In my group, I have a player who's really into playing an adept. He's willingly discarded the combat aspect of the game, trusting others to take care of that bit for him. When he asked me what sort of boni he can get from collecting books and scrolls of different kinds, my flat answer was: "Uh, well, maybe a +10 bonus to the appropriate skill?" In my mind, this isn't very exciting.
Fully acknowledging that knowledge is dangerous in the 40k universe, I still want to give my player some incentive to continue playing his adept. I whipped up a system, using mostly familiar mechanics, to allow him to "do combat" with enigmas.
Some would argue that just adding more mechanics won't spice things up, and that it's much more fanciful if you as a GM take time to fully describe the process of research and studying, instead of chalking it up with mechanics. But, there's a whole book of guns (The Inquisitor's Handbook), and it hinges much on specific mechanics of different guns and weapons. What if we could have something similar for adepts, and other people interested in lore?
I haven't play tested this, at all, and I'm certainly no game designer. Some of this will seem extremely arbitrary. My point isn't to make the most realistic system for doing research and solving enigmas, just to provide a frame work for it, that does something else than just "Alright, roll Forbidden Lore (Cults) to see if you can decipher the text. You failed? Aw. Right-o, to the next encounter."
Often when lore/trade checks come up, it feels like either A) The adventure hinges on success, in which case you need to allow the players to succeed eventually or B) Lore checks mostly add "fluff" to the adventure. My system makes success inevitable when it comes to solving enigmas/doing research, but it introduces a resource to be managed; time . Sometimes, the players will have very little time to solve an enigma, and may run out of time before they are finished with what they are doing.
I'd love to get some feedback on the mechanics of this system. Should I add something? Tweak? Are there any glaring and obvious mistakes I've made?
Skill test : In order to solve an enigma, the player rolls against the appropriate skill. Most often, lore and trade skills will apply, but other skills such as Survival or Tech-use may be appropriate, depending on the enigma. +10 and +20 to skills apply as normal, as well as bonuses from talents. If the character has several applicable skills, a synergy bonus may be applied. If the roll is successful, there's a chance to make progress, and the character makes a progression roll.
Progression roll
: The progression roll is the character’s basic ability, modified by equipment and his intelligence bonus. This deducts enigma points. Complexity subtracts enigma points scored with the progression roll.
Team work
: Multiple characters can work together to solve an enigma. All characters trying to solve the enigma work in the same time unit, and time will only progress when all involved characters have made their attempts to solve the riddle.
Critical success/research mishap
: On a roll of 10 on the progression roll, there’s a chance for critical success. Roll on the appropriate table and apply results. On a roll of 99 against his skill, a research mishap has occurred. Roll on the appropriate table and apply results.
Basic ability
:
1d5 + Intelligence bonus
Talents :
Total recall – Lower time unit by one (minute to instant, hour to minute, day to hour etc.)
Enigma format :
Name – The designation of the enigma
Skill – The skill(s) used to solve the enigma. If more than one are applicable, synergy bonus will come into effect
Enigma points 0-30 (possibly more) - This represents the progress made towards solving the enigma. This can be as straightforward as reading a text and drawing a conclusion, or working with different pieces of research to form a thesis.
Complexity 0-10 This represents the inherent difficulty in the subject or research. The higher the complexity, the more difficult it will be to progress and find a solution. Highly advanced academic texts and alien or daemonic riddles will have a high complexity.
Time (instant (only talents may reduce an enigma to Instant) – minute (minor riddles, very short texts or phrases) – hour (short texts) – day (standard books) – week (collection of books) – month (small library, part of library, thesis) – quarter year (major thesis, library) – half year (major research) – year (finding out a daemon’s true name, xenos research ) – Each attempt to solve the enigma will use up one time unit. For instance, three rolls to solve a minor riddle (with a time unit of “minute”) will represent three minutes of trying to solve the riddle.
Notes: Additional notes go here.
Example enigmas
:
Minor riddle
Skill: Logic / Intelligence
Enigma points: 10
Complexity: 0
Time: minute
Note: No risk of research mishap
Analyze short book
Skill: Literacy
Engima points: 10
Complexity 2
Time: hour
Eldar puzzle box
Skill: Forbidden lore xenos / logic
Engima points: 15
Complexity: 5
Time: hour
Note: If any rolled is failed while tampering with the puzzle box, it will release a poisonous gas upon opening. This causes 1d10+4 impact damage to anyone not wearing a rebreather unit.
Daemon’s true name
Skill: Forbidden lore (Daemonology)
Enigma points 30
Complexity: 10
Time: Year
Note: If the enigma is completed, roll willpower. If failed, gain 1d5 corruption points
Tools :
Reference material (books/notes) suited to the subject (Dependent on skill)
Adds to basic ability.
Common craftsmanship +2
Good craftsmanship +5
Best craftsmanship + 1d5+5
Cogitator
Common craftsmanship - Decreases complexity by 2. Risk of cogitator mishap
Good craftsmanship – Decreases complexity by 4. Risk of cogitator mishap
Best craftsmanship – Decreases complexity by 4. No risk of cogitator mishap
Library
Upgrades basic ability
Common craftsmanship 1d10 + Intelligence bonus
Good craftsmanship 1d10+2 + Intelligence bonus
Best craftsmanship 1d10+5 + Intelligence bonus
Research mishap table
On a roll of 99, a research mishap will have happened.
1-3 Setback - You lose 5 enigma points.
4-6 Time consuming – Each time unit spent will now count as two.
7-9 Mental block – The complexity is raised by one.
10 Forbidden knowledge – You suffer 1d5 corruption points.
Critical breakthrough table
On a natural roll of 10, you have a chance of critical breakthrough. Roll again, with all applicable modifiers. If successful, consult the following table.
1-3 Progress! – Advance progress by 5 enigma points.
4-6 Speedy research – Each time unit is now halved.
7-9 – Genius insight – Lower complexity by one.
10 – God-Emperor’s favor – Roll 1d10 and add that to your progression roll. If a natural 10, roll again on this table.
Cogitator mishap table
Because machines are universally unreliable, any roll of 97-98 when trying to solve a riddle will result in a cogitator mishap.
1-3 Machine spirit protest – A successful Tech Use test is required to further utilize the machine. A new attempt to fix the cogitator may be made each time unit.
4-6 Adeptus Mechanicus assistance – The machine spirit protests and you require the help of the Adeptus Mechanicus to further utilize the cogitator. If summoned, they will extract payment for services rendered, amounting to a month’s income for the character. If you refuse to summon them, or are unable to (summoning the AdMechs may take anything from hours to days to months, depending on your location), the cogitator will simply refuse to work. A tech-priest with Trade (Technomat) is able to repair the cogiator with a successful skill test.
7-9 Unreliable data – The cogitator’s effect is reduced by half.
10 Malignant machine spirit – Gain 1d5 insanity points as the machine spirit subtly produces subversive data.