2012-09-24

Scientist

Scientist

Requirements: None
Prime Requisite: INT
Hit Dice: 1d6
Maximum Level: None

Scientists are the priests and enforcers of the cult of Science (described in ASE1). They do not have any spell-casting abilities – but the preserved lore of the cult has taught them how to perform many marvels just the same.

As a Scientist gain levels, the cult recognizes his increased Scientific prowess by bestowing secret learning and cybernetic enhancements upon him. At each odd-numbered level, the Scientist may choose a new power from those listed below, as long as he meets the minimum level requirement. All powers require either surgery or intense study, and the Scientist must spend a minimum of a week at a temple of Science after gaining an odd-numbered level in order to benefit from a new ability.

Scientists may use any weapons and/or shields in combat, but are restricted to leather armor for religious reasons (leather lab coats dyed white are a particular favorite).

Scientific Powers and Enhancements
LevelName
1Cybernetic Arm
1Fingerblades
1Identify Technology
1Suturepede
1Wired Reflexes
3Cybernetic Legs
3Repair Robot
3Repulsor Field
3Targeting Reticule
3Well-Grounded
5Bioanalysis
5Hemofiltration
5Recharge Item
5Ring Modulator
7Adrenaline Boost
7Power Cell
7Subvert Robot
11Mind Transfer
11Supremacy of Science

Adrenaline Boost: Once per day, the Scientist is able to release vast quantities of adrenaline into his bloodstream from a reservoir in his abdomen. This acts as per the haste spell for 3 rounds.

Bioanalysis: In addition to being able to measure the pulse, blood pressure, and body temperature of a patient, the Scientist is able to use the information his enhanced senses provide to determine if someone is lying with 75% accuracy.

Cybernetic arm: A Scientist with this ability has had one of his arms replaced by a mechanical equivalent. This adds +1 to his Strength (not to exceed 18). This is not compatible with fingerblades, and a scientist with the fingerblades ability will lose it from the replaced arm. This ability may be taken twice (once for each limb replaced).

Cybernetic legs: Both of the character’s legs have been replaced with pneumatic-driven hardware. His movement rate increases by 30’ (10’), he is able to jump 10’ in the air vertically, and 20’ horizontally (40’ from a running start).

Fingerblades: The Scientist’s fingertip bones are replaced with retractable razors. He is able to attack twice per round, once with each hand, doing 1d4 damage (plus strength bonus) per hand. Fingerblade fighting techniques require both hands free – the character cannot combine a melee weapon attack with an off-hand fingerblade attack.

Hemofiltration: The character’s kidneys and liver are replaced with an improved biotech filtration system. He is now immune to poison. Few Scientists take this ability, as it also eliminates the intoxicating effects of drugs and alcohol.

Identify Technology: The Scientist has immersed himself in ancient lore and data sheets, and is able to identify the purpose of technological artifacts found in the lost ruins of civilization. He has a 10% chance per level (max 90%) of successfully identifying a technological item’s powers.

Mind Transfer: This ability enables a Scientist to transfer his mind into a computer or robot. The transfer is irreversible – the Scientist’s body dies once the mind-pattern is moved into the robot. The poor reliability of millennia-old machinery eventually leads to madness and system failure among the Scientists transferred, so as a rule these hybrid minds are shoved in the back of a dusty closet after a few decades of operation.

Power Cell: A small energy cell is embedded in the Scientist’s abdomen, with a power-port exposed on his sternum. A curved “cap” of gleaming solar panels is grafted onto his skull in place of hair, allowing the cell to recharge after a day spent in the sun. The cell gives an additional 10 shot capacity to laser pistols and rifles wielded by the Scientist. The cell may not be used with the recharge item ability – it does not deliver nearly enough current.

Recharge Item: The Scientist may attempt to recharge drained technological artifacts. He has a 10% chance per level (max 90%) of successfully recharging an item, granting an additional 2d4 charges (up to the item’s maximum number of charges). On failure, however, the item is ruined. The recharge attempt requires a functioning power source and a collection of transformers, parts, and cables – and is thus usually performed at a temple of Science. Recharging laser pistols and rifles is a simple affair, and success is automatic with those items.

Repair Robot: A Scientist with this ability may use spare parts ripped from some otherwise useless technological item to jury-rig repairs to a robot, “healing” it of 2d8 points of damage. This ability may only be used once per day on any given robot (even by a different Scientist) as there is only so much jury-rigging a single machine can take and still function properly.

Repulsor Field: A small gravitational repulsor module is implanted under the Scientist’s ribcage. The field repels anything moving quickly towards the scientist – there is a 50% chance that small missile weapons such as bullets miss outright, and a 10% chance that  large missiles (boulders, rockets, etc) and melee weapons miss. This check is made after the normal “to hit” roll an attacker makes. Massless and near-massless weapons (such as lasers and plasma charges) are not affected by the repulsor field.

Ring Modulator: The Scientist’s voice is enhanced with a horrifying electronic effect, causing his voice to sound at both higher and lower frequencies simultaneously. Once per combat, the Scientist may screech threats at his opponents, forcing any sentient opponent within 30’ to make an immediate morale check. Robots find ring modulators soothing and are not affected by them.

Subvert Robot: A Scientist with this ability has been trained in the verbal, electronic, and data manipulations necessary to subvert a robot or a computer, modifying their programming to obey the Scientist. The target robot may make a save vs. spells to avoid the subversion. A subverted robot may save once per day on each following day to recover its original programming. After the third failed saving throw, the robot has been permanently re-programmed. A robot that saves successfully versus subversion may not be re-subverted until the Scientist gains a level. Subvert robot may only be attempted once per day, due to the mental strain it imposes on the Scientist.

Supremacy of Science: Vented implants in the Scientist’s torso are able to release a spherical cloud of nanomites capable of suppressing magic within a 10’ radius. No magical effects will operate in the sphere, creatures normally only harmed by magic will be susceptible to normal weapons while in it. It does not prevent summoned or magical creatures from entering the sphere, but their abilities will likely be severely hampered. The cloud is visible as a thin mist, and lasts for two hours. This ability may only be used once per day, as it takes time to generate new nanomites.

Suturepede: The suturepede is a biomechanical centipede-like creature surgically implanted within the Scientist’s body. When he falls at or below 0 hit points, the suturepede will exit through a wound and graft itself to the injuries, using its legs as sutures if necessary. This will immediately restore 3d8 hit points to the Scientist. The suturepede dies and falls off within 1d4 days of use, and the character must visit a temple of Science to have a replacement suturepede implanted.

Targeting Reticule: One of the Scientist’s eyes has been replaced with an improved targeting lens in a cylindrical black housing. He now has a +2 bonus to hit with lasers, guns, and other missile weapons, and detects secret doors on a roll of 1-2 on 1d6. Only one eye may be replaced with a targeting reticule – two reticules would only cause migraine headaches with no improvement in accuracy.

Well-Grounded: A mesh of stranded copper wire is implanted below the Scientist’s skin. Electrical attacks now only do half damage, and on a successful saving throw (if applicable) do no damage at all.

Wired Reflexes: A Scientist with this ability has had local microprocessors implanted into his joints, speeding the movements of his limbs. The improved reflexes grant +1 to his dexterity score.

Scientist Level Progression
ExperienceLevelHit Dice (1d6)Powers
0111
1,500221
3,000332
6,000442
12,000553
25,000663
50,000774
100,000884
200,000995
300,00010+1 hp only*5
400,00011+2 hp only*6
500,00012+3 hp only*6
600,00013+4 hp only*7
700,00014+5 hp only*7
800,00015+6 hp only*8
900,00016+7 hp only*8
1,000,00017+8 hp only*9
1,100,00018+9 hp only*9
1,200,00019+10 hp only*10
1,300,00020+11 hp only*10
* Hit point modifiers from constitution are ignored

Scientist Saving Throws
LevelBreath AttacksPoison or DeathPetrify or ParalyzeWandsSpells or Spell-like Devices
1-41714141114
5-8151212912
9-12131010710
13-16118858
17+96636

Scientist Attack Table
Attack Value for Armor Class
Level-6-5-4-3-2-10123456789
1-320202020202019181716151413121110
4-52020202020191817161514131211109
6-8202020201918171615141312111098
9-1020202019181716151413121110987
112020191817161514131211109876
12201918171615141312111098765
13-1419181716151413121110987654
15-161817161514131211109876543
17-18171615141312111098765432
19-2016151413121110987654322
21+1514131211109876543222

3 comments:

  1. at what level do they recieve tattoos on their forehead

    ReplyDelete
    Replies
    1. Scientists get a tattoo just for showing up, no level required

      Delete