SCIENCE
Description: A small word for vast ideas, science essentially means “to know.” In game terms, this Trait reflects an understanding of scientific principles, research, history, and applications. Every Technocrat or technomancer must have a few dots in this Ability, and most have quite a few of them. In the modern world, the majority of people have at least one dot in Science; even if you believe in God or magick, you can still accept science as a valid approach to reality. (Really? Yep – see the sidebar SCIENCE!!!) The Science Trait covers a rudimentary understanding of common principles, plus a given focus of specialization. High ratings reflect increasing knowledge about the various sciences, with deepening understanding of your specialization. As with Crafts, you define one specialty for your character’s primary Science and then purchase different specialties to reflect different sciences. Also, as with Crafts, your Storyteller may allow the Well-Skilled Craftsman option that lets you buy multiple Sciences for fewer points. This way, a well-trained scientist can master a variety of fields. For science- and tech-based practices see Alchemy, Art of Desire/ Hypereconomics, Cybernetics, Hypertech, Reality- Hacking and Weird Science under Practice: The Shape of Focus, Chapter Ten, (pp. 572-586).
Allowed Specialties: A