# New (and Simplified) Rules for Research

The Theory of Magic Science
The magician can obtain results of his research with reasonable certainty.
When practicing the seasonal activity of research , he tests the Total Research against the Total Complexity:
Total Research
Stress Dice + Intelligence + Magic Theory + Bonus
Total Complexity
Stress Dice + (3 * Complexity) + Additional Risk

In case of success, the magician gains a total of Research Points equal to Complexity + Additional Risk.
Example: A hermetic gets a Total Recearch of 14 (Dice 5, Int 3, TM 3 and Bonus 3) against a Complexity Total 14 (Dice 4, Complexity 3, Additional Risk +1) in the season. This adds +4 Research Points (3 of Complexity, +1 of Additional Risk) at the end of the season.

The Complexity is limited to one tenth (rounded up) of the Lab Total involved. The Additional Risk is limited to one fifth (rounded up) of Magic Theory.

Mistakes Along The Way
In case of botch tests, roll a number of botch dice equal to Aura + Additional Risk + 1.
If any zero is obtained in the Total Complexity botch, treat it as if the Total Complexity a zero. Potentially enhancing the chances of obtaining the research points already calculated, but only that.
In a Botch in Total Research, zeros mean that the character has caused a Catastrophe.
Catastrophe: the researcher is in trouble. Roll a simple dice + Additional Risk - Perception, and compare in the list below.
0 or less: The season was just wasted. Treat as if you have simply failed.
1 to 2: Loses a Simple Dice of previous Research Points obtained.
3 to 4: A valuable item in the lab has been destroyed.
5 to 6: Collateral damage due to magical instability damages the laboratory equipment, which requires repairs, and causes an harm equal to a Simple Dice + Complexity + (Additional Risk * 5) on the main researcher. In addition, roll a simple die for each valuable item in the lab; a “0” result destroys the tested item.
7 to 8: Generates a calamity that threatens the entire covenant (ex: fire, summoning an entity, etc).
9 to 10: Obtain Warping Points equal to the number of zeros that generated the Catastrophe. What can generate a Twilight.
11 or greater: Roll Catastrophe twice. If it results in this again, roll one more time until the result is different.

Safety, Golden Cord, Cautions Sorcerer, etc, apply normally to this laboratory activity. However, it applies equally to both sides (Total Research and Total Complexity), so it makes the activity less dangerous while less profitable by also avoiding critical flaws in the Total Complexity.

Due to the continuous exposure to the volatility of magic, the researcher is slowly poisoning himself with such powers and at some point reaches the Twilight.
During the season, the researcher gains a number of Warping Points equal to Complexity + Additional Risk, regardless if he was successful or failure in converting these into Research Points.
These points do not generate a Twilight.

A Giant by Thine Own Nature
For each virtue in researchers (main and assistants) closely related to the research, 1 an extra Research Point is obtained in the season.
Each previous research, also related to the current survey, which has been completed by the main researcher, also generates 1 extra Research Point.
Example: A hermetic researcher has Warding and completed a minor research on the creation of "circles using other geometric shapes", he is obtaining 2 extra Research Points each season researching the complete integration of Warding with Hermetic Theory.

These extra points are earned regardless of the success or failure of the Total Research versus Total Complexity roll. These also do not generate Warping Points.
In the event of a Catastrophe, the researcher does not earn these extra Research Points.

New Skills
Researcher: (Field)
This ability works like a second Theory of Magic, a complementary study that the magician does to become more focused, and more successful, in the research he aims to do.
The skill must be obtained separately for each (Field), it also occurs with Profession, Craft, Lore, etc. They are always related to a smaller hermetic limit and specialize in a more specific area within the related hermetic limit.
Example: A magician with a Researcher: Energy (Confidence) adds the level of this ability to research related to the Limit of Energy, and an extra if the search is more specifically related to Confidence.

Profession: Safety Lab'Officer
This ability decreases the Warping Points obtained due to research. The researcher who has it decreases the level of Profession: Safety Lab'Officer of the Warping Points that he would take (Complexity + Additional Risk) in the season, although the final result can never be less than 0 (Zero).
A gifted assistant can add his level in this skill to the level of the principal investigator to decrease the Distortion Points, or generate half (rounded up) as additional points for the Laboratory Safety characteristic.
A mundane assistant adds a third of his level as additional points for the Lab Safety characteristic.
Main researcher did not add his Profession: Safety Lab'Officer as points for the Safety characteristic.

IMO, The function should provide a bonus for aura otherwise it mechanically incentivizes doing research in low auras due to extra botch dice.

Why? What is the point of this rule?

Best check your ideas against Houses of Hermes: True Lineages p,26ff Original Research.

It is already included in the formula as part of the Total Lab.
The Total Lab provides more possibilities for Complexity, and Complexity generates research points without more d'botch (and damage in some Catastrophe).
But... Do you have any ideas to improve using the Aura more directly?