Spec Ops Sciences

Attacks Environments
Hindrances Supports




Attacks

Disjoinment A
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 2
Effect: Whenever the victim takes damage from an attack, the victim's max hp drops by 2 for the rest of the day.

Disjoinment B
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Psi Energy Type: Attack Targets: 1
Uses Per Day: 2
Effect: Whenever the victim takes damage from a hindrance, the victim's max hp drops by 2 for the rest of the day.

Penetrating Attack I
Keyterms: None
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: None, other than dealing damage normally.
Special: If the roll to use this attack fails, the target still takes damage equal to half the number of success points rolled.

Penetrating Attack II
Keyterms: None
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: +2 damage.
Special: If the roll to use this attack fails, the target still takes damage equal to half the number of success points rolled.

Penetrating Attack: Quick
Keyterms: None
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: None, other than dealing damage normally.
Special: If the roll to use this attack fails, the target still takes damage equal to 1/4th the number of success points rolled.

Quick Strike I
Keyterms: None
Action Type: Quick Difficulty: 4 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 4
Effect: None, other than dealing damage normally.

Quick Strike II
Keyterms: None
Action Type: Quick Difficulty: 7 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 4
Effect: +2 damage.

Skillful Attack I
Keyterms: None
Action Type: Normal Difficulty: 2 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +2 damage to the target.

Skillful Attack II
Keyterms: None
Action Type: Normal Difficulty: 4 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: Deals +5 damage to the target.


Environments

Exploit Battlefield I
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 4
Effect: One foe takes 3 point of unpreventable damage.

Exploit Battlefield II
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: No
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 4
Effect: One foe takes 7 point of unpreventable damage.

Juryrig Attack Operation
Keyterms: Wreckage Exploiting
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 1
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable attack science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be. Afterward, the wreckage collapses into particles.

Juryrig Environment Operation
Keyterms: Wreckage Exploiting
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Psi Atom Type: Environment Targets: 1
Uses Per Day: 1
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable environment science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be. Afterward, the wreckage collapses into particles.

Juryrig Hindrance Operation
Keyterms: Wreckage Exploiting
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 1
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable hindrance science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be. Afterward, the wreckage collapses into particles.

Juryrig Support Operation
Keyterms: Wreckage Exploiting
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 1
Effect: Target robot wreckage, which must not have been disturbed since the robot's destruction, attempts to use a non-maintainable support science of your choice. The science must have been available to the robot when it was functional. You make all decisions related to the science, and the wreckage attempts to use it like the functional robot it used to be. Afterward, the wreckage collapses into particles.

Rig Damage Item I
Keyterms: Item
Action Type: Quick Difficulty: 3 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 5
Effect: When you use this science, you take 5 points of unpreventable damage. Create a small item which anyone can use as a free action to deal 5 unpreventable damage to a foe they have already damaged during the same turn. The item collapses into particles when it is used, or when you stop maintaining this science (whichever comes first.)

Rig Damage Item II
Keyterms: Item
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 5
Effect: Works like Rig Damage Item I, except you take 10 points of unpreventable damage when this science is used, and the item deals 10 damage when it is used.

Rig Success Item
Keyterms: Item
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 2
Effect: While you are maintaining this science, whenever you successfully use another science, you may choose to have the other science fail, and create a small item. You may only create one item without using this science again. When you use the same science that you had voluntarily failed, you may (as a free action) use the item to change the result of the roll to the same result you got when you created the item. The item collapses into particles when it is used, or after you stop maintaining this science (whichever comes first.)

Rig Vitality Item I
Keyterms: Item
Action Type: Quick Difficulty: 3 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 5
Effect: When you use this science, you take 5 points of unpreventable damage. Create a small item which anyone can use as a quick action to regain 5 hp. The item collapses into particles when it is used, or when you stop maintaining this science (whichever comes first.)

Rig Vitality Item II
Keyterms: Item
Action Type: Quick Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 0
Uses Per Day: 5
Effect: Works like Rig Vitality Item I, except you take 10 points of unpreventable damage when this science is used, and the item restores 10 hp when it is used.

Trap: Attack
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 4
Effect: While you are maintaining this science, if a foe uses a successful attack, you may choose to end the maintenance of this science and attempt to interrupt the attack. Make an attack roll with Spec Ops as its power source and the number of success points the enemy got as its difficulty. If you succeed, the attack fails.

Trap: Environment
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 4
Effect: While you are maintaining this science, if a foe uses a successful environment, you may choose to end the maintenance of this science and attempt to interrupt the attack. Make an attack roll with Spec Ops as its power source and the number of success points the enemy got as its difficulty. If you succeed, the attack fails.

Trap: Hindrance
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 4
Effect: While you are maintaining this science, if a foe uses a successful hindrance, you may choose to end the maintenance of this science and attempt to interrupt the attack. Make an attack roll with Spec Ops as its power source and the number of success points the enemy got as its difficulty. If you succeed, the attack fails.

Trap: Support
Keyterms: Sabotage
Action Type: Normal Difficulty: 7 Maintainable: Yes
Power Source: Spec Ops Type: Environment Targets: 1
Uses Per Day: 4
Effect: While you are maintaining this science, if a foe uses a successful support, you may choose to end the maintenance of this science and attempt to interrupt the attack. Make an attack roll with Spec Ops as its power source and the number of success points the enemy got as its difficulty. If you succeed, the attack fails.


Hindrances

Addlement
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: The number of times one science known by the victim can still be used today decreases by one. You choose which science suffers, but you must know that the victim has that science.

Combat Analysis
Keyterms: Informational
Action Type: Quick Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Each time you use this science, you may learn something important about the victim (such as the victim's sciences, disciplines, or one of the victim's priority groups.)
Special: This hindrance does not deal damage.
Reminder: Normally, the target of a successful hindrance suffers damage equal to the number of success points rolled when using the hindrance if there is only one target. However, due to the special drawback of this particular hindrance, the target does not suffer that damage.

Combat Prank
Keyterms: None
Action Type: Quick Difficulty: 2 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 4
Effect: None, other than dealing damage normally.

Internal Surge: Hindrance
Keyterms: Internal Surge
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 2
Effect: If this science succeeds, you get to roll an extra 2d10 on the next hindrance you use this round.
Reminder: You may take a normal action and a quick action during the same round. So, if you successfully use this quick action, you may then use a normal action hindrance that will receive the above benefit.

Interruption
Keyterms: None
Action Type: Quick Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 4
Effect: Ends the target's maintenance of 1 science.
Special: The victim of this hindrance does not suffer any damage.
Reminder: Normally, the target of a successful hindrance suffers damage equal to the number of success points rolled when using the hindrance if there is only one target. However, due to the special drawback of this particular hindrance, the target does not suffer that damage.

Ongoing Attack Sabotage
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: Target rolls 1 less d10 when using attacks.

Ongoing Defense Sabotage
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: All attacks and hindrances used against the target have their difficulty reduced by 1.

Ongoing Environment Sabotage
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: Target rolls 1 less d10 when using environments.

Ongoing Hindrance Sabotage
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: Target rolls 1 less d10 when using environments.

Ongoing Support Sabotage
Keyterms: Sabotage
Action Type: Normal Difficulty: 5 Maintainable: Yes
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 3
Effect: Target rolls 1 less d10 when using supports.

Sabotage Attack
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target rolls 1 less d10 when using attacks for the rest of the round. The penalty increases by 1 if you got 10 or more success points, by 2 if you got 15 of more success points, by 3 if you got 20 or more success points, etc.

Sabotage Defense
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: All attacks and hindrances made against target have their difficulty lowered by 1 for the rest of the round. The lowering increases by 1 if you got 10 or more success points, by 2 if you got 15 of more success points, by 3 if you got 20 or more success points, etc.

Sabotage Environment
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target rolls 1 less d10 when using environments for the rest of the round. The penalty increases by 1 if you got 10 or more success points, by 2 if you got 15 of more success points, by 3 if you got 20 or more success points, etc.

Sabotage Hindrance
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target rolls 1 less d10 when using hindrances for the rest of the round. The penalty increases by 1 if you got 10 or more success points, by 2 if you got 15 of more success points, by 3 if you got 20 or more success points, etc.

Sabotage Quickness
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target cannot take a quick action this round.

Sabotage Support
Keyterms: Sabotage
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Hindrance Targets: 1
Uses Per Day: 5
Effect: Target rolls 1 less d10 when using supports for the rest of the round. The penalty increases by 1 if you got 10 or more success points, by 2 if you got 15 of more success points, by 3 if you got 20 or more success points, etc.


Supports

First Aid I
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 0
Uses Per Day: 5
Effect: Target regains +1 hp.
Reminder: The target of a successful support gains hp equal to the number of success points rolled when using the support if there is only one target. Thus, the target of this support would actually gain hp equal to the number of success points rolled + 1 more.

First Aid II
Keyterms: Healing
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 0
Uses Per Day: 5
Effect: Target regains +3 hp.
Reminder: The target of a successful support gains hp equal to the number of success points rolled when using the support if there is only one target. Thus, the target of this support would actually gain hp equal to the number of success points rolled + 1 more.

First Aid: Quick
Keyterms: Healing
Action Type: Normal Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 0
Uses Per Day: 4
Effect: Target regains +1 hp.

Remove Poison
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: Target loses 3 points of poison.

Remove Disease
Keyterms: None
Action Type: Normal Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Attack Targets: 1
Uses Per Day: 5
Effect: Target loses 3 points of disease.

Inspire Attack Confidence
Keyterms: Inspire
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 4
Effect: Target gets to roll an extra d10 on the next attack he or she uses during this round.

Inspire Environment Confidence
Keyterms: Inspire
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 4
Effect: Target gets to roll an extra d10 on the next environment he or she uses during this round.

Inspire Hindrance Confidence
Keyterms: Inspire
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 4
Effect: Target gets to roll an extra d10 on the next hindrance he or she uses during this round.

Inspire Support Confidence
Keyterms: Inspire
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 4
Effect: Target gets to roll an extra d10 on the next support he or she uses during this round.

Inspire Survival I
Keyterms: Inspire, Healing
Action Type: Quick Difficulty: 5 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 4
Effect: None, other than healing normally.

Inspire Survival II
Keyterms: Inspire, Healing
Action Type: Quick Difficulty: 8 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 4
Effect: Restores +2 hp.

Noble Sacrifice
Keyterms: Inspire, Sacrificial
Action Type: Quick Difficulty: 3 Maintainable: No
Power Source: Spec Ops Type: Support Targets: 1
Uses Per Day: 1
Effect: For two rounds, target gets to roll an extra 3d10 when using all sciences, and all attacks and hindrances used against that target during those 2 rounds have their difficulty increased by 3. The bonuses increase by 1 if you got 8 or more success points, by 2 if you got 13 of more success points, by 3 if you got 18 or more success points, etc. You take enough unpreventable damage to reduce your remaining hp to 0. Your max hp drops by 1/2 for the rest of the day.

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