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:
Electronics and Computer Science
Depending on the campaign setting, the GM can add other branches of
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
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.
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
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:
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.
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.
Dewey Decimal Training:
When using Research, you are automatically treated as having rolled a
Perfectly Rational Explanation:
With this technique, you can add your Intelligence to your Will instead
of your Spirit if it would be beneficial.
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.
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
You can try to hack into a computer as a full round action with a -3
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
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.
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:
You can add unbreakable laws to the AI‚s programming.
Modify or Delete Laws:
You can edit or delete existing laws, although this requires an
additional hack check at +5 DC.
The AI shuts down (effectively unconscious) until it is awoken (DC 6
Science (Computer) check, takes a 4SA)
You can forcibly transfer the AI into another body. The normal
restrictions for transferring apply.
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.
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
[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.
[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.