Science

Recall scientific laws, analyze unknown substances, jury-rig fixes from theory.

Science covers recall of physical laws and chemical theory, analysis of unknown substances, jury-rigging a working fix from first principles, identifying exotic and xenobiological materials, and reverse-engineering observed phenomena. It does not build things -- that is Engineering -- and it does not treat the sick -- that is Medicine. Science understands why things work or fail. A hull alloy shears at cryo temperatures; a crystalline residue on a dead man's glove is either benign or lethal; a reactor leak can become an improvised cutting beam if you have ten minutes and the theory to back it up.

Rules Reference

FieldValue
Armor Check Penaltyfalse
Key AbilityINT
Trained Onlytrue
Untrained UseRecall basic facts at DC 12 only; lab work and instrument-dependent analysis auto-fail.
Key AbilityINT

Notes

Special: Requires lab or field instruments; without them, all DCs rise by 5. Does not cover building (Engineering) or treating (Medicine).

Special: Most Science checks require access to a lab or field instruments. Without them, all DCs rise by 5. Science does not cover building things (that is Engineering) or treating patients (that is Medicine) -- it covers understanding why they work or fail.

Untrained: An untrained character can recall basic facts (gravity pulls, fire burns) at DC 12 and nothing harder. Lab work, material identification, and any analysis requiring instruments all auto-fail without training. You cannot fake knowing what a mass spectrometer reads.

Descriptors

dc: 12

FieldValue
dc12
taskRecall a scientific law or theoretical principle

dc: 15

FieldValue
dc15
taskAnalyze an unknown substance in a lab

dc: 18

FieldValue
dc18
taskJury-rig a scientific fix from available materials

dc: 22

FieldValue
dc22
taskIdentify an exotic or xenobiological material

dc: 25

FieldValue
dc25
taskReverse-engineer an observed phenomenon

dc: 30

FieldValue
dc30
taskPull a breakthrough deduction from scattered evidence

Synergy

bonus: 2

FieldValue
bonus2
fromEngineering
threshold5

bonus: 2

FieldValue
bonus2
fromXenology
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillEngineering

bonus: 2

FieldValue
bonus2
ranks5
skillXenology

Uses

application: Recall a scientific law or theoretical principle

FieldValue
applicationRecall a scientific law or theoretical principle
dc12
failureYou half-remember; the GM may feed you a plausible wrong answer.
successYou dredge it up clean -- formula, constants, the lot.

application: Analyze an unknown substance in a lab

FieldValue
applicationAnalyze an unknown substance in a lab
dc15
failureInconclusive -- contaminated sample or you lack the reagents.
successComposition identified; you know what it is and what it does.

application: Jury-rig a scientific fix from available materials

FieldValue
applicationJury-rig a scientific fix from available materials
dc18
failureThe theory was sound but the execution was not; time and parts wasted.
successIt works for now -- a makeshift spectrometer, a crude catalyst, a one-shot sensor.

application: Identify an exotic or xenobiological material

FieldValue
applicationIdentify an exotic or xenobiological material
dc22
failureYou misclassify it; treat as benign at your peril.
successYou name it, hazard class and all.

application: Reverse-engineer an observed phenomenon

FieldValue
applicationReverse-engineer an observed phenomenon
dc25
failureThe phenomenon defies your models; you need more data or better instruments.
successYou understand the mechanism and can explain or predict it.

application: Pull a breakthrough deduction from scattered evidence

FieldValue
applicationPull a breakthrough deduction from scattered evidence
dc30
failureYou chase a dead theory; lose 1d4 hours before you realise.
successThe pieces click; you see the pattern no one else caught.