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INTELLECT SKILLS

  These skills use intellect as the action ability. Intellect skills are related to knowledge, reason, invention, science, energy manipulation and logic. If the hero has two suitable skills for the same action (such as Robotics and Mechanics), only one applies.

Scientific Genius (special skill): This dedication to science over all other pursuits applies only if the hero has an Intellect of 8 or more and an Intellect code of A, and an x code in all other abilities. This allows the hero to start with up to eight Intellect skills with the word science in italics in their descriptions. Scientific geniuses have no limit to their number of skills, as long as all of them are sciences.

Aeronautics: The science of flight. Your hero knows about wind velocity, aerodynamics, speed control, and the harsh effects of gravity.

Archaeology: The science of ancient treasures. Your hero knows a great deal about paleontology, historical records, and ancient sites.

Architecture: Designing and recognizing designs of buildings and other large structures.

Assessment: Your hero can tell the difficulty of many tasks and judge the abilities of others. If you take a full exchange to analyze a person or task, you can learn the difficulty of a task or one ability score or intensity of an individual.

Astronomy: The science of the stars. Your hero can use this skill to plot a course through the solar system.

Biochemistry: The science of life processes of plants and animals. Your hero knows about drugs, organic poisons, and diseases of all types.

      Biology: The science of living creatures. Your hero understands animal and plant taxonomy, can predict the behavior of unknown species, and knows what eats what. Specialties include Ichthyology (fish) and ornithology (birds), among many others.

Bionics: The science of replacing living tissue with mechanical constructs. Your hero can fashion artificial limbs, prosthetic wings, mechanical organs, and cybernetic intellect-altering tools.

Chemistry: The science of chemicals. Your hero can develop new fomulas, develop antidotes for inorganic poisons, and identify chemicals by smell, touch, and taste.

Computers: The science of electronic intelligence. Your hero can program computers, design computer-run equipment, and control - to a certain extent- artificial intelligences.

Criminology: The science of the criminal mind. Your hero can find clues at crime scenes, analyze patterns of criminal behavior, and guess where crimes will occur.

Cryptography: The art of codes. Your hero is particularly good at analyzing, solving, and making codes and other puzzles.

Dimensional Geography: The science of leaving this plane of existence. Your hero has catalogued alternate realities and new dimensions.

Electronics: The science of electricity. Your hero can analyze and build electronic devices, from as small as a vacuum tube to as large as a power plant.

Energy Control: The use of any Intellect-based Control power, except the use of Energy Blasts.

Espionage: The art of spying. An espionage-trained hero can notice small clues, operate spy equipment, and tell when someone is on his or her trail.

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