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need science help


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1.) If it's glowing red, don't touch it.

2.) Never activate a switch, button or lever "just to see what it does".

3.) Try and get your full name into the dialogue or credits as soon as possible.

Beyond that, you may need to be a little bit more specific.
 

I don't know if you really need/want help from actual scientists; scientists as portrayed in both Star Trek and Stargate aren't much like actual scientists.
 


Star Trek science is summed up pretty well in Futurama... Tried to find the clip but the basic premise is:

- There is an issue.
- The scientist uses extreme technical jargon.
- Someone equates this to a simple analogy.
- Everyone survives who has a non-red shirt :).

Slainte,

-Loonook.
 

Stargate science works like this:

- If it concerns killing things, Earth tech is better.
- If it concerns shielding or hiding things, alien tech is better.
- If it concerns travelling, Earth+alien is better.
- If it's a handy little gagdet, nobody needs to know how it does what it does, but everyone knows how to use it.
 

I need he lp coming up with some good rules for scientists that would cover Stargate as well as Star Trek

I'll bite. Bear in mind, I'm making this stuff up as I write, so it would need an edit or three before you could deploy it as rules.

Scientist Rules

Scientists figure things out and solve problems. Generally they do this in a systematic way or by means of an educated guess. As such, they are generally able to get information by means of testing and analyzing data, rather than by random "detect secret doors" check. They also have the ability to create new devices and technological solutions to problems. A scientist locked in a garage full of parts and tools could create a vibro-lock pick that unlocks the door, rather than him personally figuring out how to pick the lock.

Tools and Parts
For a scientist to do their thing, they need tools and parts. Basic tools include screwdrivers, wire cutters, voltmeters, magifying glass, microscope, etc. Basic parts include petri dishes, modular circuit boards, chips, wire, etc.

Tools are needed to make a new, more advanced Tool from Parts. Each Tool has a Tech Level(2). As do the Parts. Using the right level tools on equivalent level parts lets you make a new Tool that is 1 Tech Level higher. Thus using TL2 Tools with TL2 Parts if the skill check is made will yield a new TL3 Tool. Tools and Parts have applicable Fields they apply to Some items apply to many Fields, some are pretty specialized. Biology tools probably aren't much use to an Electronics problem (though the Microscope might be used to analyze a circuit board for damage).

Higher TL Tools and Parts may be broken down into lower TL Parts for use in creating something new. The Tech Level points may be broken down into any variety of lower TL parts, as long as the total is equal to the orignal TL. A TL20 Sonic Screwdriver might be broken down into a TL10 Part and 2 TL5 parts, for instance.

Using Tools and Parts

Scientists have 3 main activities, getting answers using Tools and solving a problem by using a Tool. The third activity covers the special problems seldom have a Tool already, so Scientists will create a new Tool to solve that problem.

Creating a Tool
If the Scientist doesn't already have the tool they need, they will create it from the Tools and Parts they have. This might be a Tool they will only need once, or a new Tool they will use repeatedly. To create the Tool, the scientist must have 1d6+3 Tools of a TL 1 lower then the target TL. That means to make a TL5 tool, the Scientist must have 4-10 TL4 Tools). They will need a number of Parts of the target TL level -1 equal to the target TL level. It takes 5 TL4 Parts to make a TL5 Tool or Part.

The Skill check DC is 10 + the target TL. Success means you have a new Tool or Part of that TL (the parts are consumed). Failure means a part was damaged. One of the parts loses a TL (choose randomly).

Getting an Answer

Scientists get answers by using their Tools to apply a series of tests to the subject at hand. If they have the right tools, and enough time, they will get the answer. The player will need to explain how the tool they have applies to the problem. A screwdriver and a hammer aren't going to help figure out how a man died, but an X-Ray machine, Microscope and Chemical Analysis kit would.

Add up the TLs of all the Tools used to get the answer and divide by 4. This is your Skill Check bonus when making a Skill roll to get an answer.
NOTE: I just chose 4 because it sounded good. I have no idea of the scale of TLs to actual technology at this point, nor how many Tools a PC might bring to the table. The idea though is they give a bonus to getting the answer.

Solving a Problem with a Tool

Scientists also create Tools to solve a problem. In an urgent situation, there might not be time for full testing. So after following the rules to Create a Tool, the Scientist than has to attempt to use the Tool to try to solve the problem. Using the example of the VibroLockPick, a TL5 device, the Scientist applies the tool to opening the lock. The lock has a DC of 20. The TL of the specific Tool for the problem is applied directly as a bonus to the Scientist's Skill Check. If the Scientist has a 4 Open Locks, he will get a total of +9 to his attempt.


NOTE: As I said before, this was all hastily made up. It could form the foundation for some more serious rules. I would define examples of Tech Levels ranging from 1 to 20, where 1 is hammers and 20 is quantum physics level super-tech that justifies worm holes, transporters and warp drives.

Having a concrete TL range then lets you fine tune the math on how it applies to skill checks.

The rules also need to include Time. How long to create a new Tool or Part and how long to get an Answer. The more tools/parts used, the longer something should take, as the complexity is higher. This would cut down on bringing too many tools to answer a question that the problem is too easy.
 

Are you looking for good rules for scientists to embed in another system - and if so, which?

Or, are you looking for a published ruleset that deals with science well?

And, as a follow on, what do you think of as "well"? What kind of tasks are you expecting your scientists to perform? Are you looking for them to do something sciencey every combat round?
 

oh wow, that was a lot of replies since this morning! thanks!

okay what I am looking for is a way of making scientists interesting and fun to play. An existing rules set that deals with it well would be fine to help me get some new ideas.

[MENTION=8835]Janx[/MENTION] I sort of have something like that already in my Gear rules.
Gear - Nexus D20 Wiki
I guess I could create rules for creating gear.

Basically you have the first stage where they figure out a problem, then they review their knowledge about this problem, then they figure out the devices around them that already use that same theory, then they use this to stop the problem.

The problem is how to make this not boring as hell! I want it to be something besides a bunch of rolls.

Any thoughts?
 


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