Often times folks want to get involved in some research. Rather than write an entirely new set of rules, going to use a modified version of the "Chase" mechanics used for social interaction and evasion/pursiut.
Assuming a standard library of knowledge, let's set the track.
0 = no more knowledge can be attained
1 = possibly false valuable info found
2 = possibly false petty information found
3 = general starting point
4 = petty info
5 = valuable info
6 = significant information acquired!
- Researching is an 8 hour block of time (most of a day)
- The researcher gets 1 INT Check
- this could always be another attribute like WIT or AWR depending on the situaiton
- Someone helping gives Advantage like usual
- make sure they can reasonably help (being literate is the most obvious)
- The Difficulty is based on
- what information is being researched
- how complex the library is - is it organised, character access, and so on.
|Legendary Failure||down 3 levels|
|Critical Failure||down 2 levels|
|Failure||down 1 level|
|Success||up 1 level|
|Critical Success||up 2 levels|
|Legendary Success||up 3 levels|
After a check, the character can accept the level they are on and stop researching. A result of valuable info includes the petty info, and the significant info includes the valuable and petty results. Info isn't passed along until the character decides to stop researching.
State of the Library - start at a base rating of 3, then modifi
- Maintained: -1 .... Not Maintained: +1
- Organized: -1 ... Disorganized: +1
- Extensive: -1 ... Limited: +1
Examples of other things that can come into play for the difficulty:
- Rush Job: research for a 4 hour block - roll at Disadvantage
- Library is focused on the topic at hand - reduce the difficulty by 3 (architecture library) or 5 points (late 3rd era architecture)
- Library is Dangerous: Difficulty increased by up to 6, reduce by 1 for everyone "on watch"
- Each additional research block is +1 Difficulty.
The Library is Extensive but Disorganized. It is sort of maintained; Difficulty +0
The Situation is dangerous (4) - if they get caught they'll get in trouble; 3 folks are keeping watching; Difficulty +1 (4-3)
Net difficulty for this research is 11
Beth (INT +2) and Tucker are doing the research, so the roll is made with Advantage.
The GM Roll 2d6+11
Players: 2, 5, 6; keep the 5 and 6 plus 8 for a total of 19
GM: 6, 4 plus 11 for 21
Failure ... the now at track 2 the group finds some petty information that might be false. they decide to take it and bug out of there.
Library is: well maintained and organized (-2)
Net Difficulty: 5
Using the Crew's Research Library Collection
- Same rules, but don't forget you can add the rank of the collection to the Action Roll.
- The Value "Lost" is based on the Action Roll that has the potential the be the most costly
- In order of potential Value "Lost": Legendary Failure, Critical Failure, Legendary Success, Critical Success, Success/Failure
- If the party has some key information, perhaps they start at position 4.
- The Research Track positions from 0 to 8 and the party starts at 4 for a larger or more complex research project.
- Instead of knowledge, some of the track positions contain events (position 1, the war librarians have noticed you and are coming to check credentials you don't have).
- Research time costs money ... a double rush is 2 hours, but 2 Disadvantages (so even with help, the roll is at Disadvantage).
- You hire or have Research Assistants (crew improvement), each one allows you to re-roll a die on your check.