Investigator

The is a based off the Class from GM Guide 0.5.(Not the original link.)

Type of Gift: Class

Primary
The Culprit is You!: Whenever the Investigator discovers the truth behind a crime, they may instantly learn the attributes, location, and motive of the culprit. If there is no culprit, the Investigator restores their attribute dice and HP to full.

Level 1
Begin Investigation!: Roll to Dye the second you enter a place you believe clues are located. The GM will give you a read of the situation based on your roll, and you can select a Swing immediately.

Keen Eye: +1 to Roll to Do as it directly relates to uncovering information, finding evidence or otherwise investigating something.

Link Available!

Level 2
Price: 10xp

Understudy: Whenever you Clash and fail on finding a clue, synthesizing evidence, or coming to a conclusion, you overlook something and can immediately have an ally jump in and offer their own expertise. They take over the Clash and roll in your stead. They may choose between using their own Swing, or using your Swing and any bonuses to the roll you might have.

Level 3
Price: 20xp

It’s all Coming Together I: When rolling to come to a conclusion, you gain a +1 bonus to your Do or Dye rolls for every clue you’ve acquired while investigating.

Link Available!

Level 4
Price: 30xp

Tireless: Whenever you fail a roll while investigating, and your GM offers you success at the cost of HP, you may pay 1 HP instead to reroll.

Level 5
Price: 50xp

Guess Again: Whenever you draw a conclusion about the true nature of a crime, or make an assertion about a culprit and your reasoning proves to be wrong or incomplete, you may immediately lose one Pulse to attempt another guess. Your GM must tell you if you were wrong, close, or another factor is complicating your conclusion. If you made a roll as part of drawing this conclusion (for example, dramatically thrusting your evidence at the culprit while hoping for a response), you may reroll that dice.

It’s all Coming Together II: When rolling to come to a conclusion, you gain a +1 bonus to your Do or Dye rolls for every clue you’ve acquired while investigating. You may also use this bonus to act against the subject of your investigation once you discover them.

Desc.
The Investigator thrives, as you would expect, in investigations. This class is most potent in a game full of criminal intrigue, but the wording is vague enough that this class could make an excellent tracker: only its Primary ability and Guess Again specify a Culprit. In most cases, the Investigator is excellent in gathering information and synthesizing a conclusion!