Science

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Understanding how things work, and why. Science applies knowledge, academia, and experimentation towards solving problems. Use Science to learn about an object through experimentation, or to remember the results of research done in the past. Science is appropriate for repairing steam engines, translating snippets of an ancient language, or working through complex mathematical formulas.

Science Checks

  • Build: With a Plan, the right Cascades, and enough Components you can construct your own fantastic Inventions. Spend two days and roll a Science Mission. The difficulty is based on how many Components the Plan requires. A Plan with two or fewer Components has no Penalty, and each Component needed beyond that applies a –1 Penalty. A Bad roll destroys a Component which may be needed at the end, so it’s a good idea to have extras on hand before you start. Complications eliminate a Pair if available, or add the Unstable keyword to the finished result if not. At the end of the Mission if the inventor has at least one Pair the Invention is completed and functions—if it’s possible at all. Every two extra Pairs saves a Component which would normally be used up creating the item and updates the Plan to no longer require that Component. If the Mission fails you need to change the Plan or take a Respite from adventuring to complete your work. During character creation or a Respite a Build is automatically completed if the necessary Components are on hand. Simple or makeshift items may be cobbled together with just an Action and a Good Science Check, but they are automatically Unstable.
  • Heal: You care for someone else‘s Injuries. Healing takes two days, after which you roll a Science Check. On a Good roll remove one Wound from your patient, or a temporary Injury if no Wounds are present. If you have multiple Injuries the one associated with the highest Danger roll recovers first. Healing is separate and in addition to Rest, and suffers the same Penalties for unsanitary or uncomfortable conditions. Each Pair heals another Wound or Injury from one of your patients. The Biology Cascade applies if the target is a different species. You may attempt to Heal yourself in place of Resting.
  • Plan: You take two days to meticulously plan a journey, consult the right experts, or stockpile reserve equipment. Pay a Cash Bill and roll a Science Check. A Good roll grants a Preparation token for use on the trip. The Cascades to operate any vehicles apply, and interplanetary navigation requires the Physics Cascade.
  • Repair: Repairing a simple Jam only takes an Action and a Good Science Check. Larger items, Hull hits, and Criticals require a Project. On a Bad roll the repair requires a Component to complete. Wrecked. items apply a –1 Penalty to the roll. On a Bad roll the repair requires a Component or services at a shipyard to complete. Services take place over a Respite, and count as an extra Upkeep roll.
  • Research: Gathering information you don’t already know requires two days and materials to study: a library, a specific tome, a competent instructor, or even a sample to experiment on. Check Science to find what you need. Exactly what you can learn on a Good roll is determined by the Referee, and based on what is available from the source. If the source has nothing relevant the Good result reveals that, plus a cue to where you might find the information you’re looking for. On a Bad roll you exhaust that source without learning anything—if you want to find out more you need to look somewhere else.
  • Tend: Use an Action to help a patient within Reach. Roll a Science Check, and a Good roll eliminates a Bleeding token or wakes someone who is Down. Tend requires the Biology Cascade when attempted on a target from a different species.

Science Saves

  • Knowledge: Roll a Science Save to determine if you have read or heard relevant information. If not, you must Research to find out more. Knowledge is based on academic studies and not first hand experience, so it may not be correct! Esoteric facts apply a Penalty (Referee’s call) and relevant Cascades apply.
  • Navigate: During a journey when you need to adjust your course, estimate how long before you arrive, or avoid known Hazards along the way you roll a Science Save. Navigating courses for vehicles requires the same Cascades needed to Helm them, and interplanetary navigation requires the Physics Cascade.

Science Masteries

  • Automation: The study of mechanical minds, computation devices, and different forms of recording and replaying actions. Provides inventors with Components for Automatons and self-operating devices.
  • Biology: Understanding the physical structures and processes of living things. Biology Components combine with Chemistry to create medicine, or with Mechanisms to create prosthetics. Many alien plants have astounding properties to copy or improve.
  • Chemistry: The study of different forms of matter and the way elements react with one another. Poisons, explosives, and even improved metallurgy and materials all fall within the bounds of Chemistry. Inventors with this Cascade gain Components accordingly.
  • Energy: Familiarity with the principles of electricity and energy. Provides inventors with Components for electronic and transmitted energy devices.
  • Mechanisms: The science of gears, steam power, and complex machinery. Mechanisms form the basis for most Inventions, so Components are crucial. This Cascade is also extremely practical for Engineers who need to repair vehicles and mechanical devices.
  • Physics: The understanding of gravity, momentum, motion, and mathematics. Physics is used for interplanetary navigation. Physics is also useful for dealing with the weight and behavior of structures and vehicles. Mathematical formulas or designs are the province of this Cascade.

Build Points

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.

See Also


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