Research

Information is a powerful tool and an invaluable reward. While firsthand experience and Recall Knowledge checks are useful for piecing together clues, the research subsystem provides a way for the PCs to discover important information while challenged by a time limit or other interesting twist.

In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. This subsystem is great for granting PCs more in-depth pieces of information as they continue to explore an area at large. Here, time passes in rounds spanning anywhere from 10 or so minutes to a full day. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with a lonely artificial intelligence or a combat encounter against a malfunctioning security robot.

Research challenges work best when the PCs face a time constraint, rival research group, or other form of external condition that presents additional pressures—if the PCs have all the time in the world to safely investigate a database or ruin, you can usually simplify things to a simple skill check since the PCs are free to keep rolling until they uncover everything there is to find.

Building a Research Challenge

A research challenge has two components: the library, which is an area containing the various research checks PCs need to attempt to learn about the topic (as well as obstacles that the PCs face while doing so); and a research stat block, which details the topic being researched and contains the information, rewards, and additional complications that happen when the PCs reach certain thresholds of RP.

Designing the Library

“Library” is the general term to designate the setting of the PCs' research. Despite the name, it doesn't necessarily consist of a collection of books. It could be a computer database, astral memory palace, a club where the party questions the other guests, or even an infosphere. In many ways, designing a library is similar to designing any other adventure locale, with various rooms or other areas, each with its own complications for the PCs to overcome. If your library has a tactical map, these are likely hazards or encounters with hostile creatures; if your library is cinematic, especially if it's a virtual space, these might instead be skill-based or social encounters with NPCs. The PCs might even need a skill check or the Hacking subsystem to gain access to the library.

Throughout the library, you'll place research checks. These describe the task that the party is doing to Research—asking in a chat room, skimming books, chemically testing samples, or talking to a stubborn administrator—and a number of skills and DCs the party can use with the Research activity, in order from the lowest DC (the skill that works best) to the highest DC.

Designing the Stat Block

Once you've decided how your library and its research options are structured, it's time to build the stat block and set research thresholds for each topic. Thresholds are your opportunity to reward your PCs with intriguing new information (like the history of the planet they're on), tactical intel (such as a prototype robot's only weakness), uncommon or rare options (like item formulas of lost technology), or anything else. A mix of rewards is best! Backstory can be interesting but isn't much of a reward on its own, so it should appear only at the lowest thresholds.

Reaching thresholds can also change the state of the library, in the PCs' favor or otherwise. In a poorly managed database, the first threshold might simply be cable management to help subsequent checks, but in a haunted database, necrolinked undead might appear to check their feeds. Reaching a research threshold can do just about anything, but it should have impact.

You don't need to evenly space thresholds—you could require very few Research Points for crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward.

Published adventures use stat blocks like the one below.

Research Topic's NameResearch (Level)


Traits
Research Checks The checks PCs can attempt to conduct research listed alongside their locations, tagged with area codes or page references when appropriate.
Research Thresholds Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold).