 10-minute turn.
Two attacks per round is a lovely boost for 1st level characters. The Detective's hand-to-hand fighting is slightly less powerful than the Monk's: 1d6-1 (equivalent to daggers) rather than 1d6 (equivalent to swords and most monsters). Non-lethal attacks can still leave Injuries (see the Death & Dismemberment rules).
What about magical Detectives?
The spell-casting Detectives don't seem to require a whole subclass. They're just Lawful Clerics who follow a god of Justice or a cult of inquisitors devoted to solving mysteries or hunting down evil.
The Lawful Sage
Rather than give Clerical Detectives the God's Weapon ability from Arcane Lore, give them a Sage area of expertise, just like the Detective Feat above. Let them expand into other areas of expertise, if they wish, instead of taking new Feats. They don't use the other Detective Feats and instead choose their Feats from the standard Cleric list.
Rather than give Clerical Detectives the God's Weapon ability from Arcane Lore, give them a Sage area of expertise, just like the Detective Feat above. Let them expand into other areas of expertise, if they wish, instead of taking new Feats. They don't use the other Detective Feats and instead choose their Feats from the standard Cleric list.
Marcus L Rowland's Detective Spells
Some of the original Detective spells can be included for White Box like these, which are only available for Clerical Detectives.
Some of the original Detective spells can be included for White Box like these, which are only available for Clerical Detectives.
Detect Lie
Spell Level: C1
Range: Caster
Duration: 1d6 rounds
The caster can tell if she is being lied to (but not if someone genuinely believes a false report). The caster receives a saving throw vs Spells to resist a Houri Magic-User casting Silvertongue.
Spell Level: C1
Range: Caster
Duration: 1d6 rounds
The caster can tell if she is being lied to (but not if someone genuinely believes a false report). The caster receives a saving throw vs Spells to resist a Houri Magic-User casting Silvertongue.
Reflect the Past
Spell Level: C2
Range: 10' radius of caster
Duration: Concentration
The caster can hold up a mirror or shine a lantern through incense smoke to reveal events taking place in the same location in the past, up to one hour ago per level of the caster. The caster gains a point of Trauma from doing this. Certain demons and fey creatures might detect that they are being observed from the future and block the effect.
Spell Level: C2
Range: 10' radius of caster
Duration: Concentration
The caster can hold up a mirror or shine a lantern through incense smoke to reveal events taking place in the same location in the past, up to one hour ago per level of the caster. The caster gains a point of Trauma from doing this. Certain demons and fey creatures might detect that they are being observed from the future and block the effect.
Truth
Spell Level: C3
Range: Touch
Duration: 1 hour
The target of this spell is compelled to tell the truth. The target is not forced to speak but if they do speak they cannot lie. There is no saving throw against this effect.
Spell Level: C3
Range: Touch
Duration: 1 hour
The target of this spell is compelled to tell the truth. The target is not forced to speak but if they do speak they cannot lie. There is no saving throw against this effect.
Escapology
Spell Level: C4
Range: Caster
Duration: Immediate
Non-magical bindings immediately fall away from the caster, including ropes, chains, manacles and gags. This only works on bindings on the caster's person, not locked doors. The caster receives a saving throw vs Paralysis to escape from magical bindings (such as web spells but not paralysation or hold person).
Spell Level: C4
Range: Caster
Duration: Immediate
Non-magical bindings immediately fall away from the caster, including ropes, chains, manacles and gags. This only works on bindings on the caster's person, not locked doors. The caster receives a saving throw vs Paralysis to escape from magical bindings (such as web spells but not paralysation or hold person).
Vision of the Past
Spell Level: C5
Range: Caster
Duration: Concentration
This is an improved version of Reflect the Past because the vision occurs in the caster's mind and extends into the past for one year per level of experience. The caster sees the past as with her own eyes and can cast another perception-based spell (such as detect evil) but the vision will end immediately after a second spell takes effect. The vision causes the caster to gain 2 Trauma and demons/fey entities may perceive the caster themselves.
Spell Level: C5
Range: Caster
Duration: Concentration
This is an improved version of Reflect the Past because the vision occurs in the caster's mind and extends into the past for one year per level of experience. The caster sees the past as with her own eyes and can cast another perception-based spell (such as detect evil) but the vision will end immediately after a second spell takes effect. The vision causes the caster to gain 2 Trauma and demons/fey entities may perceive the caster themselves.