Scientist

No operation can succeed by raw force alone. Wit and wisdom: are always required. Here enters the Scientist. The knowledge they provide invariably means the survival of the group.

Role: Scientists are the brains behind the brawn in the group. They bring their vast array of knowledge to the front for the unit to utilize in times of need. Many times, their knowledge and quick-thinking can be the difference between victory and defeat.

Characteristics: Scientists are defined by their intelligence, being able to draw upon their vast amount of information. They are quick-witted and fast learners. As they progress, Scientists can often conjure up vital information almost from nowhere.

Background: Scientists are exclusively trained and educated individuals. Their beginnings are usually from settings of higher learning, typically universities and other institutes. The Scientists of the more military mindset, are found in military academies and training centers where their ingenuinity is prized for weapon research and defense. Mad Scientists are often found being cast out of institutes for their radical views and ideas.

Transformations: Scientist transformation modes often match their own particular dispositions and beliefs. The more pragmatic and practical Scientists tend toward modes suitable for their needs; usually object modes. Military Scientists usually pick a form that has some combat potential, typically some form of vehicle. Mad Scientists usually take on more eccentric or frightening forms, most commonly some beast mode.

Favored Tech Spec: Intelligence
Hit Die: d4
Energon Die: d8
Weapon Proficiencies: Cannon, Projectile
Program Slots per Level: 6
Function-Programs:
Analyse (Int)
Computer Use (Int)
Construct (Skl)
Knowledge (Int)
Persuade (Rnk)
Profession (Int)
Repair (Int)
Search (Int)

Level Att Def Fort Luck Refl Will Equ Trn Rep Sub-Routine
1 +0 +0 -1 +1 +0 +2 +0 +0 +1 Random Information
2 +1 +1 -1 +1 +0 +3 +0 +1 +1 Working Theory
3 +1 +1 -1 +2 +1 +3 +1 +2 +1 Instant Mastery
4 +2 +2 -1 +2 +1 +4 +1 +3 +2 Cheap Heat 18
5 +2 +3 +0 +3 +1 +4 +1 +3 +2 Eureka! (1/adv)
6 +3 +3 +0 +3 +2 +5 +2 +4 +2 Hypothesis (1/adv)
7 +3 +4 +0 +3 +2 +5 +2 +5 +3 Inspiration (1/adv)
8 +4 +4 +0 +4 +2 +6 +2 +6 +3 Instant Mastery, Quick Study
9 +4 +5 +0 +4 +3 +6 +3 +6 +3 Cheap Heat 17
10 +5 +6 +1 +5 +3 +7 +3 +7 +4 Eureka! (2/adv), Master Facility Use
11 +5 +6 +1 +5 +3 +7 +3 +8 +4 Hypothesis (2/adv)
12 +6 +7 +1 +5 +4 +8 +4 +9 +4 Inspiration (2/adv), Know-It-All
13 +6 +7 +1 +6 +4 +8 +4 +9 +4 Instant Mastery
14 +7 +8 +1 +6 +4 +9 +4 +10 +5 Cheap Heat 16, Find Weakness
15 +7 +9 +2 +7 +5 +9 +5 +11 +5 Eureka! (3/adv)
16 +8 +9 +2 +7 +5 +10 +5 +12 +5 Hypothesis (3/adv), Forgotten Facts
17 +8 +10 +2 +7 +5 +10 +5 +12 +6 Inspiration (3/adv)
18 +9 +10 +2 +8 +6 +11 +6 +13 +6 Instant Mastery, Philospher
19 +9 +11 +2 +8 +6 +11 +6 +14 +6 Cheap Heat 15
20 +10 +12 +3 +9 +6 +12 +6 +15 +7 Eureka! (4/adv), Create Artifact

Sub-Routine Descriptions
The following are Sub-Routines a character gains as they progress in Function Level:

Random Info: Knowing a little bit about everything is the trademark of the Scientist. At 1st level, the Scientist may take a Free Action to make Random Info Check (1d20 plus your Intelligence Tech Spec Modifier plus your Scientist Function Level) to see what knwoeldge they may have on a subject. Higher rolls indicating more useful information.

Roll Result Usefulness Examples
10 Common, known by at least a substantial minority of the local population
15 Uncommon but available, known by a few in the area
20 Rare, known to a handful in the area
25 Obscure, known by few and hard to come by
30 Extremely obscure, known to very few, possibly known only by those who don't understand the significance

Counteract: No matter what the problem, science always has a solution. At 2nd level, the Scientist may draw upon his knowledge of science to counteract a condition placed upon a subject from a failed saving throw. As a full-round action the Scientist makes a d20 roll with his Intelligence Tech Spec modifier and Scientist Function Level applied against a DC equal to the DC of the effect. If successful, the effect is negated. The Scientist may effect one additional subject with this sub-routine for every 2 points by which they exceed the DC of the roll. Only one effect may be countered at a time with this sub-routine.

Instant Mastery: Scientists tend to branch off into other areas of expertise, becoming quite good at things not normally associated with science. At 3rd level and every 5 levels beyond, the Scientist gain 4 Program levels in one Program they do not have any Program levels in. This Program also becomes a Scientist Function-Program for all purposes.

Cheap Heat: Somehow, the Scientist always manages to excel when it seems least possible, drawing unusual attention to their achievements. Beginning at 4th level a Scientist gains Hot Markers whenever they roll an 18 on a d20 roll. For every 5 levels beyond, this ability expands one number, including 17 at 9th level, 16 at 14th level, and 15 at 19th level.

Eureka!: Often times the Scientist is able to pull brilliance out of thin air. Beginning at 5th level, a Scientist may choose any normal Intelligence-based roll (a roll where the principle Tech Spec involved is Intelligence) and choose to take a 20 on that roll instead, without spending any additional time. This may even be performed on rolls normally not allowing a 20 to be rolled, except for attack rolls, which cannot be augmented in this way. Any situational bonuses for rolling a 20 (such as automatic success) do not apply, bor does the Scientist gain a Hot Marker on the roll. The Scientist may use this ability once per adventure. For every 5 levels beyond 5th the Scientist may use this ability an additional time per adventure, for a total of 2 times at 10th level, 3 times at 15th level, and 4 times at 20th level.

Hypothesis: Often times a Scientist is called upon to provide critical answers based on the information at hand. Starting at 6th level, once per adventure the Scientist may spend a full-round action to ask a question of the Game Master which may only be answered with "yes", "no", or "maybe". The complexity of the question is irrelivant, allowing the Scientist to more carefully word their question based on the information they have regarding a situation. Any question which can be answered with a variety of answers will produce no results. For every 5 additional levels, the Scientist may use this sub-routine an additional time per Episode, for 2 times at 11th level and 3 times at 16th level.

Inspiration: Very often the Scientist finds answers out of nowhere, bringing vital information to the group that can completely turn the situation around. Starting at 8th level, once per Episode the Scientist may request a hint from the Game Master regarding a piece of information or a course of action. The Game Master may make the information somewhat cryptic or deceiving in nature, but it must be accurate. The hint can lose its accuracy if the situation changes. For example, a Game Master may give the Scientist the hint that the power station is an easy target for an assault, but because of the Scientist's lack of discression in building an assault force, the power station reinforced its guard fearing the Scientist's attack. The Scientist may use this sub-routine more frequently as they gain level for up to 2 times at 12th level and up to 3 times at 17th level.

Quick Study: Having spent so much time learning has given the Scientist the ability to quickly pick up Programs from watching others use them. At 8th level, the Scientist may spend a move action to observe another character using a Program, after which they may use that Program as if they had a number of Program levels equal to half their Scientist level, rounded down. A Scientist may only use this ability on observable Program effects, and only on one Program at a time. This bonus lasts until the Scientist studies a new program or until the end of the Scene, whichever happens first.

Master Facility Use: When money isn't an isn't an issue, science can do just about anything. At 10th level, the Scientist may spend Energon Points to augment any Intelligence-based Check as they would any combat roll. Treat this as Taking a 20 for purposes of time spend, even if used in conjunction with the Eureka! sub-routine.

Know-It-All: The Scientist is expected to have all the answers, and often times has does! When a Scientist achieves 12th level, their exposure to miscellaneous facts has become so vast that they may choose to take a 10 on any Random Info Checks they make.

Find Weakness: To the trained eye of a Scientist, even the mightiest foe has a weak spot. At 14th level, whenever the Scientist rolls for damage, apply the Scientist's Intelligence Modifier as a bonus to the roll. This bonus is in addition to all normal bonuses and modifiers already applied to the damage roll. Additionally, whenever the Scientist makes a Called Shot to strike a vital spot on a target they may add their Intelligence modifier as a bonus to the attack roll.

Forgotten Facts: After so much exposure to so much information, the Scientist has often times uncovered secrets of the universe long thought lost. After 16th level, the Scientist may gain Lost Knowledge when using the Random Info sub-routine, allowing them to know things they shouldn't possibly be able to know. The DC for such information is 40 or higher, depending on the power or obscurity of the information.

Philospher: Only the most skilled of Scientists go beyond science into the realm of philosophy. At 18th level, the Scientist ...

Create Artifact: Once they have become the true master of science, the Scientist has learned to create Artifacts. At 20th level, the Scientist may create a special sort of extra-powerful Invention called an Artifact. ...