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:: Weird scientists use strange and powerful inventions beyond the normal technological level of the setting.  
 
:: Weird scientists use strange and powerful inventions beyond the normal technological level of the setting.  
 
:: Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.
 
:: Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.
: Artificer
 
::  Artificers can create Arcane Devices and give them to their allies. See page 153.
 
::  Stun, Deflect
 
  
 
; Hindrances
 
; Hindrances

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