The character researching the problem rolls a stress die + Intelligence + Knowledge + Library Bonus, and announces the total. If his roll exceeds the difficulty, he accumulates a number of points equal to or greater than the amount by which his roll exceeds the difficulty. On a botch, he subtracts three points from his current total. Once the total equals the difficulty of the problem, it is solved.

Each roll normally takes half a day, four hours, spent in a library. The time spent may be halved, for a -3 penalty on all rolls. This may be repeated as desired, so that, with a -9 penalty, you may roll every half hour.

Example: Marcus, with Int +3 and Faerie Lore 4 has a library with a Library Bonus of +3. He is researching a problem with a difficulty of 12. His first roll is 13, so he now has a running total of 1 point. His second roll is 18, and his total climbs to 7. The third roll of 15 increases his total to 10, and with his fourth roll of 15 he solves the problem, gaining a total of 13. This has taken two days.

The Library Score determines the maximum number of rolls that may be made in that library. The limit is Library Score + 1, so that a person without a library may make a single roll, to see if she happens to know the answer. Once these rolls have been made, the character needs a new library to continue research, although their current point total does carry over.

The Library Score is also used to calculate the Library Bonus. This is determined by treating the Library Score as experience points. The score starts at -3, and it takes three points to buy it up to -2, two more to -1, and one more, for a total of 6, to reach 0. It then costs the same as an Ability.

Example: Marcus's library contains a summa with a target of 5 and a quality of 12, which is worth 54 points, libri quaestionum with targets of 0, 1, and 2 and qualities of 10, 9, and 11 respectively, which are worth 10, 12, and 17 points, and tractatus with Qualities of 6 and 3, worth 18 and 9 points, for a total of 120 points. The Library Score is 12, so Marcus could make up to 13 rolls, and the Library Bonus is +3. This is a good library on Faerie Lore.

The limit on the number of rolls imposed by the library is per scholar for each problem. Thus, if five scholars are working in a library with a Library Score of 6, each of the five may make up to seven rolls.

One of the scholars must be designated the leader of the research. The maximum number of scholars, apart from the leader, permissible in a group is the leader's Leadership score. The group may then be used in one of two ways.

If the aim is to solve the problem faster, then each researcher rolls in every time period. The leader may add the full number of points to the group's total. Each of the others may not add more than their Communication + Knowledge total after a roll, even if their roll exceeds the difficulty by more than this. Of course, if their roll exceeds the difficulty by less than their Communication + Knowledge total, they only add the amount by which the roll exceeded the difficulty.

If the aim is to solve a more difficult problem, then only the leader may roll. For each of his assistants, calculate the lower total of Intelligence + Knowledge and Communication + Knowledge. The magnitude of this total is added to the leader's total. Since only one researcher is rolling, the total number of allowable rolls is Library Score + 1.

For example, if the leader has an Intelligence of +4 and a Knowledge of 5, then he has a basic total of 9 + Library Bonus. Suppose he has two assistants. The first has an Intelligence of +3, a Communication of 0, and a Knowledge of 4. The lower total is 4, so he adds 1 to the total. The second assistant has an Intelligence of +2, a Communication of +3, and a Knowledge of 4. The lower total is 6, so he adds 2 to the total. The final total is 12 + Library Bonus. The leader may make Library Score + 1 rolls at this score.

- Initial Investigation
- Set the difficulty and subject as normal, but when the problem is successfully 'solved', the scholar simply learns the sub-problems, and their subjects.
- Solve Sub-problems
- Each of the sub-problems must be solved individually. If desired, some or all of the sub-problems could also be given sub-problems of their own.
- Integrate Solution
- Once all of the sub-problems have been solved, the scholar must solve the initial problem again, to put the pieces together. (Note that this counts as a separate problem for the purposes of number of rolls allowed.) If various sub-problems were solved by different scholars, they must explain all the pieces to all the scholars who will be helping. This requires a stress roll on the Intelligence + Disputatio or Communication + Lectio of the scholar who solved the problem plus the other scholar's Intelligence + Knowledge, with a total equal to or greater than the difficulty of the sub-problem. All scholars who know all the sub-problem solutions may assist, subject to the normal limits on teamwork. The subject for integration is always the subject of the main problem.

Mythic Intelligence: A character may, as the feat of Mythic Intelligence, solve any one problem in half an hour, as long as she has some knowledge of the subject (a score of one would be sufficient).

Book Learner: The character may make two additional rolls in any library (i.e. a total number equal to Library Score + 3), and may add one to the total for each roll.

Good Researcher (+1): The character may add 3 to research totals, and make three additional rolls in a given library.

Fast Researcher (+1): The character may make research rolls every hour at no penalty. There is no bonus for taking longer, however.

Poor Reader: The character may make two fewer rolls in any library (i.e. a total number equal to Library Score - 1), and must subtract one from the total for each roll.

Poor Researcher (-1): The character may make three fewer rolls in a given library, and must subtract three from all research totals.

Slow Researcher (-1): The character must spend two days on each research roll. He may work faster, at the normal penalties.

The first limit may be used to force the characters to go to another covenant or perhaps a monastery if their initial research fails, and thus leave them owing favours. If they cannot do so (perhaps because they are researching the weaknesses of another covenant), then the lack of the information should be harmful rather than instantly destructive.

The second limit is effective when the characters have to solve a problem before something bad happens. In such a case it is probably best to make the problem a multi-part one, as described in Complications, so that the characters may be able to solve some bits, and thus have some advantage, even if they don't solve everything.

The time factor could also be used if the characters are racing with someone else to find the solution.

While the characters are working, the players should not be told the difficulty of the problem. Instead, after each roll, tell them how much progress they are making, depending on how many points they accumulated: none, a little, or a lot. In a group, this will allow characters to abandon problems that are too hard for them, and concentrate on others.

Stories could also be built around guaranteed solutions to problems. If you want to know the procedure at a certain faerie feast, for example, you could always attend it. This should only be done for multi-part problems, and you should ensure that the sub-problem in question cannot be solved by normal means. If you wish, you could treat fieldwork as a "Library", and assign it a bonus and maximum number of rolls depending on how convincing the players' plans are.