Feng Shui: The Lost Island
You’ve seen so many blueprints, schematics and building plans, you can identify the basic layout of any structure you enter. Things like load-bearing walls, electrical wiring for alarms and elevator shafts leading to secret subbasements become clear to you with just a cursory look of the outside of the building. By spending a Fortune Die, you can tell where the exits are located, which levels have heavy electricity (and are thus more likely to carry computers and/or security measures) and where the corner penthouse is likely to be located. You must spend ten minutes examining the building externally before entering, otherwise the schtick doesn’t work. If you can spend thirty minutes exploring the inside of the building unmolested, you can forego the Fortune Die to determine one pertinent fact (where the exits are or where the vault is, not both).
Keep in mind that the GM can choose to throw you for a loop if he feels it’s dramatically appropriate. You know building types, not specific buildings, and there’s always a chance that the owners walled off that fire escape you’re so sure is on the south wall. In these cases, you don’t need to give up the Fortune point. Such nasty surprises should only be used sparingly, and never if it results in death or other permanent consequences for the PCs. It is designed to provide an interesting curve ball for plot development, not render the schtick effectively useless. GMs: Use your best judgement and be fair.