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Patent Scientists
Almost from the moment of its discovery, ghost rock fueled a surge of technological advancements. Ghost rock itself proved to be an amazing substance with many properties even modern science hasn’t fully tapped, and as a power source, it enabled even more incredible advancements in the field of invention. While many claim those first bursts of technical wizardry played a significant role in extending—or even deciding—the eventual outcome of the Civil War, it’s undeniable that many of the creations of what was once referred to as “mad science” have become a part of everyday life.
After the Great Quake of 1868, a new type of scientist appeared, inventors who were capable of designing devices that seemingly defied the laws of physics, biology, chemistry, or whatever science you cared to throw at them. These technological geniuses referred to themselves as students of the “New Science,” but most folks just called them “mad scientists.” This term originated from the fact that while their devices seemed almost magical at times when they worked, when they failed, they did so spectacularly—and catastrophically.
Exactly how they managed to build these incredible devices was a matter of considerable debate. While their outlandish gadgets undeniably worked, the theory behind each one flew in the face of all conventional wisdom. Even more confounding was the fact that these inventors often seemed to spontaneously arrive at their designs. All of them, however, relied heavily on the amazing, but poorly understood qualities of the newly discovered ghost rock, leading the less-sophisticated to jump to unfounded conclusions such as some metaphysical or even malevolent origin behind the strange mineral. Some went so far as to claim the Devil himself seeded the earth and the unusual sounds created when it burned were the moanings of tortured souls. It wasn’t that great of a leap for adherents of this belief to conclude that the unprecedented surge in technological advances was also a result of diabolic manipulation.
Pure Science
This view actually gained some traction among supposedly educated minds. The most prominent movement called itself the Sons of Sitgreaves, after one of the most original proponents of this notion, R. Percy Sitgreaves, himself a student of the “New Science.” By the end of the 19th century, public opinion was beginning to turn against the rapid advance of science. Some inventors went so far as to abandon their vocation, fearing their inexplicable creations were the result of a malevolent and otherworldly inspiration. Dr. Darius Hellstromme, the owner and founder of the now world-famous Hellstromme Industries, called such claims outlandish and preposterous. In 1893, he published a paper entitled “Pure Science” in which he categorically rebutted every claim of the anti-technology movement. His argument was greeted with a sigh of relief from the general public. People had become fond of the time-savers and niceties that science—even the weird kind—had brought them, and readily accepted his position. In time, other great minds stepped forward to support the startling advances. Nikolai Tesla was so outspoken in his endorsement, that for a time, he replaced Hellstromme as the mouthpiece of technology. Over time, “mad” science even became known as Tesla science. A few, however, both inside and outside the scientific community remained skeptical or even outright hostile toward the New Science and its offerings.
Patent or Die!
Hellstromme is doubtlessly the most well-known of those early inventors. His initial successes, as well as his business acumen, paved the way for others to follow in his footsteps. But that same savvy that helped provide the initial boost to the new field of endeavor has also heralded a change in the operational model.
Today, the lone inventor is almost a relic of the past. The drive for marketable products has drawn massive corporate involvement into seeking the newest technological advances, and most major governments fund their own research as well. This “brain drain” serves to draw many of the best and brightest to government or private think-tanks, leaving only the most independently minded to strive on alone. Individual designers are often cash-strapped, working feverishly to discover the next big thing, so they can start the next Smith & Robards—or at least pay last week’s grocery bills. As a result, there is fierce competition and even paranoia among the ranks of the small-scale developers to be the first to patent their latest creation, and hence the current appellation for this pioneering breed: patent scientists.
Arcane Background (Patent Science).
Requirements: Wild Card, Novice, Smarts d6+, Weird Science d4+
Arcane Skill: Weird Science (Smarts)
Power Points: 10
Starting Powers: 1
Malfunction: As Weird Scientists (see Savage Worlds).
Available Powers: Armor, barrier, blast, blind, bolt, boost/lower trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, elemental manipulation, entangle, environmental protection, farsight, fear, fly, havoc, healing, intangibility, invisibility, light/ obscure, pummel, quickness, slow, slumber, smite, speak language, speed, stun, succor, telekinesis, wall walker, zombie.
Special Rules:
• Dementia: All patent scientists begin play with a Delusion, either Major or Minor. See below for details.
• Weird Science: Patent scientists may use Edges that require Arcane Background (Weird Science).
Trappings
Patent science powers take the form of bizarre inventions, sometimes cobbled together from everyday items. Weapons tend to be based on firearms of some sort, while defensive powers often appear as some form of armor or energy-field generator. Other powers may be chemical concoctions like potions or salves, exoskeletons, goggles, and the like. Regardless of the form, most patent science devices tend toward a streamlined, yet bulky appearance.
Playing a Patent Scientist
Patent scientists function like Weird Scientists (see Savage Worlds), including Malfunctions, with one major change. There’s a saying that there’s a fine line between genius and insanity, but for patent scientists, someone took an eraser to that line. All patent scientists are a little unbalanced, and some more than others. Depending on who you ask, it’s that very offkilter view that enables them to twist the laws of physics to make their gizmos work, while others claim their madness is evidence of the influence of unearthly, or even demonic, entities using the scientists’ hands as playthings. Regardless of the cause, all patent scientists must take Delusional as an extra Hindrance and get no character creation points for it. The details of the madness are up to the player, but the severity of the Delusion determines how often the inventor can have one of his unique insights. Those with a Minor Delusion can only take the New Power Edge once per Rank, while those with a Major Delusion can take the New Power Edge as often as every other Advance. Each patent science device has 10 Power Points.
New Edges
Eureka!
Requirements: Legendary, Arcane Background (Patent Science), Weird Science d12+
You’ve achieved the goal of individual patent scientists everywhere! After days, weeks, or even years of tinkering, you may create a true Patent Device out of one of your powers. When this Edge is taken, pick a power to go with it (you can take Eureka! multiple times). You’ve refined the associated gizmo enough that it can now use raw ghost rock as another source of power! One ounce of raw ghost rock provides 2 Power Points, so a pound of ghost rock provides 32 Power Points. The gizmo is still limited to the maximum number of Power Points of the inventor; it can just regain those points through the use of ghost rock. The inventor’s own device regains PPs at his normal rate, but he can also use ghost rock as points as well. It comes down to a simple question of time or money. Fortunately, the prototype is more stable than most other gizmos; it only suffers a Malfunction on a critical failure. On top of that, your blueprint and patent earn prestige and money from a corporation capable of reproducing your device on a massmarket scale. Thereafter, you have +2 Charisma when dealing with other patent scientists and receive 1d6 x $75 in royalties—which you may need to pay the ghost rock bill.