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Skill Rate: Fast

Like Humanities and Perform, there are several branches of Science. The first time you get a rank in Science, pick one branch. Your Science modifier from skill ranks only applies to checks made in that branch. With techniques, you can access other branches, and use your full modifier in those branches as well.

The branches of Science are:

  1.   Mathematics
  2.   Chemistry
  3.   Biology
  4.   Astronomy
  5.   Electronics and Computer Science
  6.   Nuclear Physics
  7.   Theoretical Physics

Futuristic Sciences

  1.   Æther Physics
  2.   Warp Physics

Depending on the campaign setting, the GM can add other branches of Science.

Uses: Operate Sensors: Characters can use computers to operate a computerized device with its own sensors, such as radar or sonar. This functions like the perception skill, except that you use your Computers bonus instead, and the DC to spot things with sensors increases at different distances than with eyes.

Scientific Knowledge: At its most basic, Science can be used to simply figure out if you know something. This check cannot be retried without the Scientific Research technique until you place another rank in Science. You either know something, or you don't. Making a knowledge check is a 0SA. See the table: Knowledge DCs to find out the DC for this check.

Applied Science: With the proper techniques (there is one in every category of Science), a scientist can use his skill to construct objects in relevant fields a similar manner to Engineering. Follow the same process as the Construction or Repair uses of Engineering. Engineering techniques that affect Construction and Repair, such as Rapid Repair, also affect Applied Science.

Technobabble: With Science, you can have a conversation with another character who shares the same Science specialty as you without another understanding. Choose one specialty of science while talking (such as theoretical physics or computer science); characters without that branch are unable to comprehend what you are discussing. As the meanings of words in technical jargon are often severely disjointed from their original meaning, a creature with the supernatural Tongues ability (or similar effect) which allows them to understand any language cannot understand technobabble. A pair of physicists with this technique can have a full conversation directly in front of a Sidhe Lord without the faerie understanding a word. To use Technobabble, make a Science (type of your choice) check. This is the DC it takes for someone else to decipher your talking. Once you‚ve made your check, you can deliberately lower the DC by any amount you want, but you can‚t increase it further than your check result. Once someone has deciphered your meaning, the two of you can converse at any length in technobabble.


Universal Science Techniques:

  1.   Generalize: Choose one branch of Science. You can now make skill checks in that branch of science using your full modifier. This technique may be taken multiple times, each time choosing another branch.
  2.   Research: With access to a decent library, the internet, etc., you can retry a failed scientific knowledge check. Each retry attempt takes one hour. If you have taken this technique in Humanities, you don‚t also need to take it in Science.
  3.   Dewey Decimal Training:   [Requires Research] When using Research, you are automatically treated as having rolled a six.
  4.   Perfectly Rational Explanation: With this technique, you can add your Intelligence to your Will instead of your Spirit if it would be beneficial.
  5.   Real Violet Kangaroos Don't Look Anything Like That:   [Requires Perfectly Rational Explanation] You can make Science checks instead of Perception checks to disbelieve illusions. This technique can be called Violet Kangaroos for short.

Electronics and Computer Science Techniques: All of these techniques require access to Science: Electronics and Computer Science. With Science: Electronics and Computer Science, a character understands Binary for free.

  1.   Hack: You can try to hack into a computer. The DC for this is 6 for a computer with ordinary defences, but if it is protected with Access Denied (see below) it can be higher. Hacking into a computer takes 1d4 hours, and you must have some means of communication with it (physical connection, internet, radio, etc.). If you succeed, you can control the computer as if it was yours. You cannot hack into an AI with only this technique.
  2.   Quick Hack:   [Requires Hack] You can try to hack into a computer as a full round action with a -3 penalty.
  3.   Hide Tracks:   [Requires Hack] Normally, when you hack into a computer, it is obvious that you have done so. With this technique, the only way to tell you have hacked in is by taking an hour and making a DC 6 + your Computers skill check. (unless you deliberately make it obvious you have broken in, of course).
  4.   Defend: If someone tries to hack into a computer that you are currently using, you can actively try to protect it. Whenever the hacker makes a check, you can try to oppose it with an opposed computers check. You get a +3 bonus to this check, because defending is easier than attacking. If you succeed, the hack attempt is thwarted.
  5.   Hack AI:   [Requires Hack] You can use your skill with computers to hack AIs. The DC to do so is the AI‚s intelligence +its Science (Computers) modifier +3. This takes as long as a standard Hack, modified by Quick Hack. If you succeed, you can perform any of the following actions:
  6.   Add Laws: You can add unbreakable laws to the AI‚s programming.
  7.   Modify or Delete Laws:   You can edit or delete existing laws, although this requires an additional hack check at +5 DC.
  8.   Shut Down: The AI shuts down (effectively unconscious) until it is awoken (DC 6 Science (Computer) check, takes a 4SA)
  9.   Transfer: You can forcibly transfer the AI into another body. The normal restrictions for transferring apply.
  10.   Access Denied:   [Requires Hack] With about a week‚s work, you can try to secure a computer system. In order for anyone else to access your system, they either need instructions from you or need to hack in. The DC to hack in is 8 + your computers skill modifier. If your skill modifier increases, with an afternoon‚s work you can increase the DC to match your new modifier.
  11.   Applied Electronics: With this technique, you can use your knowledge of electronics and computers to start building and repairing complicated electronic devices for yourself. With this technique, you can build and repair electronic devices and computers. See Applied Science (above) for more details.
  12.   Salvage Data:   [Requires Applied Electronics] You can make a DC 6 Science check to rescue data from a damaged computer, or one wiped by an EMP. Depending on the level of damage, the DC can go up to 8 (totalled), or even 10 (hard drive is in pieces). A failed check cannot be remade unless your bonus in Science increases. The whole process takes 1d6 hours. You can attempt to repair the device using Applied Electronics to lower the DC.
  13.   Resurrect AI:   [Requires Salvage Data] You can attempt to bring a …dead‚ artificial intelligence back to life. You need access to the AI‚s last inhabited body or computer. See Salvage Data (above) for the relevant DCs and time taken.

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