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 M  I  N  O  R  .  R  E  P  O  R  T
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2026-05-05

Investigation Map

Probability Reference (2d6 vs BlackJack)
6+  72.2% vs 17+ 77.63%
8+  41.7% vs 19+ 55.86%
10+ 16.7% vs 21  16%

♣ represents conflict: usually combat, but also argument, a trap or some other stressful event.
♠ represents information or knowledge: data, tracks (blood, trace, fingerprints), messages, ciphers, patterns.
♥ represents artefacts: technology, objects, statues, money, monuments.
♦ represents emotion: witness, accusation, interrogation, treachery.
A-10 represents places where each evidence or event take place.
JQK represents special encounters with NPCs, pair with their suits for class, behaviour and look for possible outcomes.

Draw one card to play an investigation scene (Setup, Action, Resolution).
You collect enough evidence to move forward (or solve the case) by collecting one or more pairs.
Sometimes a card or outcome might gift you with another specific card (e.g. "find A♣" or "find the first A").
Follow the instructions looking for the card in the deck and play the scene.

Save Resolution
    The main mechanic is a BlackJack game against a static "Dealer" that by default always draw a hand of 17 (Target 17+).
    Success is drawing a hand between Target and 21.
    If you draw less than the Target, you soft Bust.
    If you draw more than 21, you hard Bust.
    This mean you can decide to "Stand" on a soft Bust, or "Hit" to draw one more card to succeed but risking a hard Bust.
Evidence Save
    !!!!!!!!!!!!!!!!!!!!!!!!! THINK AND PLAYTEST
    !!! If an evidence card requires a Save and you soft Bust, you can try again later.
    !!! If you hard Bust, you lost the evidence.
    !!!!!!!!!!!!!!!!!!!!!!!!!
Combat Summary
    Encounter HD adds a modifier to default Target 17+.
    Encounter HD also defines how many additional successes to finish combat.
    Bust 16-, no damage done on either side, if bust twice you create an opening for creature to run and end encounter.
    Bust 22+, character suffer wound.
    Use encounter description inside brackets to help narrate or journal the combat scene.
    Each character can suffer two wounds before ending in the Hospital, getting captured or dying.
    You cannot recover wounds before ending the Investigation, be careful on Saves betting.

Incident
    This is a Hive Planet Investigation.
    A Hive planet is a crowded world with the sole purpose to produce humans for cheap administrative and industrial work.
    It's usually divided into Inner Hive where all the white collar business take place, and the Outer Hive for the masses.
    Draw a card for a "Hook", you'll get briefed in the Inner Hive before you venture into a degenerated Outer Hive.
    This is a secret investigation without involvement of local authorities, you're not the only team investigating.
    Leaking the investigation might bring undesired attention.
    The Inquisitor should usually provide you with fake IDs and a valid permission to carry weapons.
♣ A body was found in the train rail. It was quickly covered up by the local Enforcers and the Inquisitors communicated.
  The body contains unusual cybernetic implants or a spinal chord modification which breaches the DI Codex as heresy.
  Victim name is Carlson Burk, he was a factory worker and left family behind.
  Briefing location: Doctor Executioner Umar, Inner Hive State Morgue.
♠ The local Enforcers accumulated a dozen blood bank raids in the last month.
  Not only it's an unusual place to raid, but it's often linked to heresy.
  Briefing location: Doctor Executioner Umar, Inner Hive Central Hospital.
♥ A damaged metal cylinder containing odd symbols was found in a crime scene, resembling a mechanical cipher.
  The Enforcers shut down any investigation and the evidence was stolen.
  But not the word about it, which ended up in a signal sent to the nearby Inquisitor frigate.
  Briefing location: Investigator Latifa, Inner Hive 9th district Enforcement Center.
♦ Every single gang member captured in recent crimes got killed or suicided before being interrogated.
  Someone is trying hard to cover up something nasty, it smells of heresy.
  Briefing location: Interrogator Ivan, Inner Hive 9th district Enforcement Center.

DI Codex: Dajjaliyyah 'illaya, a book describing every action, behaviour or concept that is to be considered an heresy.

Evidences
    Draw a card to play a new scene that is going to generate or lead you into an evidence.
    Keep track of the evidences that you get along the way, and when you find a pair, check the resolution.
    The resolution might either lead you into a next act (with new tables) or the final act.

A-2 Hotel
A♣  Dregs invade your hotel room during the night, they're looking specifically for you and hope to get you asleep.
    19+ to wakeup (or be awake), otherwise start combat suffering one wound.
    [HD 0, pipe shivs, rusted blades, axe]
    An encrypted note stained with blood can be found in one of the Dregs' jacket.
    The hotel manager and Law Enforcers are going to take the characters to file a police report.
    Your room is now a crime scene and you're being moved to another floor.
2♣  A Rat infestation breaks out in the old Hotel.
    From a leak in the roof of your room, mutant "Vapour Rats" crawl the walls or fall to the ground and your beds.
    19+ for half a dozen mutant rats [HD 0, plage bite]; otherwise around 20 rats wreak havoc [HD 1, plague bite].
    Rats usually suffer mutation due to industrial trash.
    These ones appear to also have been experiment subjects showing signs of surgery.

A♠  While looking for the Hotel manager in the reception to complain about all the noise in the upper floor.
    A weird note can be found in the reception desk.
    The note is encrypted in an odd alphabet. You can take a picture or pick the note.
2♠  As a good habit you check the Hotel room for cameras or listening devices.
    Drawers, wardrobe, under the bed... Apparently the lazy Manager didn't asked for a proper cleaning of the place.
    You find a note crumpled note written in an odd alphabet.
    You cannot decipher the content, perhaps it belongs to the previous guest or someone visited your room.

A♥  You and your clothes are filth and disgusting from dwelling around the suburbs of the Outer Hive.
    There's no hot water. You don't find anyone in the reception desk and you go inside looking for the manager.
    There is an odd metal cylinder in the manager's office and no one around.
    It's a mechanical cipher key, and you have a suspicious feeling of crime or heresy.
2♥  A package was sent to your room by mistake.
    Apparently it was supposed to get delivery a day before to the previous guest.
    It's a small metal container.
    A Joker can hack into the console and open the container in 18+, otherwise you need to find a specialist.
    Inside there is an encrypted research report and a Vapour Rat corpse, with a lengthy suture along its spinal chord.

A♦  A Dreg surprises you in a dark alley nearby the Hotel entrance. His unarmed and looks troubled and anxious.
    Trying to remain in the shadows he says he "can't do it anymore", he apparently knows the characters are undercover.
    The Dreg begs for a few credits to buy drugs in exchange of information.
    As soon as he sees the Hotel manager approaching the characters, he takes a suicide pill.
    An encrypted note can be found in the Dreg body.
2♦  You wake up with an explosion 3 floors above you, shootout and screaming.
    By the time you arm yourself and reach the floor you find blood trails, whoever was there alive already left.
    There are Narcos corpses outside the room, and a couple of civilians.
    One is severely burned and dead.
    The other one was shot to the verge of death and now it's only coughing blood and murmuring.
    Before dying he points his finger to a burning drawer.
    You find a partially destroyed notebook with investigation notes, partially decrypted messages and an address.
    You later identify them as another team of undercover clerics.

AA  Having more than one encrypted note, or the cylinder and a note, a Joker character decodes in a 19+.
    You can repeat the Save every night or you finish decoding by the end of a week.
    Any notes are going to read something in the lines "Kill the outsiders tonight, don't fail me again.".
    You have evidence that the hotel manager must know something or must be involved.
    With enough pressure he tells you that he hands out useless guests to Dregs.
    Dregs would hijack or kill guests, and handle their bodies (or body parts) to a bizarre Surgeon.
22  The decrypted messages points out to heretic experiments on lab rats, apparently as a first research step.
    If you've found Vapour Rats along the way you also connect the dots.
    You either get an address from the encrypted notes or you manage to pinpoint a list of Outer Hive laboratories.


3-4 Worker Union (and Pub)
3♣  Deciding to investigate the Worker Union, you find Narcos collecting a "tax" by force (and blood).
    You're mistaken by workers when you arrive and you're immediately targeted.
    [HD 0, blade or pistol]
4♣  When you arrive to investigate the Worker Union, you're suspiciously blocked by local Enforcers.
    [HD 1, armoured, rifle or pistol and baton]
3♠
4♠
3♥
4♥
3♦
4♦

5-6 Dormitory Hub
5♣  In the Dormitory Hub entrance you find a few drunk (or high) Factory Workers harassing people and creating trouble.
    [HD 0, unarmed or bludgeon]
6♣  Entering the Dormitory to investigate the victim's apartment, you're surprised by a Narco raid.
    [HD 1, axe, pistol, molotov]
♠
♠
♥
♥
♦
♦

7 Factory
♣ Inside the Factory there are the manager and a few Enforcers interrogating (torturing) a few workers with batons.
  [HD 1, pistol and baton]
♠
♥
♦

8 Nutmeg Pub
♣ A drunk factory worker get stabbed by a Narcos in the pub back alley just in front of you. There's no one else around.
  [HD 0, blade]
  In the worker pockets you find a picture of the worker posing at the side of a friend.
  In the back of the picture there's a name.
  Incident ♣ : If you're investigating this incident the man in the picture is Carlson Burk, you might start suspecting he was also killed by Narcos.
♠ The bartender Sophia picks your attention. As if she has the monopoly of all the charisma in the room.
  She obviously knows too much, as she can easily extract information just as easy as she serves drinks.
  Still, she's careful on replying to any of your questions. She's an information gatherer, and not a giver.
♥ Sophia is around every night, she's the popular Bartender and tells you she used to be the owner of the place.
  While talking to you and serving drinks around, she seems to keep an eye on everyone and know everyone by name.
  An attentive Joker also notices that she controls who can go upstairs and she keep an eye on the same dressed up tough guys that hangs out there every night.
  Knight and Queen characters can notice that in a 19+.
♦ You meet a man named Ed. He's drinking and he's quite vocal and attracts a lot of attention.
  When asked about odd things around or a specific victim, he claims to know the victim as a co-worker.
  He tells everything he knows about the victim and tells you about some trouble the victim might have gotten into.
  A week before the victim has gone missing, he had an argument with some well dressed guys that appears to be Narcos.
  However, he doesn't believe the argument was serious enough to have any connection to his disappearance.

88  One night, Sophia rings you at your Hotel room.
    If you've met her, you know she has information as she knows everything including your hotel room number...
    If you didn't meet her, she's the bartender at Nutmeg Pub, and you didn't because she decided not to be seen.
    She knows what you're after, and offer Intel but at a hefty price.
    She explains that she was the owner of Nutmeg but the Narcos now uses the place as a hub for their operations.
    Put the Narcos out and put her back in control and she's going to pay you back.
    If you choose to fight the Narcos off the place, there are many of them specially on the upper floor.
    [HD 3, rifle, pistol, grenade]
    If you lose the fight, Sophia won't be spared, she has to leave the planet and ask to join you.
    [J♦ Sophia, Revolver, Wild - She's a social butterfly and has a deep network of contacts, she also knows her way through security and computers.]
    If you fail to help Sophia and doesn't accept her in the party, you've burned this evidence pair a must find new evidence.
    If you clean the place for her or accept her in the party, she tells you that Narcos made a deal to deliver bodies to HiveQueen labs.
    The Narcos either fabricate the bodies themselves, or hire Dregs to do the dirty job.


9 Trade Markets
♣ You investigate the Trade Markets looking for information.
  If you're investigating I♣ you're asking about the victim or it's acquaintances.
  Succeed on 17+ to avoid bully Enforcers to bump shoulders with you to create trouble.
  16- the Enforcers start an argument.
  22+ the Enforcers start a fight.
  [HD 1, pistol and baton]
  If you bust 22+ and have a fight, the locals are going to be too much afraid to open their mouths.
  Avoiding the Enforcers Investigating I♣ you can get information about the victim's sister whereabouts.
  Otherwise you find out the brother of a local merchant went missing and they tell you where you can find her.
♠ Walking through the maze of shops in the open market you find yourself looking at a few angry and troubled Enforcers.
  They're brushing off a graffiti or protest message on the market walls, and harassing merchants asking who's the responsible.
  The message says something like "HiveQueen is the mark of the Beast" and "Get out the Outer HiveQueen".
♥
♦

10 Church
♣ There are about 15 people praying at the church when you cross the doors.
  On 17+ you interrogate the right people.
  Otherwise you end up talking to an undercover Narco as well.
  [HD 0, hidden blade]
  Investigating I♣ You find out that the victim and a friend of his where a frequent attendants of the church, specially on Sundays.
  Otherwise you hear about church attendees among the missing people.
♠
♥
♦

JQK Characters
    The following denizens can be currently found and either help or create problems to the clerics.
    Different than Evidences, you can retrigger the encounter again by drawing the same court card again.
    A few of them might trigger different events when you meet them a second or third time.
J♣  Dr. Han, renowned scientist in the intergalactic community.
    Heretic - Renown doesn't mean ethic or principles, he's an expert in illegal alchemy and biocraft experiments for governments.
    Encounter - TODO
J♠  Ed Ward, factory worker, a victim's friend
    Honour - Doesn't leave a comrade behind, and it's trapped in the rat race like most.
    Encounter #1 - Find 8♦.
    Encounter #2 - Find 8♣.
J♥
J♦  Shift, retired hacker and enthusiast
    Wild - The law is subjective, and I can tell you who are the real bad guys.
    Encounter - TODO

Q♣  Dr. Heron, Director of Inner Hive Central Hospital and CEO of HiveQueen, a Biotechnology Company in the Outer Hive
    Heretic - Practiced deceiver and ruthless killer. Has corrupt ties to every layer in the Planet's government and underworld alike.
    Encounter - TODO
Q♠  Father Gorbachev, Preacher of the Outer Hive Cathedral
    Honour - Seen as useless by many, he's just powerless in face of the planet's growing corruption and crime.
             He's a protected Orthodox Christian Cleric, meaning he has good and close ties to the Caliphate.
    Encounter - TODO
Q♥
Q♦  Don Lucas, Hotel Manager
    Wild - The man either looks like a fair businessman, or a psychotic addict depending on the day.
    Encounter - TODO

K♣  Officer John Smith, Enforcement Officer in the Outer Hive
    Heretic - Corrupt and addict, the Enforcers are compromised and most of them participate in the structured corruption.
    Encounter - TODO
K♠
K♥
K♦  Charles, Narco "Officer"
    Wild - Knows how to be very polite in a threatening way. Think he's in control of the Outer Hive.
    Encounter - A night visiting the trendy Nutmeg Pub, you're forcefully invited to sit in a dark corner.
    Charles make himself known to you and sit in silence watching you while his henchmen do all sort of questions.
    No one wanders in the Outer Hive without being watched by Narcos, and no one visit Nutmeg without a formal presentation.


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