SCIENTIFIC GENIUS
This dedication to science over all other pursuits applies only if the hero has an Intellect of 8 or more and Intellect code of A, and X code in all other abilities. This allows the hero to start with up to eight Intellect skills with the word science in their descriptions. Scientific geniuses have no limit to their number of skills, as long as all of them are sciences.
AERONAUTICS
The science of flight . Your hero knows about wind velocity, aerodynamics, speed control, and the harsh effects of gravity.
ARCHEOLOGY
The science of ancient treasures. Your hero knows a great deal about paleontology, historical records, and ancient sites.
ARCHITECTURE
Designing and recognizing designs of building and other large structures.
ASSESSMENT
Your hero can tell the difficulty of many tasks and judge the abilities of others. If you take a full exchange to analyze a person or task, you can learn the difficulty of a task or one ability score or intensity of an individual.
ASTRONOMY
The science of the stars. Your hero can use this skill to plot a course through the solar system.
BIOCHEMISTRY
The science of life processes of plants and animals. Your hero knows about drugs, organic poisons, and diseases of all types.
BIOLOGY
The science of living creatures. Your hero understands animal and plant taxonomy, can predict the behavior of unknown species, and knows what eats what. Specialties include ichthyology (fish) and ornithology (birds), among many others.
BIONICS
The science of replacing living tissue with mechanical constructs. Your hero can fashion artificial limbs, prosthetic wings, mechanical organs, and cybernetic Intellect-altering tools.
CHEMISTRY
The science of chemicals. Your hero can develop new formulas, develop antidotes for inorganic poisons, and identify chemicals by smell, touch, and taste.
COMPUTER
The science of electronic intelligence. Your hero can program computers, design computer-run equipment, and control-- to a certain extent-- artificial intelligences.
CRIMINOLOGY
The science of the criminal mind. Your hero can find clues at crime scenes, analyze patterns of criminal behavior, and guess where crimes will occur)).
CRYPTOGRAPHY
The art of codes. Your hero is particularly good at analyzing, solving, and making codes and other puzzles.
DIMENSIONAL GEOGRAPHY
The science of leaving this plane of existence. Your hero has catalogued alternate realities and new dimensions.
ELECTRONICS
The science of electricity. Your hero can analyze and build electronic devices, from as small as a vacuum tube to as large as a power plant.
ENERGY CONTROL
The use of any Intellect-base Control power, except the use of Energy Blasts.
ESPIONAGE
The art of spying. An espionage-trained hero can notice small clues, operate spy equipment, and tell when someone is on his or her trail.
GENETICS
The science of genes. Your hero understands mutations, the effects of radiation on cellular matter, and even new life forms.
GEOLOGY
The science of the earth. Your hero comprehends volcanic activity, the geology of the surrounding land, and types of rocks and minerals. He or she may also use equipment for finding oil and predicting earthquakes.
HISTORY
The science of humanity's past. Your hero knows of lessons from past events that may have an impact on the modern day. If the hero is transported back in time, he or she can pass for a native of the past time period.
JOURNALISM
The report's art. Your hero has skill with access to many sources of information. If a hero with this skill makes a challenging action, he or she can find out pretty much anything that's at least semi-public knowledge within a day.
LAW
The working of the legal system. Your hero has an extensive background in the law of the United States or some other jurisdiction. He or she may reduce the difficulty rating for a client who is in danger of being convicted of a crime.
LINGUISTICS
The science of words. Your hero can understand at least the basics of any terrestrial language, and may reduce the difficulty rating to comprehend even alien languages.
LORE
The science of studying a culture. Your hero must pick a group of people to study ( Incans, Deviants,Kree, etc.) Your hero then has a basic grasp of nearly all of that culture's knowledge.
MECHANICS
The science of machinery. Your hero has an intuitive understanding of how inorganic parts come together to make machines work.
MEDICINE
The science of health. Your hero knows complex medical procedures, from first aid to surgery. The hero may make a first aid average Intellect action to restore a card or the value of a random card in Health to a combatant who fell unconscious during the previous exchange. Your hero also can perform medical treatments that help heal serious wounds, but these ministrations cannot take place during fights.
MYTHOLOGY
The study of classical myths, which may seem all too real in a world where Thor, Hercules, and Dracula walk the earth. Your hero should treat this like the Lore skill above when considering either a real-world or purely fictional culture..
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OCCULT
The study of mythical practices. Your hero learns of magical societies, antiquities, runes, and forgotten lore.This skill is required if the hero wants to create magic items.
OCEANOGRAPHY
The science of the seas. Your hero knows how currents work, the complexities of depth, the patterns of marine life, and the dangers of pollution to the ecosystems.
PHOTOGRAPHIC MEMORY
An amazing skill which allows the hero to remember anything he or she saw or learned. A successful average Intellect action requires the Narrator to repeat anything the hero might have come across. (if the Narrator can remember it).
PHYSICS
The science of physical laws. Your hero understands spatial geometry, flight, light and sound, and the motions of planets and stars..
PSYCHIATRY
The science of the human mind. Your hero can tell if an individual is under mental control. The hero may be able to heal emotional scars and fractured psyches, given time.
RADIOLOGY
The science of radiation. Your hero understands the different kinds of radiation, including its careful handling and the dangers of its effects on humans.
ROBOTICS
The science of robots. Your hero can make and dismantle unintelligent servitors with complex programming. A hero with this skill can even rewire a robot programmed for evil into one with only servile intentions ( temporarily, at least).
SOCIOLOGY
The science of human interaction. A hero with this skill can predict how a person or group of people will react to an event with some accuracy. If the hero does not attack in an exchange, he or she can always launch an undeclared contingent action.
SPACE CRAFT
The science of building space transports. Your hero understands how spaceships work and how to repair them.
SUPER-PHYSIOLOGY
The science of super powers. This specialized skill allows the hero to gauge a superbeing's power intensities and work to reduce or enhance those power levels over time.
TIME MACHINERY
The science of of time travel. Another rare skill, this allows the construction of machines that allow transport through time. (Obviously, the Narrator has complete control over whether a hero gets this amazing skill.)
TRIVIA
A mishmash of specialized knowledge. Your hero has one or more subjects in which he or she is an acknowledged expert. This can be anything : old movies, military history, sports, rock music, comic books, you name it.