You are a genius capable of learning and inferring anything and rely most on your Intelligence. Start the game with an EFF of d6 and 6+PHY Max Hit Points. You are responsible for telling the group about any current limits in technology, any unanswered scientific questions, recent or historical political intrigues, and questions about the nature of intelligence as it comes up in game. Savants start the game with Medicine, Engineering, Psychology or Computing.
Class Variant: Invader A.I. – Your consciousness is stored on a datacore. Start the game with a Computer, Spaceship or Android Body to house yourself. Your mind is vulnerable to invasion by Computing. A.I.s cannot use Psychic powers.
Class Variant: Strategist -Roll Leadership to give all followers plus 1 on one die roll (or until the next turn). When your followers Charge, Fight uphill or Flank an opponent, they take an additional plus 1 to hit (plus 2 total). Start the game with two less Savant abilities due to spending so much time training your followers.
Cryptobleed (Computing) – You may hear the contents of transmissions sent by the target ship.
Gravity Boost (Computing) – If you succeed at Computing, you may decrease the force of enemy ship’s weapons by one dice roll.
Kill Life Support (Computing) – Reduce the enemy ship’s crew by EFF.
Overheat (Computing) – The enemy vessel cannot take any action except piloting for one turn.
Surrender.exe (Computing)- If you succeed at Computing, you may reduce enemy ship’s Armor by EFF.
System Lock (Computing) – If you succeed at Computing, you may declare a system: Engines, Weapons, Sensors, Engineering, Medical. That system on an enemy Spaceship becomes inoperable.
Puppeteer (Computing) – If you succeed at Computing, you may patch control of the enemy ship’s vector to your pilot.
Denial Attack (Computing) – Wirelessly transmit an attack against A.I.s, that causes them to take minus 1 to all skills.
Reprogram (Computing) – If you succeed at Computing, you may change an A.I.’s Morality. Requires you to have a direct link with your victim’s data core.
Obedience (always active) – When you reprogram an A.I., you may program it to have a Loyal Morality. The victim cannot use computing to reprogram itself. At the end of session, your victim marks XP if it unquestioningly obeyed an order from you.
Rehabilitate (always active) – When you Reprogram, you can bind an A.I.’s free will by Asimov’s Laws:
A robot may not injure a human being or, through inaction, allow a human being to come to harm.
A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
Anti-psychic Serum (Medicine) – If you succeed at medicine, declare a psychic power (telekinesis, telepathy, anything available to psychics). Any psychic injected with this serum loses access to that power until they next rest. (loses all forms: base, superior, and supreme).
Pro-psychic Serum (Medicine) – By using a blood sample, you can create a single-use serum to give an ordinary person a psychic power. Serums can only grant 1st tier powers; the blood donor needs the power being created in serum. You can typically only make one serum per location you visit.
Normalize Psychic (Medicine) – If you have taken all the powers of a psychic, you may Normalize that psychic, which means to permanently take their powers.
Enfeeblement Serum (Medicine) – If you succeed at medicine, craft a toxin that causes your victim to roll an EFF die one step lower than normal.
Bioanalysis (Medicine) – If you succeed at medicine as you watch a person take damage, the Narrator will tell you the victim’s Hit Points and Armor.
Analyzed Strategy (Fighting) – As a full round action, you can analyze your foe’s fighting style and strike for EFF plus INT damage.
Analyze Defenses (Engineering) – If you succeed at Engineering as you watch an enemy take damage, you discover their weak spot. Tell someone and add your INT next time someone deals damage to that weak spot.
Reverse Engineer (Engineering) – If you succeed at Engineering as you see a device being used and technobabble how it works, you can perfectly recreate that device.
Master Savant (Leadership) – You may teach a class ability you know to a follower. You may only do this once per level per follower.
Interpolation (always active) – You may roll Psychology plus INT instead of PER.
Sense Trap (Psychology) – Your entire party marks XP if you discover that someone has set a trap for you.
Who set it? (Against whom you MDCO)
How does the trap work?
Can we avoid it? (Roll plus INT against trapmaker’s Wit = Yes)
Can it be used against it’s maker? (Roll+INT against trapmaker’s Wit = Yes)
Make Connections (Psychology) – MDCO against a person, and declare another story element; then describe how they are connected.
Set Trap (Psychology) – Roll against a foe’s Wit and introduce a new story element:
Who are we trapping?
How are we trapping them?
Where are we trapping them?
What do we hope to gain?
Nemesis (always active) – Add the following story element to your campaign:
What has my nemesis accomplished right now?
What will the outcome be in a year unless someone intervenes?
What is the end goal of my nemesis?
What effects will be noticeable to the characters at each step of the way?
How is my nemesis carrying out each phase of their plan?
Outwit (Psychology) – Declare that you are plotting against someone, Declare a skill, and technobabble a way that character would use that skill. At some point later, you may roll+INT against their Wit in order to prevent them from using that skill against you.
Synergy with Explorers (Engineering) – Sacrifice an inventory item you have, make an Expedition Gear, and give it to your explorer as a single action.
Synergy with Champions (Always Active)- Fighting alongside a champion grants you +1 to Reflexes and Fortitude.
Synergy with Psychics (Medicine) – If you succeed at Medicine, you may create a serum to give psychics the ability to use one power they wouldn’t have been able to use normally. They use this power once only per serum.