Saturday, January 25, 2014

NGR Swap Class: The Scientician

As you are potentially aware,  I use NGR for science fiction and it works pretty well.   You just lose the "magic classes" and its smooth sailing.    But I've been watching classic Star Trek, The Forbidden Planet, and similar media lately due to other reasons and that implementation of Sci-Fi NGR falls a bit flat (even if it does fighter combat amazingly).  The gap is the "Science Wizard" like Mr.Spock.   So, to fill in that void the following class can replace the wizard and priest classes (being a super science themed amalgam of both).


Class: Scientician
              In the far retro-future,  generic scientific equipment and fancy sounding technobabble allow gifted individuals to seemingly break the laws of physics in ways that require you to trust their assurances that they are in fact not wizards.   Be you Spock or the Doctor,  you have a trusty "science box" that lets you pull off seeming magic.

Modifier:
Scienticians improve SCIENCE!
        Modified by Intelligence

Scientician Powers

1.) Research (Based on Sage)
  This works much like Sage for wizards.  The scientician may disassemble a device or specimen to learn the "scientific principle" behind it.  If they simply examine it they may learn what is affecting the device or specimen.   Use the Sage power from wizards.
"Interesting, it appears this device uses gammatron radiation to render its wearer invisible to scanners"

2.) Polarity Reversal (Based on Anti-Magic).
           This is a SCIENCE! version of counterspells, dispelling, or making wards (in this case temporary devices, such as an anti-position pill),  except for "scientific principles" instead of spells.   Requires a "science box" and power.
"We've been hit by their tractor beams, our only hope is to reverse the polarity on our shields and trigger a tachyon pulse collapse"

3.) Hacking (Based on Exorcism)
            The scientician can use comm systems to attack an enemy ship or mechanical device (overloading fuses and power sources).  This is an appeal that deals damage.   While manning the comms, a scientician with hacking adds their own SCIENCE! modifier to rolls to prevent hacking.
"They've breached our firewalls with polymorphic worms based on a neural net.  We've got to set off all of our logic bombs now if we want a hope in hell to purge the system"

4.) Vulnerability Exploit (based on Fervour)
           The Scientician deals bonus damage to high science devices and creatures (such as ships) by analyzing weak points and targeting them with modified beams or similar buzzwords.  For every cumulative point of SCIENCE! the scientician gains a damage bonus.
"Their positron matrix is hidden behind their heat vents,  modulate your beam frequencies and we'll bypass their defenses"

5.) Rational Mind (Based on a minor merge of Dogma and True Belief)
         The scientician is not easily fooled by charlatans and has a steely intellect that prevents panic.  The scientician suffers -2 influence/stress on any appeal and adds their SCIENCE! modifier to their awesomeness score.
"Illogical,  you are simply pretending to be the devil using a cloaked ship"

Personal Item:   The Science Box (based on Talisman)
Every time a new "Scientific Principle" is learned the scientician may attempt to improve their "Science Box" by rolling connectors on the 2d6.  For every benefit level on the Science Box the scientician may reduce the power cost of "applied science" (ie spells) that are created through it.  It works like a talisman basically.

How does SCIENCE! work?
         Wizard spells are renamed "Scientific Principles" and work much the same (except they are not weaker the more people know them, but they are vulnerable to "Polarity Reversal" if others know them).  So instead of a spell called "Rihalto's Mystic Bolt" you might have a "scientific principle" called "The Rihalto Paradox" that acts much the same.  Spell components become "exotic materials" and the mechanics are the same.
    The major difference is "Cost",  instead of a mana pool the science requires generic sci-fi "power", usually from a ship, or from a "Science Box".  A "Science Box" is a requirement for a scientifican to use most of their powers.  On a ship it could be a deflector dish,  while on an individual level it might be a sonic screwdriver or a tricorder.  Finally instead of a grimoire, a scientician will have a "databank" that may be built into the same device as the "science box".   Losing your databank is a big deal.

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