Vernian Science Hero
You are a dreamer, an optimist, and- most essentially- an expert. Magic and violence are the domains of fools; all you’ll ever need is to keep your wits about you.
Start with a dandy’s formal clothes, 2x your system’s normal starting funds, and a few widely-respected research papers already published.
A
You are an expert in [INT mod] scientific disciplines. Do not declare these at character creation; instead, you will decide what they are as they come up in play. Should your INT mod increase, you will be able to learn more things. You know absolutely everything there is to know about these topics at your setting’s current technology/knowledge level. This may only include magic if magic is a widely-accepted field of rigorous scientific study in your setting. These areas of expertise also count as skills, of course.
B
When you attempt to do something ridiculous and totally improbable, but you have a decent science-based explanation for why it should work, you can test INT to see if it works. If it falls in the domain of an area of your expertise, you automatically succeed.
C
When you discover something totally new and unknown to modern science, you can ruminate upon it for an hour to intuite 1d4 true facts about it (2d4 if it falls within your areas of expertise).
D
Whenever discovering something new that falls within one of your areas of expertise, you may immediately declare one fact about it; as long as this fact is within the realm of pre-established possibility, it becomes a provable truth.
1d8 Example Scientific Specialties
Astronomy
Marine biology
Mechanical engineering
Geology
Paleontology
Chemistry
Medicine
Botany
I really love this class! It captures the sort of "mad academic" vibe Verne was so fond of, and the abilities all sound like they would be fun to use at the table. Kudos to you!
ReplyDeletethanks! making up silly pseudoscience, declaring it real, and then making the gm retroactively include that in their worldbuilding is the best gameplay loop i can think of
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