Science (Specializations)

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**Science (Specializations) (01%)**

Practical and theoretical ability with a science specialty would suggest some degree of formalized education and training, although a well-read amateur scientist may also be a possibility. Understanding and scope is limited by the era of play. You may spend skill points to purchase any skill specialization. The generic **Science** skill cannot be purchased.

Each specialty covers a particular discipline and the list given is not exhaustive. Many specialties cross and overlap in knowledge, for example **Mathematics** and **Cryptography**, **Botany** and **Biology**, **Chemistry** and **Pharmacy**. When a character does not have the obvious discipline specialty, they may roll against an allied specialty with the level of difficulty increased (or a Penalty die) at the Keeper's discretion.

**Opposing skill/Difficulty level:**

* Regular difficulty: conducting an experiment; being aware of current scientific theory within your field of specialty; working with proper equipment.
* Hard difficulty: conducting a particularly demanding experiment; deciphering disorganized/partial scientific records; working with improvised equipment.

**Pushing examples**: taking more time to study; conducting further research (perhaps in a better-equipped laboratory); consulting another expert; taking risks.

**Sample Consequences of failing a Pushed rol**l: the experiment goes completely awry, causing unforeseen damage (explosion, fire, electrical shock, expulsion to the sixth dimension, etc.); you misinterpret the information and so incorrectly prepare the formulae for the magical power, with disastrous results.

* If an insane investigator fails a pushed roll, he or she begins to explore an aspect of weird science related to their specialization. This may ultimately lead to actual developments akin to those of Crawford Tillinghast (from Lovecraft's story From Beyond).

***Specializations:***

**Astronomy** **(01%)**: The user knows how to find out which stars and planets are overhead, when eclipses and meteor showers occur, and the names of important stars. The skill also provides knowledge of current perceptions about life on other worlds, the existence or the formation of galaxies, and so on. An academic might be able to calculate orbits, discuss stellar life cycles, and (in the modern-day), have knowledge of infrared astronomy, or long-baseline interferometry.

**Biology** **(01%)**: The study of life and living organisms, including cytology, ecology, genetics, histology, microbiology, physiology, and so on. With this skill one might develop a vaccine against some hideous Mythos bacterium, isolate the hallucinogenic properties of some jungle plant, or perform analysis of blood and organic matter.

**Botany** **(01%)**: The study of plant life, including classification of species, structure, growth, reproduction, chemical properties, evolutionary principles, diseases, and microscopy. Sub-disciplines of botany include agronomy, forestry, horticulture, and paleobotany. With this skill one might identify the properties of a particular plant (whether poisonous, edible, or psychotropic for example) and its particular uses.

**Chemistry** **(01%)**: A study of the composition of substances, the effects of temperature, energy, and pressure upon them, as well as how they affect one another. With chemistry, one might create or extract complex chemical compounds, including simple explosives, poisons, gases, and acids, requiring at least a day or so with the proper equipment and chemicals. The user could also analyze an unknown substance, given proper equipment and reagents.

**Cryptography** **(01%)**: The study of secret codes and languages developed by one or more persons to conceal the contents of a conversation or message. A specialized branch of mathematics, this skill enables the identification, creation, and deciphering of a code. Codes are usually written, but may take other forms, such as a message hidden within a musical composition, graphic art, or computer coding (in modern-day settings). Cracking a code can be painstaking work, often requiring lengthy research and number crunching.

**Engineering** **(01%)**: While technically not a science, it is grouped here for convenience. Science is about identify certain phenomena (observing and recording), where as engineering takes such findings to produce practical applications, such as machines, structures, and materials.

**Forensics** **(01%)**: The analysis and identification of evidence. Normally associated with crime scene investigation (examination of fingerprints, DNA, hair, and body fluids) and laboratory work in order to determine fact and provide expert witness and evidence for legal disputes.

**Geology** **(01%)**: Used to determine the approximate age of rock strata, recognize fossil types, distinguish minerals and crystals, locate promising sites for drilling or mining, evaluate soils, anticipate volcanism, seismic events, avalanches, and other such phenomena.

**Mathematics** **(10%)**: The study of numbers and logic, including mathematical theories and applied and theoretical solution design and development. The skill might allow the identification of non-Euclidean geometries, solve puzzling formulae, and decrypt complex patterns or codes (see **Cryptography** for specialized study of codes)

**Meteorology** **(01%):** The scientific study of atmosphere, including weather systems and patterns, and atmospheric phenomena. Use this skill to determine long-range weather patterns and to forecast effects like rain, snow, and fog.

**Pharmacy****(01%)**: The study of chemical compounds and their effect on living organisms. Traditionally this has involved the formulation, creation, and dispensing of medications (whether a witch-doctor using a combination of herbs or a modern pharmacist operating in a laboratory). The application of this skill ensures the safe and effective use of pharmaceutical drugs, including synthesizing ingredients, identification of toxins, and knowledge of possible side effects.

**Physics** **(01%)**: Grants theoretical understanding of pressure, materials, motion, magnetism, electricity, optics, radioactivity, and related phenomena, and some ability to construct experimental devices to test ideas. The degree of knowledge depends on the era of use. Practical devices, such as automobiles, are not the province of physicists, however experimental devices may be, perhaps in conjunction with **Electronics** or **Mechanical Repair.**

**Zoology** **(01%)**: The study of biology that relates specifically to the animal kingdom, including structure, evolution, classification, behavioral habits, and distribution of animals, both living and extinct. Use this skill to identify animal species from interaction with the environment (tracks, droppings, marks, etc.), likely behaviors, and territorial habits.