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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. | ||
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; Hindrances | ; Hindrances |