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).