Weird Science

IQ/Very Hard

Defaults: None.

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 (see Chapter 17) or investigate an existing item of weird technology (e.g., a UFO).

On a success, you get +5 on an invention attempt (but only +1 if using the Gadgeteer advantage, since Gadgeteer already gives you favorable die rolls for thinking “outside the box”). 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.