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The Scientist/Engineer Class focuses on things that deal with science/engineering. Applications that deal with building or the science side of the universe. Their jobs are to build and prepare the others for what is out there with their knowledge and know how, applying application to get the job done.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the Soldier's choices.

Excel Stats: Mind, Perception, Stamina (1 level up gives you 10 points in each.)

Detriment Stats: Strength, Energy, Hand to Hand (2 level ups give you 5 points in each.)

 

Class Advantages/Disadvantages:

Advantage: You can automatically have your Mind cap ready to break from 100 to 150.

Advantage: Your character can pick up on knowledge faster than most.

Disadvantage: In one on one battles you have more difficult battling other players.

Disadvantage: You are slower in picking up combat training.

 

When you reach Lv. 25 with the Scientist, they can either be upgraded to Ph.D Class or Science Engineer Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Student Scientist: A student of the arts of science, you wish to learn more about the universe and the world about you. Below are a few tiers to help you. While you can definitely create your own tiers for scientist, and there will be blank tiers below as well, you have to take this to begin your journey.

Tier 1 - Basic Science: You have a grasp of the basics of science and their fundamentals. This is your foundation. 1 Class Level cost

Tier 2 - Basic Advanced Science: This is the basics of advanced science in the world about you. Science has many layers and this is the basics of the advanced sciences out there in the universe. 1 Class Level cost

Tier 3 - Basic Univerisal Science: This is the basics of universial science for your character to learn, so they can know more about the universe, the pulls and thrusts of the universe, stars, planets, black holes, etc. 1 Class Level cost

Tier 4 - Basic Genetic Science: This is the basics of genetic science and the foundation of the body itself. 1 Class Level cost

Tier 5 - You chart your own course here for what you want to specialize in on the sciences. You can pick one of the four above or something else to know more about basic wise. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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2) Master Scientist: This is if you want to take the knowledge from the above talent tree and take it to further levels, knowing more about the sciences and how it functions than most. This will allow you to know more about problems, future problems, potiential issues, and whatnot, for each level of the sciences. Then for the fifth tier, whatever you specialized in before you now can choose genius level application.

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3) Science Speciality Field I: After taking Master Science Talent above, you can take this talent. This allows you to pick a speciality field, as there are multitiudes of science types out there. You cannot be a Jack of all Trades type scientist, unfortunately. You pick a field you want to specialize in and then you work with the GM to make 5 tiers in that help your character excel in that field to be the best there can be. If there are other players making scientist characters, you can ask them what fields they may want to take as not to double up on them.

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4) Science Speciality Field II: After taking the Speciality Field I Talent above, you can take this talent. This allows you to pick a speciality field, as there are multitiudes of science types out there. You cannot be a Jack of all Trades type scientist, unfortunately. You pick a field you want to specialize in and then you work with the GM to make 5 tiers in that help your character excel in that field to be the best there can be. If there are other players making scientist characters, you can ask them what fields they may want to take as not to double up on them.

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5) Student Engineer: A student of the arts of engineering, you wish to learn more about the works of machines. Below are a few tiers to help you. While you can definitely create your own tiers for engineering, and there will be blank tiers below as well, you have to take this to begin your journey.

Tier 1 - Basic Engineering: You have a grasp of the basics of engineering and their fundamentals. This is your foundation. 1 Class Level cost

Tier 2 - Basic Advanced Engineering: This is the basics of advanced engineering in the world about you. Engineering has many layers and this is the basics of the advanced engineering out there in the universe. 1 Class Level cost

Tier 3 - Basic Univerisal Engineering: This is the basics of universial engineering for your character to learn, so they can know more about other races' engineering, how their ships work, how to cross connect machines, etc.. 1 Class Level cost

Tier 4 - Basic Core Structure: This is the basics of core structure for engineering cores. 1 Class Level cost

Tier 5 - You chart your own course here for what you want to specialize in on the sciences. You can pick one of the four above or something else to know more about basic wise. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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6) Master Engineer: This is if you want to take the knowledge from the above talent tree and take it to further levels, knowing more about engineering and how it functions than most. This will allow you to know more about problems, future problems, potiential issues, and whatnot, for each level of engineering. Then for the fifth tier, whatever you specialized in before you now can choose genius level application.

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7) Engineering Speciality Field I: After taking Master Engineer Talent above, you can take this talent. This allows you to pick a speciality field, as there are multitiudes of engineering types out there. You cannot be a Jack of all Trades type engineer, unfortunately. You pick a field you want to specialize in and then you work with the GM to make 5 tiers in that help your character excel in that field to be the best there can be. If there are other players making engineer characters, you can ask them what fields they may want to take as not to double up on them.

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8) Engineering Speciality Field II: After taking the Speciality Field I Talent above, you can take this talent. This allows you to pick a speciality field, as there are multitiudes of engineering types out there. You cannot be a Jack of all Trades type engineer, unfortunately. You pick a field you want to specialize in and then you work with the GM to make 5 tiers in that help your character excel in that field to be the best there can be. If there are other players making engineer characters, you can ask them what fields they may want to take as not to double up on them.

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You can create your own talents, naturally, above if you aren't interested in what is available. Speak with the GM for more information.

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Abilities:

1) Speciality Field I Ability: Applying the Speciality Field I Talent into use after taking it, you can make four levels where you can further develop, with the GM's help, 4 unique abilities tuned to that field. If it's not applicable, then you can skip this or find an way around it to work. Remember, abilities are not attack, so this is meant to be an ability to put into practice in some form.

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2) Speciality Field II Ability: Applying the Speciality Field II Talent into use after taking it, you can make four levels where you can further develop, with the GM's help, 4 unique abilities tuned to that field. If it's not applicable, then you can skip this or find an way around it to work. Remember, abilities are not attack, so this is meant to be an ability to put into practice in some form.

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3) Scientist Application I: You can use your scientist talents above to create four unique abilities to aid your character in combat based on what type of knowledge they have.

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4) Scientist Application II: You can use your scientist talents above to create four unique abilities to aid your character in combat based on what type of knowledge they have.

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5) Scientist Application III: You can use your scientist talents above to create four unique abilities to aid your character in combat based on what type of knowledge they have.

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6) Engineer Application I: You can use your engineering talents above to create four unique abilities to aid your character in combat based on what type of knowledge they have.

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7) Engineer Application II: You can use your engineering talents above to create four unique abilities to aid your character in combat based on what type of knowledge they have.

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8) Engineer Application III: You can use your engineering talents above to create four unique abilities to aid your character in combat based on what type of knowledge they have.

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As you can see, there's no real "abilities" listed above for engineers and scientists. Considering that scientists and engineers can be so diversed and the system encourages you to create your own stuff, I felt this is a class that really defines you to create your own type of unique abilities. Hence above you will find nothing hand holding you. There's 5 things for each of them.

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Skills:

1) Knowledge Slash: This allows you to build your own unique version of the Slash attack, culiminating in a super powerful version on Level 4 known as Knowledge Slash. The first three levels you can make up to uniquely suit your own character's playstyle.

Lv. 1: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 2: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: Knowledge Slash. This powerful strike is powered by a combination of your energy and whatever devices/science you've built into your weapons/moves.. The devastating blow is able to cut through tier 9 armor like butter. It also allows you to open the Knowledge Slash Special Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80 / 3 Class Level Cost

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2) Speciality Field I Skill: Applying the Speciality Field I Talent into use after taking it, you can make four levels where you can further develop, with the GM's help, 4 unique skills tuned to that field. If it's not applicable, then you can skip this or find an way around it to work. This are actual attacks based on your science/engineering talents that you've engineered into an attack format.

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3) Speciality Field II Skill: Applying the Speciality Field II Talent into use after taking it, you can make four levels where you can further develop, with the GM's help, 4 unique skills tuned to that field. If it's not applicable, then you can skip this or find an way around it to work. This are actual attacks based on your science/engineering talents that you've engineered into an attack format.

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4-8) Your remaining skill attacks are once again created by using your variety of talents and abilities made by your own talents and trees you gave your character and your imagination. I, as the GM, will certainly guide you and help you set up the stuff. Since science and engineering are so diverse in nature and what you may make yourself can be so varying, I cannot predict what you may end up with and will not try to do so.

 
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