Life Sciences
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The Life Sciences skill replaces Investigate, Knowledge (earth and life sciences), and Craft (pharmaceutical).
Life Sciences (Int)
Biology, botany, genetics, archaeology, xenobiology, medicine, and forensics.
Common Knowledge (DC 10): You can answer a basic question about a related subject.
Expert Knowledge (Trained Only): You can make a swift action to answer a related question that requires some level of expertise. The DC varies from 15 (for simple questions) to 25 (for tough questions).
You can reroll a failed knowledge check if you have access to research materials. This takes 1d4 hours. The DC of the retry check will be at +5 to +15, depending on the size of your research library.
Mix Drugs (Trained Only; Requires Tools): You can compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.
The DC is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
Disease Fortitude Save DC | Purchase DC | Craft DC | Time |
---|---|---|---|
14 or lower | 5 | 15 | 1 hr. |
15–18 | 10 | 20 | 3 hr. |
19–22 | 15 | 25 | 6 hr. |
23 or higher | 20 | 30 | 12 hr. |
Analyze Clue (Trained Only; Requires Tools): As a full-round action, you can make a Life Sciences check to apply forensics knowledge to a clue. This does not give you clues where none existed before. It simply allows you to extract extra information from a clue you have found.
The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.
Circumstances | DC Modifier |
---|---|
Every day since event (max modifier +10) | +2 |
Scene is outdoors | +5 |
Scene slightly disturbed | +2 |
Scene moderately disturbed | +4 |
Scene extremely disturbed | +6 |
Collect Evidence (DC 15; Trained Only; Requires Tools): You can collect and prepare evidentiary material for a lab. This takes 1d4 minutes.
To collect a piece of evidence, make a check. If you succeed, the evidence is usable by a crime lab. If you fail, a crime lab analysis can be done, but the lab takes a –5 penalty on any necessary check. If you fail by 5 or more, the lab analysis simply cannot be done. On the other hand, if you succeed by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
This skill does not provide you with evidentiary items. It simply allows you to collect items you have found in a manner that best aids in their analysis later, at a crime lab.
Special: You can take 10 on a Life Sciences check, but you can only take 20 if you have access to a research library. If you take 20 on a Mix Drugs check you use up 20 times the normal amount of ingredients.
It is impossible to take 20 when collecting evidence.
About • Setting • Rules |