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Research

From Curious Pastimes Wiki

Research allows the character to probe the limitations of their knowledge, via investigation and experimentation, to improve on their skills – or even to unlock wholly new abilities.

While training takes place in scheduled group sessions, research is conducted by players in their own time, either individually or alongside other researchers.

Research must be monitored by a research referee, a staff member who observes and feeds back on the work and tracks progress (sometimes while also playing a tutor non player character in the game). Research referees are typically found in the Bastion area (this is noted on the event map circulated prior to each event). They are also contactable on radio — please ask someone in your faction camp with radio access to make a call on your behalf should you need them to come to you for access assistance or to check their location.

Study Paths

All research advances the character along a study path, a loosely-defined area of knowledge and expertise. All study paths build on archetype skills; most encompass several skills.

Examples

Standard paths are listed within each archetype's description.

Characters may pursue a maximum of three study paths, which don't all have to belong to their archetype. Most may learn adept complexity or harder abilities in at most one path, which must belong to their archetype.

Creators, specifically, may pursue two creator paths to adept complexity, but only one to expert or higher.

Sub-Paths

For the purpose of calculating the experience point value of researched abilities, Creator and Magician study paths are further divided into sub-paths, e.g. a character researching within the Elemental Sorcery study path might progress in the Fire/Energy sub-path.

A character with researched abilities in multiple sub-paths within one path still only counts as having researched one path.

Scout and Warrior paths aren't divided in this way, as each ability is costed individually.

Note: For Creators, research ranks are tracked per sub-path, not per path. See Creator Research Ranks for full details.

Complexity and Skill Level

All researched abilities have a complexity, from novice to adept and expert. The research referee will advise the player of the complexity of the ability they're attempting to research. More complex abilities always cost more study units to learn, and generally have a higher experience point value.

Most players may learn adept or harder abilities in at most one study path, which must be linked to their archetype. Creators, specifically, may proceed to adept (only) in a second path.

Skill Level

A character's skill level reflects the number and complexity of abilities they know. Attaining a new skill level requires researching one ability at the corresponding complexity, and meeting the following prerequisites:

  • Novice: None.
  • Adept: Five novice abilities.
  • Expert: Five novice abilities and five adept abilities.

Learning an ability at a given complexity does not grant that skill level if you have not also met the prerequisites, e.g. if you learn an adept ability while knowing three novice abilities, you will remain a novice until you have learned two more novice abilities.

Skill level influences how hard abilities are to research. Any character can begin learning any ability at any time, but learning abilities of a higher complexity than your skill level is harder and takes longer, reflected in a higher cost in study units, unless you have met the prerequisites (per the list above) for advancing to that skill level.

Skill level only affects study unit costs; it has no bearing on the experience point value of the character's abilities.

Note: Master level exists but represents the pinnacle of mortal achievement. Attaining it requires five novice, five adept and five expert abilities. At the point a player character reaches this level, they are deemed to have become an NPC and reach the end of their playable pathway. This is a significant milestone and requires discussions with the research team and game organisers as to what happens to the character.

Research Objectives

A research project begins with an objective. This could be anything: a new rite, recipe or design, a new combat move, an improvement on an existing ability.

Examples
  • A duellist mastering a special attack to carve a symbol onto their opponent's shirt
  • A rogue learning to use the Move in Cover skill multiple times per day
  • A blacksmith investigating a new unshatterable alloy
  • A necromancer tackling the rites to raise a powerful death knight

The researcher should always have a practical mechanical effect in mind.

All research is based on archetype skills (e.g. learning to summon a wild animal requires Beast Empathy skill, while researching a new healing potion requires at least Apothecary skill). Some research requires higher level skills (e.g. learning exalted spells requires the relevant Exalted Spellcasting skill). General skills do not unlock research.

Every researched ability is part of a study path. Standard study paths are listed under each archetype.

Pure Research

Not all investigation into the cosmology of the world has to lead to researching a new technique; characters are welcome (indeed, encouraged) to delve into the world for no reason other than discovery. As with any research, this might involve the use of skills and spells to make observations, debate and discussion to glean insights, and experimentation to confirm conclusions.

Pure research never costs study units – just the characters' time and effort.

Starting a Project

The character starts by seeking out the relevant research referee to discuss their objective. They should go prepared with some ideas about how to proceed. The research referee will give some initial feedback on the project, including:

  • Whether it is possible at all (and if it is not, what might be a more realistic goal)
  • Appropriate mechanical effects of the ability
  • The experience point value of the ability, if relevant
  • A rough timescale for achieving it

The referee will review new projects with the rest of the research team between events, and may provide updated feedback at a later date.

Once an objective is agreed, the referee will open the project on the system and begin logging progress.

All research is tracked by study units. By default, characters are assumed to be spending the full 5 study units every day on one project, but if a character is pursuing multiple projects, whether training or research, they will have to decide how to split their 5 study units between them.

Modifiers to Research Targets

A number of things can reduce the study units target to complete a research project, including the following:

  • Magical research may progress more quickly using a path focus.
  • Crafting, alchemy and surgery research can benefit from using higher quality workshops.
  • Similarly, warriors and scouts can benefit from using higher-quality weapons, armour and other tools.
  • Consuming work units, magic points, alchemical ingredients, crafting materials or other resources can aid work.
  • The research referee can grant discounts for exceptional roleplay, outstanding use of props or difficult and dangerous research.
  • A teacher can shoulder some of the burden.
  • Covens reduce the target for all those involved.

Discounts do not stack endlessly; there is a limit to the applicable benefit. All discounts are applied at the referee's discretion and the exact details may not be revealed to a player.

Tracking Project Progress

Once a project has been opened, the research referee will give a rough timescale for achieving it (see above for potential modifiers). From this point on, study units contributing to ongoing projects should be logged on a research form with a brief note about which project you are working on and how you are progressing your research.

Paper copies are available in the research boxes found within each faction camp and at the Bastion; digital copies are also available via tablets in faction camps. Alternatively, you can check in with a research referee who will log the details on your behalf.

If a research referee is not present, ensure your efforts are witnessed by any referee and logged on the form so they can be recorded.

It is not always necessary to check in with the research referee for every session of work — sometimes you simply need to spend study units and log them on the form. The research referee will notify you when you reach a milestone in the project timeline that requires their attention.

Research Steps

There is no one correct way to go about researching a project, but some possible steps are discussed below. Most projects will repeat some steps multiple times (e.g. unsuccessful experiments might grant fresh insights for investigation, inspiring further experiments).

Research is a roleplaying-led process. It should arise from the researcher's understanding of the world and their approach to their skills. A magician's research, in particular, is a perfect chance to showcase their magical method, while a creator's research should reflect their creative method.

The research referee assigned to the project will attempt to attend some of these stages when available. When the research referee is not present, the researcher should ensure their efforts are logged on a research form so they can be recorded.

Theoretical Research

A research project for a more academic character might look something like this.

  • Investigation: Completing many projects requires a clear understanding of the relevant cosmology. Investigation can include pure research into the laws of magic, asking questions and debating conclusions with other players and scholarly NPCs, poring over libraries and texts, and comparing notes with those who have unlocked similar abilities.
  • Theory: While investigation creates a picture of how the world works, a theory is a guess at how to make the ability work – an alchemist might assemble a list of ingredients and processes for mixing them, for instance, while a magician outlines where a proposed rite channels magic from, where to, and in what form. A good theory should reflect the cosmological basis of their project, translated into a practical application.
  • Experiment: An experiment is an attempt to produce the desired effect, usually observed by the research referee. Conducting an experiment will consume the relevant materials, work units or magic points. After the experiment, the referee will confirm whether it was a success or failure, and provide some feedback on how and why it did or didn't work.

Trial and Error Research

A more practical, hands-on research project might involve the following.

  • Trial (Theory): Trial is learning by doing. The character puts themselves into situations where they might use the desired ability, and reflects on what using it might feel like. Existing abilities can be improved by testing them under difficult or dangerous circumstances – fighting a battle without armour, tackling multiple opponents, casting spells under a barrage of distraction.
  • Explore (Investigation): Bolder characters might seek out insights through exploration. A warrior might track down a particularly challenging monster to fight, while a demonologist could travel to the Demonic Plane to better understand the creatures they deal with. The world is large and full of wonders, and much can be learned by venturing into it.
  • Demonstration (Experiment): Similar to an experiment, above, a demonstration is a bid to make use of the ability, usually observed by the research referee. Demonstrations consume the relevant resources, and may succeed or fail depending on how well the researcher has explained the intent.

Mystical Research

A seeker after deeper truths might approach research something like this.

  • Meditation (Theory): Whether from the Intuition or Oracle skills, or by drinking a Philtre of Visions, or through prayer or other forms of meditation, the character seeks new insights from pure inspiration, prompting further discussion of how the desired ability might work.
  • Spirit Communication (Investigation): The researcher consults with spirits for wisdom, either through the Oracle skill, by summoning a spirit or demon, or by simply seeking them out in the world. Some mystics establish a relationship with one spirit to act as a guide. Insights from the spirit world are often abstract, symbolic or obscure; puzzling out their meaning and applying them to research is half the task.
  • Celebration (Experiment): Similar to an experiment or demonstration, a celebration is a ceremony in which the researcher attempts to use the new ability in front of fellow believers, as an act of devotion. Celebrations consume the relevant resources, and may succeed or fail depending on the researcher's understanding.

A successful experiment (or demonstration or celebration) produces an imperfect outcome with a very short duration (i.e. only as long as the attending referee is present). It cannot produce a carded item. The researcher can then perfect the method in the final stage of research.

Having performed a successful experiment, the researcher will be told how much longer the project will take to complete.

Research Experiments

Experiments are optional for all research projects, though still encouraged for roleplay purposes and may grant research bonuses. Players must demonstrate knowledge and understanding of what they are trying to do, which can be via experiment or discussion with the appropriate research referee.

Completing the Project

After demonstrating understanding of the ability — whether through a successful experiment, demonstration, celebration, or discussion with the research referee — the researcher knows in theory how the skill or technique works, but cannot yet pull it off reliably or perfectly. The work continues, now focused wholly on refining and practising the technique they've discovered, until the researcher has met the study units target for the project.

Practice generally doesn't require the research referee to attend; it can be completed at the researcher's convenience and logged on a research form. For appropriate research projects, attending training sessions can count towards practice.

On meeting the target, the character will be awarded the new ability, which will appear on their character card or a separate card at the next event. If it doesn't appear in the rules, the player may also be given a lore sheet or card with the mechanics of their ability printed on it for reference.

Skills learned through research are always permanent, requiring no upkeep, and have a point value counting against the character's points cap.

Experience Points

Researched abilities don't cost experience points; players earn them through in character effort during time in, tracked via study units. They do, however, have a value in experience points, which is added to the character's total and counts against their points cap.

For scout and warrior skills, the character is awarded points for each ability they research.

For creator and magician skills, the character is awarded a block of points on first learning an ability of a given complexity in a given sub-path, as follows:

Complexity Experience Value
Novice 2 points
Adept 5 points
Expert 10 points

Having been assigned these points, the character can learn as many new abilities of that complexity in that sub-path as they wish without increasing their point total.

Values are cumulative, and a character must be awarded all lower complexities before being awarded a higher complexity (e.g. a character with an expert ability in a sub-path must be awarded the experience for Novice, Adept and Expert complexities in that sub-path, for a total of 17 points, even if they don't know any novice or adept abilities).

Example
The necromancer Godfroie du Lac has previously researched novice-complexity and adept-complexity rites in necromantic protection (one of three sub-paths within the Necromancy study path), worth 2 points and 5 points respectively.
He completes research in Untouchable Heart, an expert-complexity protection rite. The research referee awards him the trait expert protection, worth 10 experience points.
Godfroie can now research more expert-complexity (and below) protection rites without further raising his point total. If he researches an expert-complexity emulation or summoning rite, his point total will rise again.

Researched abilities never count as a character's "pinnacle skill."

Note: Master level abilities have a value of 20 points, but reaching Master level marks the end of a character's playable journey. See Skill Level for details.

Teaching

A character may teach any researched abilities they know to another character with the prerequisite skill to learn it.

The teacher explains the ability to the student, detailing the process and materials required and explaining the underlying cosmology, and then leads them, in sight of the relevant research referee, to demonstrate understanding. If the research referee is satisfied that the student has understood the lesson, the student may proceed to refining and practising; the teacher is not required after this point, but can continue to work with the student as they complete the project if they wish.

As with all study, this process should entail at least 30 minutes of roleplay.

Note: Creators with the Teaching skill can accelerate a student's research by contributing Work Units. See Creator Teaching for full details.

Covens and Collaborations

Covens and Collaborations allow researchers to pool their efforts for research and production.

Covens

A Coven consists of exactly three characters working together on a shared research project or production run.

Forming a Coven

  • A Coven must have exactly 3 members.
  • All members must meet the prerequisites for the research being undertaken, including knowledge of any prerequisite recipes and being able to research in the target tier without penalty.
  • No member may have previously completed the research.

Coven Research

  • The SU target is set at twice the normal target, representing a 33% overall discount.
  • All SU is pooled into a single pot. All coven members must be present to update the pool's progress, and must all contribute the same amount from their 5/day study units.
  • Covens only require a single crafted workshop of the appropriate level. However, each member may use their own workshop and tools if they wish.
  • Teaching cannot be used to progress a coven's SU pool.
  • Experiments are optional but encouraged for roleplay purposes. The coven must demonstrate knowledge and understanding of what they are trying to do, which can be via experiment or discussion with the appropriate research referee.
  • All coven members learn the outcome of successful research.
  • There is no restriction against having multiple active research projects.

Membership Changes

  • With the agreement of all members, a coven can be terminated at any time. All progress is lost.
  • A member may leave (or die) at any time. All contributions made by that member are lost and removed from the project's progress pool. A new member who meets prerequisites may join to replace them.
  • Two members may eject the third at any time. Rules are as per voluntary leaving.

Collaborations

A Collaboration is two or more covens joining together on a single research project or production run.

Forming a Collaboration

  • One coven must be named as the Lead Coven.
  • Each member of each coven must meet the research prerequisites.

Collaboration Research

  • SU target is twice the normal target (same as Covens).
  • All SU from each coven is pooled together. For each coven, all members must be present to contribute, and must contribute equally. Different covens may update at different times and by different amounts.
  • Each coven requires a single crafted workshop of the appropriate level.
  • Only members of the Lead Coven learn the outcome of successful research.

Note: Creators can also use Covens for production runs, pooling Work Units to craft items together. See Creator Covens and Collaborations for full details.