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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 …

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 Name --- 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). Sample Research Checks and Stat Block The PCs are sneaking around an Azlanti dreadnaught on a mission to steal the plans for a new weapon. It's a 7thlevel challenge. Aeon Locks: Specially attuned aeon stones are required to access the secure data banks on the ship; Maximum RP 5; Research Checks DC 23 Arcana or Occultism to reattune the lock, DC 28 Thievery to steal the commander's aeon stone . Sabotaging Virus: A worm hidden in the ship's data banks could provide information on the worm's creator or provide a backdoor into the system; Maximum RP 10; Research Checks DC 18 Technology Lore or Underworld Lore to discover who coded the virus, DC 23 Computers to decode the virus completely. Captive Scientist: The engineer in charge of the weapon project is an unwilling captive who might give away useful information; Maximum RP 15; Research Checks DC 21 Deception or Intimidation to force the researcher to comply, DC 23 Crafting to get the researcher to excitedly explain his work. The Sihedron Cannon Research Checks aeon locks (hallways), sabotaging virus (data center), captive scientist (cabins) --- 5 Research Points The PCs gain access to the database and learn that the weapon is controlled by aeon stones . They learn basic details about Azlanti magitech. 10 Research Points The PCs find a virus in the servers that references the project, but accessing the servers without proper clearance transforms the attuned aeon stones into green sapient orbs that attack. 15 Research Points The captive scientist reveals the original goal of his research was to create a portable generator. He refuses to explain how it was weaponized. 20 Research Points The captive scientist explains how his helpful device was turned into the Sihedron Cannon . Replace the captive scientist's Crafting Research check with a DC 28 Diplomacy check to convince him that the PCs plan on stopping the weapon from being used. 30 Research Points The captive scientist gives the PCs a unique armor upgrade to stop his own creation. In addition to functioning like an advanced force field, it deflects the charged particles of the Sihedron Cannon back into the gun, destroying it and dealing its weapon damage to anyone within 120 feet of the wielder. He also tells the PCs that the admiral of the fleet keeps the cannon aboard the aeon fortress that travels with the fleet. Unfortunately, the guards protecting the captive scientist are making their rounds and attack the PCs. The PCs must defeat the aeon guard commander and evacuate the ship, then destroy or steal the weapon to prevent the Azlanti Star Empire from ever activating the Sihedron Cannon .

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