Research
Malevolence uses the Research subsystem from the Gamemastery Guide, with some additions.
Some topics are too complex to get the full picture from Recalling Knowledge. And if the party wants to piece together what actually happened at Xarwin Manor, being knowledgeable (while certainly helpful) is not nearly enough--closely examining the evidence within the manor will also be required.
Research is typically an exploration activity requiring a few hours of work and a skill check. Library Lore or something like it, while hardly the only skill useful for research, may be a particularly useful Lore skill in this game.
Critical Success: Gain 2 Research Points.
Success: Gain 1 RP.
Critical Failure: You make a false discovery and lose 1 RP.
Research in this adventure will be split into a variety of topics that you can look into. Each topic will have multiple venues that can be used. Since the whole point is piecing things together, most venues can only provide a limited number of Research Points. This requires you to investigate multiple sources, although you can usually get started with Recall Knowledge checks. As you earn RP, you gain benefits--generally in the form of information.
I will let you know when you've hit the limit for a particular venue or earned all the RP available for a particular topic. Realistic? Perhaps not, but wouldn't it be frustrating if I didn't? In addition, since each research topic is a challenge, you'll earn XP for each one you fully complete.
You will likely discover additional topics, venues, and perhaps even strange new research methods as we progress. I'll keep track of them here for you.
This message was last edited by the GM at 07:03, Thu 23 Sept 2021.