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The Science skill represents your talent with a number of specialized disciplines, each of which allows you to create a specific type of gear. Each focus is common to anyone who regularly makes use of, or comes into contact with, its gear (e.g. the SuperScience focus is common to gadgeteers, while the Chemistry focus is common to demolitions experts).
Focus Options:Chemistry, Economy, Engineering, Fabrication, Genetics, Mathematics, Pharmacology, Programming, Super-Science.
Combat Actions: None.
Dramatic Conflict: None.
Sample Knowledge: Any information relating to the focus or the gear it creates (e.g. the Chemistry focus offers insight about the periodic elements as well as laboratory chemicals and bomb parts and techniques).

Chemistry check

(Int; Active or Secret; Complex, Concentration, Gear (Demolitions Kit), Hands-On, Project Investment (By Mechanics Check), Vision)
Time Varies • Base Error Range 1

This skill check may be used to build, modify, repair, or sabotage any acid or explosive (including any bomb), using the standard rules for the relevant Mechanics checks.
This check does not handle placing/setting explosives (an attack check — see page 312), or disarming bombs (a Security/Disable check).
The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments.
Cooperative: Per relevant Mechanics skill check.
Synergy Skills:Analysis, Medicine, Science (Mathematics).
Retry: Per relevant Mechanics skill check.
Threat: Per relevant Mechanics skill check.
Critical Success: Per relevant Mechanics skill check.
Error: Per relevant Mechanics skill check.
Critical Failure: Per relevant Mechanics skill check. Further, if the critical failure reduces the number of successful Challenges below 0, you spill the acid or set off the explosive, suffering its full effects.

Economy check

(Int; Active)
1 Month (Take 10/Take 20) • Base Error Range 1

You may use this skill check to build an organization. The base cost to build an organization is $100,000 per Economy check, though you may spend more to improve the chances that each expansion will thrive.
With each expansion (i.e. with each Economy check), your DC, check modifier, and error range are set by the amount of money you invest and the circumstances surrounding the effort, as shown on Table: Organization Expansion.
If this is the first check made to build any organization, its success establishes the following Ratings: Goals: 1, History: 1, Image: 1, Sites: 1, Tools: 1.
If this is the second or later check made a build any organization, you may increase any one of the organization’s Ratings by 1 (e.g. you could raise the organization’s Tools from 1 to 2, or its History from 5 to 6). Each organization may possess a maximum value of 10 in each Rating. For details about using these Ratings in play, see page 389.
With failure, you do not create/advance your organization and you recover 1/2 your investment during this Economy check (rounded down).
The flavor of your organization(s) is yours to define, though the GC may prohibit certain options in order to make your organization a part of his setting.
Subsidiaries: When an organization has a minimum of 5 in each Rating, it may “spin off” a subsidiary organization. This reduces each of the organization’s Ratings by 2 and creates a new organization that answers to the parent operation. This new organization begins with 1 in every Rating and is built up using the standard Economy check. For more information about organizations in play, consult Infiltration in Chapter 6 (see page 375).

Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills:Bureaucracy, Networking, Profession.
Retry: Yes, though you have to pay $100,000 each time.
Threat: You find a cost-cutting measure, spending only 1/2 your investment during this Economy check (rounded down, minimum $50,000).
Critical Success: Your expansion is more effective than you expected. You may increase any two of the organization’s statistics by 1 each. You may not increase any one Rating by 2.
Error: Through trial and error, you lose most of your investment, recovering only 1/4 your investment during this Economy check (rounded down).
Critical Failure: Your current expansion effort is deeply flawed. Your organization’s highest Rating is reduced by 1 (in the case of a tie, you choose the affected rating), and you lose all money invested in the current expansion.

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Table 2.39: Organization Expansion
CircumstanceDC/DC
Modifier
Check
Modifier
Error Range
Increase
Organization’s Current Value*
New organization 15 +0 +0
$50,000–250,000 20 +0 +1
$270,000–$500,000 30 +0 +2
$520,000–$750,000 40 +0 +3
$770,000–$1,000,000 50 +0 +4
Additional Investment
$25,000 +0 +4 +0
$50,000 +0 +6 +0
$75,000 +0 +8 +0
$100,000 +0 +10 +0
* At any time, each organization has a market value (i.e. street value) equal to $20,000 × the sum of all its Ratings (e.g. an organization with an Goals of 1, a History of 3, an Image of 2, a Sites of 2, and a Tools of 1 has a market value of $180,000).
 

Engineering check

(Int; Active; Complex, Concentration, Gear (Architect’s Kit), Hands-On, Vision)
Time Varies • Base Error Range 1

You may use this skill check to erect any structure, such as a trench, fortification, or building. Doing so is a Complex Task, requiring you to overcome 1–10 “Challenges” representing the many smaller projects involved in the construction. The number of Challenges is equal to 1/10 the number of “floor” squares in the structure, including the second and subsequent levels, but not including staircases and other multi-floor surfaces (rounded down, minimum 1). Overcoming each Challenge requires a successful Engineering check with a DC and error range determined by the item’s scope and construction, as shown on Table: Engineering Checks.
With a quick Engineering check, there is no cost to erect each structure but the GC must determine that the construction is possible given the materials available (e.g. you can dig an effective trench pretty much anywhere, but setting up a fortification in a wasteland likely isn’t possible). Further, structures erected quickly are temporary, vanishing at the end of the current mission. The time required to quickly erect a structure is 1 minute per 5-ft. square.
With a slow Engineering check, the base cost to erect each structure is equal to $1,000 per 5-ft square. This cost includes all the miscellaneous things required of a structure (e.g. wiring and plumbing) , as well as the cost of special equipment needed in the process (e.g. cement mixers and cranes). This cost must be paid only once per construction, unless you suffer an error. Structures erected slowly are permanent, but require 1 week per Challenge to complete. In either case, once the last Challenge is overcome, the structure is completed.
The Game Control is encouraged to describe each construction as it happens, making it a backdrop item throughout the process. Leading up to the first successful Challenge, for instance, the GC might mention the growing number of materials, tools, and helpers arriving on site. After the first successful Challenge, the superstructure might appear, while the second and each subsequently successful Challenge might reveal a new addition to the design.
Repairing a Structure: Some or all of a structure may be damaged by an attack or an Athletics/Smash check. Repairing a structure costs $250 per 5-ft. square and requires 4 hours per 5-ft. square. No skill check is required to repair a broken structure. However, when every 5-ft. square of a structure is broken, the structure is destroyed and may not be repaired; it must be rebuilt.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills:Electronics, Mechanics, Science (Fabrication).
Retry: Yes, though if an error destroys your materials, you must pay for them again before you retry.
Threat: You find a cost-cutting measure, gaining back an amount of money equal to 1/4 the structure’s total cost (rounded down, minimum $1,000).
Critical Success: You make impressive progress (see Complex Tasks, page 99).
Error: Through trial and error, you destroy a small number of your materials. To continue the current construction, you must pay an additional amount of money equal to 1/4 the structure’s total cost (rounded up).
Critical Failure: You realize your initial design is flawed in some fashion and have to backtrack a bit (see Complex Tasks, page 99). Further, if the critical failure reduces the number of successful Challenges below 0, the materials are lost and must be replaced if you want to retry the Engineering check.

Table: Engineering Checks
StructureDC/DC
Modifier
Error Range
Increase
Scope*
Up to 10 5-ft. squares 15 +0
11–50 5-ft. squares** 20 +1
51–200 5-ft. squares** 25 +2
201–1,000 5-ft. squares** 30 +3
1,001+ 5-ft. squares** 35 +4
Construction Materials†
Ice +2 +3
Dirt +3 +1
Clay +4 +1
Glass +4 +2
Drywall +6 +0
Wood +7 +0
Concrete +12 +0
Stone +14 +1
Iron +16 +1
Reinforced Concrete +18 +1
Steel +20 +1
* With a multiple-floor structure, count every square on every floor, excluding staircases and other multi-floor surfaces.
** This structure may only be built using a slow Engineering check.
† For Damage saves and other information about each con struction material, see page 216.
 

Fabrication check

(Int; Active or Secret; Complex, Concentration, Gear (Construction Kit), Hands-On, Project Investment (By Mechanics Check), Vision)
Time Varies • Base Error Range 1

This skill check may be used to build, disable, modify, repair, or sabotage any weapon, weapon upgrade, armor, or ammunition, using the standard rules for the relevant Mechanics checks (see page 139). The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments.
Cooperative: Per relevant Mechanics skill check.
Synergy Skills:Electronics, Mechanics, Science (Engineering).
Retry: Per relevant Mechanics skill check.
Threat: Per relevant Mechanics skill check.
Critical Success: Per relevant Mechanics skill check.
Error: Per relevant Mechanics skill check.
Critical Failure: Per relevant Mechanics skill check. Further, if the critical failure reduces the number of successful Challenges below 0, you discharge or slip with the weapon, suffering its full damage (if this happens with armor or ammunition, you suffer no ill effect).

Genetics check

(Int; Active; Complex, Concentration, Hands-On, Project Investment (High))
Time Varies Per Challenge • Base Error Range 1–2
Time Varies • Base Error Range 1

You may use this skill check to create any disease in any Spycraft 2.0 product. Doing this is a Complex Task, requiring you to overcome 1–10 “Challenges” representing the many smaller projects involved in the disease’s development. The number of Challenges is equal to 1/3 the disease’s highest save DC (rounded down, minimum 2). Overcoming each Challenge requires a successful Genetics check with a DC and error range determined by the disease’s complexity, as described in Chapter 4 (see page 224).
Alternately, you may use this skill check to create an original disease. This is also a Complex Task involving 2–10 Challenges, as shown on Table: Contagion Invention. Overcoming each Challenge requires a successful Genetics check with a base DC of 20 and error range of 1–2. The DC and error range are modified the by the desired effects, also as shown on Table: Contagion Invention.
The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments. You may reduce your Genetics DC by 5 and error range by 1 each time you increase the money and time dedicated to the project by their minimums. This may not reduce your DC below 20 or your error range below 1–2.

Example: A new disease with a Primary Onset Time of 1d4 days, a Primary Save DC of 26, a Primary Damage/Effect of 1d2 Con damage, and a Secondary Damage/Effect of 1d4 Con damage has a DC of 70, an error range of 1–9, and takes 4d4 months and costs $500,000 per Challenge to culture. Reducing the Genetics DC to 65 and the error range to 1–8 takes 4d4 × 2 months and costs $1,000,000 per Challenge, reducing the Genetics DC to 60 and the error range to 1–7 takes 4d4 × 3 months and costs $1,500,000 per Challenge, and so on.
Once the last Challenge is overcome, the disease is completely developed. You must determine the delivery method upon completion. Each disease may be delivered by ingestion, contact/injury, or inhalation (see page 335).

The Game Control is encouraged to describe each development as it happens, making it a backdrop item throughout the process. Leading up to the first successful Challenge, for instance, the GC might mention the lab coming together. After the first successful Challenge, data and test evidence might appear, while the second and each subsequently successful Challenge might reveal new properties or side effects of the disease. New Diseases as Gear: Once a disease is created, it becomes a new item on the Tradecraft gear table for the character who created it and each member of his team. The disease’s Caliber is equal to 1/2 the number of Challenges required to culture it (rounded up).
Growing Food: You may also use this skill check to grow food. This is a 1-month Genetics check against no DC, the result of which is the number of man-days’ worth of food produced. This check has no cost. With a threat, the check’s time requirement drops to 2 weeks, and with an error, it rises to 2 months. With a critical success, you gain a number of man-days’ worth of food equal to 2 × your result. With a critical failure, however, you waste the time with no yield.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills:Medicine, Science (Chemistry), Science (Pharmacology).
Retry: Yes, but the error range increases by 2 each time you try. Unlike most skill check error range modifiers, those for the Genetics check linger until each Challenge is accomplished.
Threat: You attempt the Challenge in 1/2 the standard time (rounded down, minimum 1 day).
Critical Success: You make impressive progress (see Complex Tasks).
Error:You are accidentally exposed to an early culture and suffer your contagion’s lowest secondary damage effect. You may not save to avoid this injury.
Critical Failure: You realize your initial design is flawed in some fashion and have to backtrack a bit (see Complex Tasks). Further, if the critical failure reduces the number of successful Challenges below 0, the materials are lost and must be replaced if you want to retry the Genetics check.

Table: Contagion invention
GradeDesired EffectNumber of ChallengesDC/DC ModifierError Range Increase
Primary Phase — Onset Time
1 1d4 years (disease) or 1d4 days (poison) 0 +0 +0
2 3d4 months (disease) or 3d4 hours (poison) 1 +0 +0
3 2d4 months (disease) or 2d4 hours (poison) 1 +5 +0
4 1d4 months (disease) or 1d4 hours (poison) 1 +5 +1
5 2d4 weeks (disease) or 2d4 minutes (poison) 1 +10 +1
6 1d4 weeks (disease) or 1d4 minutes (poison) 1 +10 +2
7 3d4 days (disease) or 3d4 rounds (poison) 2 +15 +2
8 2d4 days (disease) or 2d4 rounds (poison) 2 +15 +3
9 1d4 days (disease) or 1d4 rounds (poison) 2 +20 +3
Primary Phase — Save DC
1 DC 12 0 +0 +0
2 DC 14 1 +0 +0
3 DC 16 1 +5 +0
4 DC 18 1 +5 +1
5 DC 20 1 +10 +1
6 DC 22 1 +10 +2
7 DC 24 2 +15 +2
8 DC 26 2 +15 +3
9 DC 28 2 +20 +3
Primary and Secondary Phases — Damage/Effect
1 1 attribute damage*Ω or 1d4 lethal damage 1 +0 +0
2 1d2 attribute damage* or 1d6 lethal damage 1 +5 +0
3 1d3 attribute damage* or 2d4 lethal damage 1 +5 +1
4 1d4 attribute damage* or 2d6 lethal damage 1 +10 +1
5 1d6 attribute damage* or 3d6 lethal damage 1 +10 +2
6 1d8 attribute damage* or 4d6 lethal damage 2 +15 +2
7 1d12 attribute damage* or 5d6 lethal damage 2 +15 +3
8 2d6 attribute damage* or 6d6 lethal damage 2 +20 +3
1 Bleeding (until stopped)** 1 +0 +0
1 Fatigued (until lost as standard) 1 +5 +0
2 Drunk† 1 +5 +1
2 Frighteneed† 1 +5 +1
3 Fixated† 1 +5 +1
3 Deafened† 1 +5 +1
4 Baffled† 1 +10 +1
4 Blinded† 1 +10 +1
5 Nauseated† 1 +10 +2
5 Sickened† 1 +10 +2
6 Exhausted† 2 +15 +2
6 Paralyzed† 2 +15 +2
7 Dazed† 2 +15 +3
7 Enraged† 2 +15 +3
7 Stunned† 2 +15 +3
7 Incompetent† 2 +20 +3
8 Frenzied† 2 +20 +3
8 Unconscious†∆ 2 +20 +3
9 Drained (1 level)∆ 4 +30 +4
Special Effects
Contagious (see page 335) 0 +10 +2
Earned immunity (may only target a character once) 0 –10 –1
How To Use This Table: Four choices are made at the start of any Genetics Complex Task — Primary Onset Time, Primary Save DC, Primary Damage/Effect, and Secondary Damage Effect. Each contagion features only one Primary Onset Time and one Primary Save DC; any number of Damage/Effects may be included d in either phase (minimum one per phase). The number of Challenges required to complete the Task, as well as each Challenge’s DC and error range, is determined by summing the modifiers provided by each of these choices. The Secondary Onset Time is automatically 2 grades higher (i.e. faster) than the Primary Onset Time (maximum grade 9). For each grade that you reduce the Secondary Onset Time, the Genetics check DC decreases by 5 and its error range decreases by 1. The Secondary Save DC is automatically 1 grade higher than the Primary Save DC (maximum grade 9). For each grade that you reduce the Secondary Save DC, the Genetics check DC decreases by 5 and its error range decreases by 1. No Genetics Complex Task may involve more than 10 Challenges. Contagions requiring more than 10 Challenges are theoretically impossible.
* You may make half of this damage permanent by adding +10 to the DC, +2 to the error range, and doubling the time required. You may make all of this damage permanent by adding +20 to the DC, +4 to the error range, and quadrupling the time required. ** Even after the bleeding is stopped, there is a 1 in 6 chance per hour thereafter that it begins again.
† The base duration for any condition inflicted by a contagion is 1d6 days (if a disease) or 1d6 rounds (if a poison). This duration may be increased to 1d6 weeks (if a disease) or 1d6 minutes (if a poison) by adding 2 Challenges and increasing the DC by +15; alternately, it may be increased to 1d6 months (if a disease) or 1d6 hours (if a poison) by adding 4 Challenges and increasing the DC by +30.
∆ These effects may not be chosen as part of the Primary Phase Damage/Effect.
Ω The second and each subsequent time this Damage/Effect is applied during the same Phase, the DC increases by 5 and the error range each increase by 1.
 

Mathematics check

(Int; Active; Complex, Concentration, Gear (Computer), Project Investment (High), Vision)
Time Varies Per Challenge • Base Error Range 1–2

You may use this skill check to create codes. Creating a code is a Complex Task, though instead of working to overcome Challenges, you’re working to set them up, weaving algorithms, analogues, and other tricks into the code along the way. Setting each Challenge up requires a Mathematics check with no DC and an error range of 1–2.
You may continue to set up Challenges until you score a result of 20 or less, suffer a critical failure, or settle on your last Challenge. However, your error range rises by 1 each time you retry a Challenge, or set up a new Challenge.

Example: Kevin scores a Mathematics result of 22 with his first Mathematics check. Wanting a higher result, he retries the check. This increases his error range to 1–3. After scoring a 31, he moves on to the second Challenge, for which his error range rises to 1–4. If he retries the second check as well, his error range rises to 1–5; if he sets up a third Challenge thereafter, his error range rises to 1–6, and so on.

The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments.
Once you’re done creating a code, or at any time during its development, you may use it to encrypt something (e.g. a document, a radio transmission, etc.). A completed code’s Power Rating is equal to the number of Challenges set up when creating it. Each person who tries to crack the code must make a number of Analysis/Decipher Challenges equal to the number of Mathematics checks made to create it. Each Decipher check is made against a DC equal to the lowest single result you scored when creating the code. Further, the base error range of each Decipher check is equal to 1/2 the number of Challenges you set up (minimum 1). Example: Kevin closes his code out at 4 Challenges. His Mathematics results along the way were 32, 28, 25, and 18. When someone later tries to crack the code, they must make 4 successful Decipher checks (DC 18). Each of these checks has an error range of 1–2.
If a person trying to crack one of your codes suffers an error with any of his Decipher checks, you may always spend 1 action die to activate it as a critical failure, even when you’re not present.
When making a Mathematics check, the monetary investment is $0.
New Codes as Gear: Once a code is created, it becomes a new item on the Tradecraft gear table for the character who created it and each member of his team. The code’s Caliber is equal to 1/2 the number of Challenges required to create it (rounded up).
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills:Analysis, Computers, Manipulate, Science (Super-Science).
Retry: See skill check description.
Threat: You find new ways to confound potential code-crackers. Your error range with each Mathematics check made when creating the same code decreases by 1 (minimum 1). This effect lasts until the end of the current scene or until you fail a Mathematics check (whichever comes first).
Critical Success: You not only set up the current Challenge, you also set up the next, each with the same result (to a maximum of 10 Challenges, or your computer’s Power Rating, whichever is lower). Further, at a cost of 2 additional Action Dice, you may spend 1 die and boost the lowest Mathematics result you’ve made to create the code by the action die’s result.
Error: You think you find new ways to confound potential code-crackers — but you’re wrong. Your error range with each Mathematics check made when creating the same code increases by 2.
Critical Failure: You can make no further progress with the same code — it’s as secure as it’s going to get.

Pharmacology check

(Int; Active; Complex, Concentration, Hands-On, Project Investment (Low))
Time Varies Per Challenge • Base Error Range 1

You may use this skill check to create any drug or poison in any Spycraft 2.0 product. Doing this is a Complex Task, requiring you to overcome 1–10 “Challenges” representing the many smaller projects involved in the drug or poison’s development. The number of Challenges is equal to 1/3 the poison’s highest save DC (rounded down, minimum 2). Overcoming each Challenge requires a successful Pharmacology check with a DC and error range determined by the drug or poison’s complexity, as described in Chapter 4 (see page 224).
Alternately, you may use this skill check to create an original poison. This is also a Complex Task involving 2–10 Challenges, as shown on Table 2.41: Contagion Invention (see page 153). Overcoming each Challenge requires a successful Pharmacology check with a base DC of 20 and error range of 1. The DC and error range are modified by the by the desired effects, also as shown on Table: Contagion Invention.
The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments. You may reduce your Pharmacology DC by 5 and error range by 1 each time you increase the money and time dedicated to the project by their minimums. This may not reduce your DC below 20 or your error range below 1–2.

Example: A new poison with a Primary Onset Time of 1d4 rounds, a Primary Save DC of 26, a Primary Damage/Effect of 1d2 Con damage, and a Secondary Damage/Effect of 1d4 Con damage has a DC of 70, an error range of 1–9, and takes 4d4 minutes and costs $1,000 per Challenge to develop. Reducing the Pharmacology DC to 65 and the error range to 1–8 takes 4d4 × 2 minutes and costs $2,000 per Challenge; reducing the Pharmacology DC to 60 and the error range to 1–7 takes 4d4 × 3 minutes and costs $3,000 per Challenge, and so on.

Once the last Challenge is overcome, the poison is completely developed. You must determine the delivery method upon completion. Each poison may be delivered by ingestion, contact/injury, or inhalation (see page 335).
The Game Control is encouraged to describe each development as it happens, making it a backdrop item throughout the process. Leading up to the first successful Challenge, for instance, the GC might mention the lab coming together. After the first successful Challenge, data and test evidence might appear, while the second and each subsequently successful Challenge might reveal new properties or side effects of the poison.
New Poisons as Gear: Once a poison is created, it becomes a new item on the Tradecraft gear table for the character who created it and each member of his team. The poison’s Caliber is equal to 1/2 the number of Challenges required to brew it (rounded up). When a poison created by a team member is gained with a gear pick, the character choosing it acquires 3 uses of the poison.
Creating a Vaccine: Every vaccine targets a specific disease. Creating a vaccine is a Complex Task with the same DC, error range, and number of Challenges as the Science (Genetics) check made to create the target disease. All rules for making a Science (Genetics) check apply, but the Science (Pharmacology) focus is used instead. Using a vaccine automatically cures the target disease.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills:Medicine, Science (Chemistry), Science (Genetics).
Retry: Yes, but the error range increases by 2 each time you try. Unlike most skill check error range modifiers, those for the Pharmacology check linger until each Challenge is accomplished.
Threat: : You attempt the Challenge in 1/2 the standard time (rounded down, minimum 1 half action).
Critical Success: You make impressive progress (see Complex Tasks).
Error: You are accidentally exposed to an early iteration of the drug or poison and suffer its lowest secondary damage effect. You may not save to avoid this injury. If you’re developing a vaccine, you are instead exposed to the disease you’re working to stop, suffering its lowest secondary damage effect.
Critical Failure: : You realize your initial design is flawed in some fashion and have to backtrack a bit (see Complex Tasks). Further, if the critical failure reduces the number of successful Challenges below 0, the materials are lost and must be replaced if you want to retry the Pharmacology check.

Programming check

(Int; Active; Complex, Concentration, Gear (Computer), Hands-On, Project Investment (Medium))
Time Varies Per Challenge • Base Error Range 1

This skill check may be used to script any computer software, using the standard rules for the Mechanics skill’s Build check. The one exception to this check’s rules is that there is no cost to program software other than time. The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments. When making a Programming check, the monetary investment is $0.
Cooperative: Per Mechanics/Build skill check.
Synergy Skills:Analysis, Computers, Science (Mathematics), Science (Super-Science).
Retry: Yes.
Threat: The time required to attempt the Challenge is reduced to 1/2 current (rounded down, minimum 1 hour).
Critical Success: Per Mechanics/Build check.
Error: The time required to attempt the Challenge is doubled.
Critical Failure: Per Mechanics/Build check.

Super-science check

(Int; Active; Complex, Concentration, Hands-On, Project Investment (High))
Time Varies Per Challenge • Base Error Range 1–2

You may use this skill check to create any gadget possible with the options in any Spycraft 2.0 product. Doing this is a Complex Task involving 1–10 Challenges, as determined by the gadget’s housing and desired effects (see Gadgets, page 278). Overcoming each Challenge requires a successful Super-Science check with a base DC of 20 and error range of 1–2. Each housing option and desired effect may also modify this DC and error range. Housing options and effects are cumulative when calculating the number of Challenges, DC, and error range.
The item’s complexity determines this check’s time requirement and cost, as shown on Table: Project Investments. You may reduce your Super-Science DC by 5 and error range by 1 each time you increase the money and time dedicated to the project by their minimums. This may not reduce your DC below 20 or your error range below 1–2.
Example: A new gadget whose combined options generate a Super-Science DC of 60 and error range of 1–6 takes 4d4 months and costs $500,000 per Challenge to develop. Reducing the SuperScience DC to 55 and the error range to 1–5 takes 4d4 × 2 months and costs $1,000,000 per Challenge; reducing the Pharmacology DC to 50 and the error range to 1–6 takes 4d4 × 3 months and costs $1,500,000 per Challenge, and so on.
Once the last Challenge is overcome, the gadget is completely developed.
You may attempt no more than 10 Challenges to build any gadget; gadgets requiring more than 10 Challenges are (theoretically) impossible. Further, no gadget constructed with this check may violate the basic rules and limitations for gadgets (see page 278). The Game Control is encouraged to describe each development as it happens, making it a backdrop item throughout the process. Leading up to the first successful Challenge, for instance, the GC might mention the lab coming together. After the first successful Challenge, data and test evidence might appear, while the second and each subsequently successful Challenge might gradually reveal the gadget’s uses in action.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills:Computers, Electronics, Mechanics, Science (Fabrication), Science (Mathematics).
Retry: Yes, but the error range increases by 2 each time you try. Unlike most skill check error range modifiers, those for the Super-Science check linger until each Challenge is accomplished.
Threat: The time required to attempt the Challenge is reduced to 1/2 standard (rounded up, minimum 1 week).
Critical Success: You make impressive progress (see Complex Tasks).
Error: Even if your project involves no combustibles, you somehow manage to become Ground Zero for an explosion that inflicts 1d6 explosive damage per Challenge completed and a blast increment of 1.
Critical Failure: You realize your initial design is flawed in some fashion and have to backtrack a bit (see Complex Tasks). Further, if the critical failure reduces the number of successful Challenges below 0, the materials are lost and must be replaced if you want to retry the Super-Science check.