Scientist

Scientist

When first I met Mr. Broadwater, whom I now call my husband, he engaged me in scholarly debate. Though I suppose if I am more literal he in fact called me a carbon chauvinist after I made the assertion that humans were the fortunate part of the universe with the power to observe our own existence.

One would not normally expect an anthropomorphic Otter to be familiar with Carl Sagan, much less quote him so easily, no matter how smart his tweed jacket. (Though saying that out loud makes me wonder why I would find that to be an impossibility.)

Upon coming to Ariath for the first time, I was understandably shaken, and it was a pleasant surprise to find another scholar, whether or not he was infuriatingly devoted to his outdated terminology. Our original argument is somewhat lost to time at this point, but the underlying scientific principles we employ are not. As Scientists we observe the world around us and learn its inner workings, so we may in turn work our own creations. We share a life of study, of craft, of debate, and of the occasional correction to faulty signage.

Agatha Hornsby, Scientist

Characters from Ariath rather than Earth are likely to call themselves Natural Philosophers rather than Scientists, but the difference is one of flavor rather than game mechanics.

Scientist Skills:

Laboratory Tools 0 CP

You gain Lightning, Radiation, and Force as attack traits, and Medicine, Acid, and Technology as flavor traits.

Heroic First Circle Power Use 1 CP (Once per event)

Once per event you may use a First Circle power from any list you know.

Scientific Method 2 CP

You use scientific instruments, grenades, medical supplies, and similar items to use your powers. You should roleplay as though you are using them to perform effects. When you use a power, add “With this (item name)” to the beginning of the effect call.

High Yield 1 CP (Once per event)

When you use the Petriculture or Vapourist skill to gain resources at game start, you get one additional random pick. If you do not have one of these skills, you may give this additional pick to an ally who does. A character may only benefit from High Yield once per event.

Research 3 CP

You have access to research materials on a wide variety of topics. After an event, you may submit a topic to plot that you would like to research. Your research attempt may fail if the topic is one that is not likely to be committed to paper, and its veracity will be as reliable as your available sources. Any answer you receive will be informational only; you cannot find rituals, items, or anything but knowledge by means of this skill.

This is a between-events skill. You may only use one such skill per event.

Read Ancient Script 2 CP

You have learned to read the ancient writings found in many ruins, caves, and monuments all over Ariath. You may also translate these writings and write them in plain language for others to read.

Repeatable Process 3 CP

You gain access to powers from the “Science” power list, and may use casting skills to perform them. (See the section on power lists.)

Lecture 1 CP (Once per event)

Once per event, spend at least a minute explaining a situation or scientific concept to a group of people. When you are finished, call out “By my voice, Refresh 3 endurance by Knowledge” as loudly as you were speaking. Multiple people with this skill may combine their use of it in the same period of time.

Monster Lore 3 CP

Three times per battle, when the target of one of your attacks responds with a “No effect” or “Spirit” defense, your attack and any associated endurance costs are not expended.

Studied Foe 3 CP

You have extensive knowledge of a type of exotic creature, and you know how to turn its nature against it. When you learn this skill, choose one of the following: Demon, Elemental, Formless, or Phantasm. You may change the attack trait of your called attacks to “to [foe,]” where foe is the creature type you have chosen to study.

Improvised Remedy 2 CP (Once per event)

Once per event, when you have diagnosed someone and learned that they are suffering from a specific basic effect, you may focus for thirty seconds, coming up with a solution to their problem, touch them, and call “With [Heroic Quality,] Cure (effect) by Technology.”

This skill will not work on Inflict effects, and will not Cure Death, but will work on any other effect.

Scientific Arsenal 2 CP (Once Per Battle)

(Requires 3 skills in this theme.)

You gain two melee or packet attacks for “2 damage by [Attack trait.]” If you have the skill Arsenal, this instead increases your arsenal pool by 2, and allows you to deliver two uses of Arsenal per battle as melee attacks.

Efficiency 2 CP (One per event)

(Requires 3 skills in this theme.)

Once per event you may use a “Once per event” or “Once ever” ability from an Alchemical, Engineering, or Shaping product without expending the product in question.

Working Under Pressure 4 CP (Once per event)

(Requires 5 skills in this theme.)

Once per event, focus for one minute to recover all uses of your “per battle” skills.

Prototype [Epic]

When you buy this skill, you gain a Prototype pool of 3 CP. At any time during an event, you may focus for one minute, roleplaying the construction of an appropriate device to temporarily spend these CP to purchase skill(s) you currently have access to. You are treated as though you have these skills. These temporary skills are lost, and your Prototype pool reset, at the beginning of the next event.

You must satisfy any prerequisites for the skills you take in this manner. You may not use Prototype points to acquire Epic skills.

At the beginning of an event, you may use up to 3 additional unspent CP to increase your Prototype pool by an equal amount.

Research Assistant [Epic]

You have access to help from other people with varied skill sets who can assist you with your long term projects. If you have more than one Between Events skill, you may use two after each event you attend. You may not use the same Between Events skill twice after a given event; each use must be a different skill.

Alchemy 2 CP

You can combine plant components to create chemical or alchemical substances with useful effects. This skill may be purchased up to three times; each level allows you to construct more advanced products. See the rules section on Crafting for further information.

Engineering 2 CP

You can combine metal components to create mechanical products with useful functions. This skill may be purchased up to three times; each level allows you to construct more advanced products. See the rules section on Crafting for further information.

Shaping 2 CP

You can combine vapour components to create useful nanotech and biotech products. This skill may be purchased up to three times; each level allows you to construct more advanced products. See the rules section on Crafting for further information.