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priority:skills:research [2025/01/03 00:01] – created reonpriority:skills:research [2025/01/03 00:30] (current) reon
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 ====== Research (INT) ====== ====== Research (INT) ======
  
 +Research is used to compile data from written sources, studied affects or even clues acquired in the field. It could be represented by spending countless hours in a ancient library, running and rerunning experiments in a arcane lab, or compiling a list of suspect based on weeks of observation from dozens of agents.
  
 +Research is generally used when a simple knowledge check would not suffice. It is often measured in hours not rounds.
 +
 +===== Using Research =====
 +
 +==== Formula ====
 +Researching a Formula for a Spell or Magic item is a Research check. Generally it takes 10 hours of research per Spell Tier being researched. Some magic items do not have an associated Spell Tier, in most cases you can you the Enchantment level as the Spell Tier.
 +
 +==== Blueprints ====
 +Researching a Blueprint is very similar to a Formula. In order to research a Tech Blueprint you need to spend 10 hours per spell tier being replicated by the Technological item. In the event an item does not have a Spell tier associated you should spend 10 hours per enchantment tier of the item. Some times Tech items do not have either available in which case the TU value multiplied by 2 (TU x 2 = hours) of the object would be the best place to estimate the number of hours required to research it.
 +
 +==== Ancient Secrets ====
 +Sometimes knowledge is lost or buried and someone just needs to go digging to connect the dots. Be it long lost magic, a secret kabbala that controls a major city, or something as simple as a long extinct species, research may help reveal the secrets. In order to uncover Ancient Secrets you may need to spend an untold amount of time researching. Sometimes it may be a rather simple 40 hour check in order to put together the secret hide out of a local Thieves Guild or it could be 400 hours required to find a lost sunken city. For truly mysterious or pivotal secrets (such as who is the secret foe of the players) the GM may elect a threshold for hours spent researching to grant insights to the player. Similar to gathering rumors these should not be direct answers but whispers, hear-say or even riddles that give clues or additional insight on something unknown. Maybe while researching the impending Doom the player learns that there's a legend a servant of the Doom can only be defeated using light. This usage should be for story telling and not be expected to give the entire plot away. Just bread crumbs or even useful tips for upcoming encounters if it is relevant.
 +
 +==== Lab testing ====
 +Sometimes the players will find unique substances or strange creatures. By taking small samples or direct insights of the materials they can gain knowledge of it by testing. This would have a Research Threshold set and after every period a new discovery can be made. Maybe the player is testing on a strange exotic rock that floats in cold temperatures and the threshold is 10 hours and after that all the rocks secrets are laid bare. Maybe the player's defeat a strange alien beast never before seen and after 100 hours of research merely a single weakness to silver is discovered with countless more secrets to unlock.