What occurred to me to do was create a "skill challenge." This player and I have talked before about the idea, but I had never until now tried to formally incorporate it into the Palladium ruleset. He's forwarded me stuff from D&D 4th Edition, and some other supplements as well, that all have different ways of going about this sort of thing. After looking over everything I had, I saw basically two "versions" of doing it.
OPTION 1: Lay out a series of sequential skills, possibly with set difficulties/penalties to them, that the character(s) have to roll against. The total number of those skills which are successful determines complete failure, complete success, or partial success.
OPTION 2: Set a core skill that needs to be rolled, possibly with a set difficulty/penalty to it, that the character or characters need to succeed in rolling against. Allow other skills to be rolled in order to offset that penalty, and once the penalty is gone bonuses can start accruing. When ready, the final key skill is rolled, and success or failure is determined by that one roll.
After mulling it over for a while, this is what I decided upon for this situation. It seemed to fit my needs, and if I had to do something similar again I'd probably also use this as a template. I tried to select a series of skills that were a mix of appropriate for the research, and would also lend themselves well to telling a narrative. I also made sure that not every skill in the list was on the character's sheet, thus forcing him to either work with other P.C.'s or involve N.P.C.'s, unless some very, very good rolling happens.
Skill Challenge
- Every skill roll for this has a -30% penalty, including Research. This will take the character two game sessions to investigate. If he wishes to finish investigations by next game, then the skill penalty for each skill rises from -30% to -40%.
- The Research skill has a special use here. Roll Research along side the skills where [+Research] is listed (the same skill penalty noted above applies). For every three successful Research skill rolls, either one failure can be negated or one skill roll can be skipped and considered an automatic success. This does not apply towards Research skill rolls.
- The skills to roll are as follows:
- Business & Finance [+Research]
- Prowl OR (Walk Tightrope/High Wire AND Climb AND Backflip)
- Streetwise [+Research]
- Criminal Science and Forensics [+Research]
- Dance OR Sing OR Charm/Impress
- Interrogation OR Seduction [+Research]
- Find Contraband [+Research]
- Computer Repair
- Computer Hacking [+Research]
- Surveillance Systems OR Imitate Voices
- Escape Artist
- Wilderness Survival [+Research]
- The order these skills are rolled in isn't vitally important, especially if you feel a slightly different order can provide a more amusing/interesting narrative.
- All 12 skills rolled successfully is a full success, and you receive the information you seek minus the consequences. Anywhere from 8-11 successes will be a partial success, and the amount of information (and the severity of the consequences for receiving it) will be dependent upon the number of successes. Less than 8 successes is a failure, and there are consequences.