Research

After an encounter with a new incarnation of the villainous group Chaos!, the members of Atomic Youth find themselves body-swapped. Loreman must find an answer to setting them right again. He delves into the tombs in the Great Library of Alveron. Does he find an answer?

Sunder is crashing a high profile New Years Eve party at the British Embassy. He needs to forge an invitation to get in the door. Can he find out exactly what they'll look like?


Research is an action you can take to learn information. To perform Research you'll need an appropriate library and time.

The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where you're conducting your research.

The most common use of the Research action is to emulate or enhance Intelligence skill checks such as Arcana, History, Medicine, Nature, Sciences, and Theology & Philosophy. Where these skill checks allow you "to recall lore about" a topic, Research lets you discover this information.

Researching still requires an Intelligence check, however you gain bonuses based on the quality of the library and some class features.

Researching does require time—typically 1d4 hours before making your Intelligence check. Researching more difficult to find information takes longer (see the Time column on the Research Chart). If you succeed, the GM will tell you what information you've uncovered. If you fail, you can continue to research.

A group of characters can research together. Each character applies time to the total, so 2 character can complete a typical research session is 1d4 hours divided by 2, 3 characters divide the time by 3, and so on. A character must have a positive Intelligence or Wisdom modifier to in order to contribute to research. At the end of the session, the character with the highest modifier makes the check.

Information DC Time Definition Example
Common 10 - Known by at least a substantial minority of the local population. A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery; details of a celebrity's married life; stuff you learn in middle school.
Basic 12 - Known by a less substantial minority, but still general knowledge. Active werewolf packs in a specific region; identify a character or group by costume or logo; identify a power being manifested; locate a Sanctuary; stuff you learn in high school.
Specialized 15 - Uncommon but available, known by only a few people in the area. The coordinates of a known but uncharted world; legends or rumors about a powerful magic artifact; find the specifics of a diagram that creates a dimensional anchor; understand the difference between the subspecies of Atlanteans; identify the ruler of a werewolf clan; stuff you learn in college.
Obscure 17 +1 Known by few, hard to come by. The customs of a documented alien species; identify a substance by its components; identity of a publicly known figure by his appearance; the true homeworld of an ancient royal dynasty; stuff you learn while getting your masters degree.
Abstruse 20 +1 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance. The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator; find an explanation for a strange or unique power effect, such as the effects of a magic stream; find the location of a gateway to the Ethereal or Shadow Plane; stuff you write a doctoral thesis on.
Esoteric 22 +2 Purposefully kept secret by those who enjoy keeping secrets. Find the location of a gateway to the Planes of Fire; find plans to bypass a bank security vault; the members of Adeste Fideles.
Protected 25 +3 Knowledge of this sort is kept protected by organizations with means and determination. Find the location of a gateway to the Lightning plane; learn the location; identify an extra-planar disease.
Conspiratorial 27 +4 This knowledge can be dangerous. Find the location of Area 51; the identity of a world leader's secret mistress; where to hire a world-class HighBorn assassin.
Arcane 30 +6 This knowledge is protected by those who have it with extreme prejudice. Security codes to a DoSHA installation; the formula for a spell that summons a genie; the purpose of Ab Extra.
Super-Secret Higher +8 No one knows this knowledge even exists. Find the location of a gateway to the Astral Plane; learn the security protocols of the Great Empire.

There are a number of libraries available.

  • Academic libraries serve colleges and universities. They often include several research libraries as well. Such a library takes up several large rooms. An academic library allows characters to make Research checks on any number of topics. Researching here grants a +2 to your Intelligence check. Information up to Abstruse (DC 20) is available here.
  • Databases are digital research libraries. Select a single knowledge-based skill, such as Arcana, History, Medicine, Nature, Sciences, and Theology & Philosophy, or another topic, such as geology, mathematics, or Christianity. Researching here takes 1d4 x 10 minutes and grants a +2 to your Intelligence check. Information up to Esoteric (DC 22) is generally available here.
  • Public libraries serve cities and towns of all types and typically take up a large building. A public library allows characters to make Research checks on any number of topics. Researching here takes +1 hour and grants a +1 to your Intelligence check. Information up to Obscure (DC 17) is usually available here.
  • Research libraries contains an in-depth collection of material on one subject. Select a single knowledge-based skill, such as Arcana, History, Medicine, Nature, Sciences, and Theology & Philosophy, or another topic, such as galactic lore, aeronautics, or dragons. Researching here grants a +2 to your Intelligence check. Information up to Esoteric (DC 22) is available here.
  • School libraries serve students from Kindergarten to grade 12 and usually take up a large room. Research here grants a +1 to your Intelligence check. Information up to Common (10) is available in most elementary school library, and up to Basic (DC 12) is available in most middle school and high school libraries.
  • Special libraries are in specialized environments, such as hospitals, corporations, museums, the military, private business, and the government. Select a single knowledge-based skill, such as Arcana, History, Medicine, Nature, Sciences, and Theology & Philosophy, or another topic, such as economics, planar lore, or faerie. Researching here grants a +2 to you Intelligence check. Information up to Protected (DC 25) or sometimes higher is available here.
  • The internet contains a wealth of information on a wide variety of subjects, is readily available, and organized for speed. However, the internet isn't always reliable. The internet allows characters to make Research checks on any number of topics. Researching here takes half the indicated time and grants a +1 to your Intelligence check. You must also make a Wisdom (Insight) check when researching online (make this roll where the GM can see the result, but you can not). The DC is 5 less than the target DC for your Intelligence check. If you fail this check, the information you've uncovered is misleading or even false. Information up to Conspiratorial (DC 27) is available here.
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