Conducts Weird Science

You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation.

Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

Minor Effect Suggestion: You learn one additional piece of information in your analysis.

Major Effect Suggestion: Foes within sight are dazed for one round upon seeing your strange creation or its results. During this time, the di culty of all tasks they perform is modi ed by one step to their detriment.

Tier 1:

Lab Analysis (3 Intellect points). You analyze the scene of a crime, the site of a mysterious incident, or a series of unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or force(s) responsible. To do so, you must collect samples from the scene. Samples are paint or wood scrapings, dirt, photographs of the area, hair, an entire corpse, and so on. With samples in hand, you can discover up to three pertinent pieces of information about the scene, possibly clearing up a lesser mystery and pointing the way to solving a greater one. The GM will decide what you learn and what level of difficulty is needed to learn it. (For comparison, discovering that a victim was killed not by a fall, as seems immediately obvious, but rather by electrocution, is a difficulty 3 task for you.) The difficulty of the task is modified by one step in your favor if you take the time to transport the samples to a permanent lab (if you have access to one), as opposed
to conducting the analysis with your field science kit. Action to initiate, 2d20 minutes to complete.

Scientist: You are trained in one area of scientific knowledge of your choice.

Tier 2:

Modify Device (4 Intellect points). You jury-rig a piece of mechanical or electrical equipment to make it function above its rated specs for a very limited time. To do so, you must use spare parts equal to an expensive item, have a field science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 3 Intellect-based task. When complete, using the device modifies all tasks performed in conjunction with the device by one step in the user’s favor, until the device inevitably breaks. For example, you could overclock a computer so research tasks using it are easier, modify an espresso maker so that each cup of coffee made with it is better, modify a car’s engine so that it goes faster (or its steering, so it handles better), and so on. Each use of the modified device requires a depletion roll of 1–5 on a d20. Action to initiate, one hour to complete.

Tier 3:

Better Living Through Chemistry (4 Intellect points). You’ve developed drug cocktails specifically designed to work with your own biochemistry. Depending on which one you inject, it makes you smarter, faster, or tougher, but when it wears off,
the crash is a doozy, so you use it only in desperate situations. You gain 2 to your Might Edge, Speed Edge, or Intellect Edge for one minute, after which you can’t gain the benefit again for one hour. During this follow-up hour, every time you spend points from a Pool, increase the cost by 1. Action.

Tier 4:

Extensive Training. You are specialized in one area of knowledge of your choice. Enabler.

Just a Bit Mad. You are trained in Intellect defense tasks. Enabler.

Tier 5:

Weird Science Breakthrough (5 Intellect points). Your research leads to a breakthrough, and you imbue an object with a truly amazing property, though you can use the item only once. To do so, you must buy spare parts equivalent to an expensive item, have a field science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 4 Intellect-based roll to create a random cypher of up to level 2. The GM decides the nature of the cypher you create. Attempting to create a specified cypher increases the difficulty by two steps. Creating a cypher does not allow you to surpass your normal cypher limit. Action to initiate, one hour to complete.

Tier 6:

Incredible Feat of Science (12 Intellect points). You do something amazing in the lab. This takes a full day of work (or longer, depending on the circumstances) and parts and materials equivalent to three expensive items. Possible incredible feats include:
• Reanimate and command a dead body for one hour.
• Create an engine that runs on perpetual motion.
• Create a teleportation gate that remains open for one minute.
• Transmute one substance into another substance.
• Cure one person with an incurable disease or condition.
• Create a weapon designed to hurt something that can’t otherwise be hurt.
• Create a defense designed to protect against something that can’t otherwise be stopped.

Improved Weird Science Breakthrough.
When you successfully use Weird Science Breakthrough, you can create a cypher of up to level 6. Enabler.

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Conducts Weird Science

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