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Weird Science

Name
Weird Science
Skill Attribute & Difficulty
Int - Very Hard
Defaults
None
Prerequisites
None
Description
This skill allows you to formulate astonishing new crackpot scientific theories that are far ahead of their time . . . or at least utterly different from the usual assumptions of your tech level. You may attempt a Weird Science roll whenever you work on a new invention or investigate an existing item of weird technology.   On a success, you get +3 on an invention attempt. If investigating weird technology, success gives +2 to any skill roll you make for this purpose – and the GM might even allow a default skill roll to operate the device!   On a critical success, you get these bonuses and some incredible insight into a totally different problem! Critical failures are always spectacular, although not necessarily fatal or even dangerous.
Specializations
None
Modifiers
None

Created by

Sirplyot.

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