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# Researching
You can spend downtime accruing information about the creatures, myths, and mysteries of your campaign setting. This activity typically requires access to some repository of knowledge such as a private library, college or university, witness or expert accounts, gossip gathered over drinks, or even a field study where your chosen topic occurs naturally.
To begin, discuss with your GM what you are looking for. Your GM then determines whether the information is available (or alternatives if it isn't), ow much time you must spend to find and understand the information, and possible limitations or hurdles that impede access.
## Time
To conduct research, A PC must spend at least one week of downtime reading, studying, attending lectures, or conducting interviews where multiple sources of relevant information are found.
## Cost
Each week of downtime you spend researching, you must spend money to cover expenses. This cost represents materials purchased, palms greased to gain access, donations required to access public records, and similar expenses.
## Resolution
At the end of each week spent researching, a PC makes a Logic based skill check using a relevant skill to determine whether they learned any clues about the topic of their research, as shown in the table below. This table is a suggestion for resolving research checks but depending on the difficulty of researching a desired topic the results can change.
| Check Result | Resolution |
| ------------ | ---------------------------------------------------------------------------- |
| 1-5 | Learn an incorrect "clue." You believe it to be true or lose an unused clue. |
| 6-10 | Research leads to a dead end. You gain no clues. |
| 11-15 | Learn one clue. |
| 16-20 | Learn two clues. |
| 21+ | Learn three clues. |
## Using Clues
A clue is a secret or otherwise valuable piece of information regarding the subject of your research. When you gain a new clue, you can spend it immediately to have the GM give one true (and useful) fact about the research topic you discussed with the GM when you began the research downtime activity.
Alternatively, you can hold a clue to spend at a later time. A held clue can be used to automatically succeed on a future Logic based skill check made to learn about the research topic.
A clue is a concise, specific, and true fact about a creature, place, historical event, or item. The best clues provide helpful hints, warnings, or leads relevant to the story. The table below contains some suggested clues.
| Research Topic | Suggested Clues |
| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Creatures | A list of immunities, vulnerabilities, and resistances or similar mechanical information.
Details of where a particular creature might lair or signs to detect its presence in a region.
Lore about a particular creature's history or origin. |
| Items | The last known location of a particular item.
The name or history of an item's creator.
Properties of an item or signs of its use. |
| Places | Directions to a particular location.
Hazards (magical or mundane) in an area.
Information on the customs of people in an area. |
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[[05 🟡 Training]]