SCIENTIFIC GENIUS
This dedication to science over all other
pursuits applies only if the hero has an Intellect of 8 or more and Intellect
code of A, and X code in all other abilities. This allows the hero to start
with up to eight Intellect skills with the word science in their descriptions.
Scientific geniuses have no limit to their number of skills, as long as all
of them are sciences.
AERONAUTICS
The science of flight . Your hero knows
about wind velocity, aerodynamics, speed control, and the harsh effects of
gravity.
ARCHEOLOGY
The science of ancient treasures. Your hero
knows a great deal about paleontology, historical records, and ancient sites.
ARCHITECTURE
Designing and recognizing designs of building
and other large structures.
ASSESSMENT
Your hero can tell the difficulty of many
tasks and judge the abilities of others. If you take a full exchange to analyze
a person or task, you can learn the difficulty of a task or one ability
score or intensity of an individual.
ASTRONOMY
The science of the stars. Your hero can
use this skill to plot a course through the solar system.
BIOCHEMISTRY
The science of life processes of plants
and animals. Your hero knows about drugs, organic poisons, and diseases of
all types.
BIOLOGY
The science of living creatures. Your
hero understands animal and plant taxonomy, can predict the behavior of unknown
species, and knows what eats what. Specialties include ichthyology (fish)
and ornithology (birds), among many others.
BIONICS
The science of replacing living tissue with
mechanical constructs. Your hero can fashion artificial limbs, prosthetic
wings, mechanical organs, and cybernetic Intellect-altering tools.
CHEMISTRY
The science of chemicals. Your hero can
develop new formulas, develop antidotes for inorganic poisons, and identify
chemicals by smell, touch, and taste.
COMPUTER
The science of electronic intelligence.
Your hero can program computers, design computer-run equipment, and control--
to a certain extent-- artificial intelligences.
CRIMINOLOGY
The science of the criminal mind. Your
hero can find clues at crime scenes, analyze patterns of criminal behavior,
and guess where crimes will occur.
CRYPTOGRAPHY
The art of codes. Your hero is particularly
good at analyzing, solving, and making codes and other puzzles.
DIMENSIONAL GEOGRAPHY
The science of leaving this plane of existence.
Your hero has catalogued alternate realities and new dimensions.
ELECTRONICS
The science of electricity. Your hero
can analyze and build electronic devices, from as small as a vacuum tube
to as large as a power plant.
ENERGY CONTROL
The use of any Intellect-base Control power,
except the use of Energy Blasts.
ESPIONAGE
The art of spying. An espionage-trained
hero can notice small clues, operate spy equipment, and tell when someone
is on his or her trail.
GENETICS
The science of genes. Your hero understands
mutations, the effects of radiation on cellular matter, and even new life
forms.
GEOLOGY
The science of the earth. Your hero comprehends
volcanic activity, the geology of the surrounding land, and types of rocks
and minerals. He or she may also use equipment for finding oil and predicting
earthquakes.
HISTORY
The science of humanity's past. Your hero
knows of lessons from past events that may have an impact on the modern day.
If the hero is transported back in time, he or she can pass for a native
of the past time period.
JOURNALISM
The report's art. Your hero has skill with
access to many sources of information. If a hero with this skill makes a
challenging action, he or she can find out pretty much anything that's at
least semi-public knowledge within a day.
LAW
The working of the legal system. Your hero
has an extensive background in the law of the United States or some other
jurisdiction. He or she may reduce the difficulty rating for a client who
is in danger of being convicted of a crime.
LINGUISTICS
The science of words. Your hero can understand
at least the basics of any terrestrial language, and may reduce the difficulty
rating to comprehend even alien languages.
LORE
The science of studying a culture. Your
hero must pick a group of people to study ( Incans, Deviants,Kree, etc.)
Your hero then has a basic grasp of nearly all of that culture's knowledge.
MECHANICS
The science of machinery. Your hero has
an intuitive understanding of how inorganic parts come together to make machines
work.
MEDICINE
The science of health. Your hero knows
complex medical procedures, from first aid to surgery. The hero may make
a first aid average Intellect action to restore a card or the value of a random
card in Health to a combatant who fell unconscious during the previous exchange.
Your hero also can perform medical treatments that help heal serious wounds,
but these ministrations cannot take place during fights.
MYTHOLOGY
The study of classical myths, which may
seem all too real in a world where Thor, Hercules, and Dracula walk the earth.
Your hero should treat this like the Lore skill above when considering either
a real-world or purely fictional culture.
OCCULT
The study of mythical practices. Your hero
learns of magical societies, antiquities, runes, and forgotten lore.This skill
is required if the hero wants to create magic items.
OCEANOGRAPHY
The science of the seas. Your hero knows
how currents work, the complexities of depth, the patterns of marine life,
and the dangers of pollution to the ecosystems.
PHOTOGRAPHIC MEMORY
An amazing skill which allows the hero
to remember anything he or she saw or learned. A successful average Intellect
action requires the Narrator to repeat anything the hero might have come
across. (if the Narrator can remember it).
PHYSICS
The science of physical laws. Your hero
understands spatial geometry, flight, light and sound, and the motions of
planets and stars.
PSYCHIATRY
The science of the human mind. Your hero
can tell if an individual is under mental control. The hero may be able to
heal emotional scars and fractured psyches, given time.
RADIOLOGY
The science of radiation. Your hero understands
the different kinds of radiation, including its careful handling and the
dangers of its effects on humans.
ROBOTICS
The science of robots. Your hero can make
and dismantle unintelligent servitors with complex programming. A hero with
this skill can even rewire a robot programmed for evil into one with only
servile intentions ( temporarily, at least).
SOCIOLOGY
The science of human interaction. A hero
with this skill can predict how a person or group of people will react to
an event with some accuracy. If the hero does not attack in an exchange,
he or she can always launch an undeclared contingent action.
SPACE CRAFT
The science of building space transports.
Your hero understands how spaceships work and how to repair them.
SUPER-PHYSIOLOGY
The science of super powers. This specialized
skill allows the hero to gauge a superbeing's power intensities and work
to reduce or enhance those power levels over time.
TIME MACHINERY
The science of of time travel. Another
rare skill, this allows the construction of machines that allow transport
through time. (Obviously, the Narrator has complete control over whether
a hero gets this amazing skill.)
TRIVIA
A mishmash of specialized knowledge. Your
hero has one or more subjects in which he or she is an acknowledged expert.
This can be anything : old movies, military history, sports, rock music,
comic books, you name it.
WEAPONS SYSTEMS
The science of complex weaponry. Your
hero can build and dismantle high-powered guns and guidance systems.
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