Science

Science (choose type): The character is an expert in one branch of scientific study such as astronomy, geology, metallurgy, etc. Characters with this skill can make their living with it, usually as specialists in large cities. The DM should not allow this skill to characters belonging to more primitive cultures, but it is entirely appropriate to characters from highly civilized areas of the world. The player must indicate which branch of science his character has mastered; a character can buy multiple Science skills to know multiple disciplines.

🧪 Racial Variants #

VariantNameDescription
GnomishEmpirical IterationGnomes don’t just observe; they test. If a Gnome fails a Science roll, their next roll on the same subject is made with a +4 bonus, as they have “ruled out the incorrect hypothesis.”
DwarvenMetallurgic Purity(Metallurgy) Dwarves treat metal as a liquid science. They can determine the exact melting point, carbon content, and tensile strength of any alloy just by the way it rings when struck.
ElvenLong-Term Ecology(Astronomy/Biology) Elves use their lifespans to conduct centuries-long studies. Their science is based on “Slow Data.” They can predict celestial alignments or evolutionary shifts decades in advance.
HumanApplied InnovationHumans focus on “The Result.” A human scientist is +2 to rolls made to turn a scientific discovery into a practical tool or a weapon (e.g., using Geology to find the best place to set a demolition charge).

🔭 Scientific Branches #

  1. Astronomy (The Sky-Watchers)

In the high observatories of the capital, the stars are a clock.

  • Specialty: Predictive Chronometry. A successful roll allows the character to predict eclipses, meteor showers, or planetary alignments. They can also use the stars to calculate the exact date and time, providing a +4 bonus to Navigation.
  1. Geology (The Earth-Readers)

This is the study of the bones of the world—pressure, heat, and time.

  • Specialty: Strata Analysis. They can determine the age of a ruin by the sediment layers covering it. They are experts at identifying “Natural Hazards” (like sinkholes or gas pockets) and can predict earthquakes or volcanic activity 24 hours in advance.
  1. Metallurgy (The Forge-Scientists)

The study of how heat transforms the elements.

  • Specialty: Failure Analysis. They can look at a broken sword or a collapsed bridge and tell exactly why it failed (impurity, over-heating, or intentional sabotage). They gain a +4 bonus to identify the origin of any rare metal (like Adamantine or Mithral). 
  1. Biology/Anatomy (The Life-Engineers)

The study of the “biological machine,” free from religious taboo.

  • Specialty: Kinetic Weakness. By understanding how joints and muscles function, a scientist can identify the “physical limitation” of a creature. A successful roll identifies a creature’s non-magical vulnerability (e.g., “This beast’s neck is too thick to turn quickly; stay behind it”).

🏛️ The “Civilization” Clause #

As per the rules, this is restricted to advanced cultures.

  • The “Primitive” Interaction: If a scientist explains a phenomenon to a character from a “primitive” culture, they must make a Persuasion check. Failure means the listener interprets the science as “scary magic” or “blasphemy,” potentially turning them hostile.

⚖️ Synergy with Other Skills #

  • Science (Metallurgy) + Blacksmithing: The character can repair magical weapons (non-magically), restoring their structural integrity without losing the enchantment.
  • Science (Geology) + Engineering: The character can build structures that are effectively immune to natural disasters like floods or quakes.

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Updated on February 24, 2026