The Academic has unprecedented access to the most current data and theories, and can apply them to nearly any situation. A master thinker, the Academic is the ultimate field intellect.
Attributes: The Academic contributes to his teamís exploits with the strength of his mind, and a high Intelligence is therefore key.
Communications Systems (Int), Craft: Chemical (Int), Craft: Mechanical (Int), Craft: Writing (Int), Decipher Script (Int), Disable Device (Int), Hide (Dex), Investigate (Int), Knowledge: All skills, taken individually (Int), Pilot (Dex), Profession (Wis), Read/Write Language (None), Repair (Int), Research (Int), Search (Int), Speak Language (None).
Table: The Faceman
All of the following are class features of the Academic:
Weapon and Armor Proficiency: Academics are proficient with either personal firearms or simple weapons.
Professor: You keep your teammates up to date on all the latest research, and while most of your techno-babble goes over their heads, some lingers. At the start of each session, you may choose one of your Basic Skill feats up to your starting action dice. Each of your teammates may gain the chosen feats as temporary feats until the end of the current session. At levels 5, 9, 13, and 17, you may choose an additional feat.
Intense Study: Academics are always seeking new data. At Levels 1, 4, 8, 12, 16, and 20, you gain 1 additional Basic Skill or Advanced Skill feat. You must satisfy all of each featís prerequisites before choosing it, but your career level is considered to be up to 2 higher when doing so.
Ph.D.: You earn degrees like most people buy clothes. At Levels 2, 11, and 19, you may choose 1 Academic class skill. Your maximum rank in the chosen skill increases to your class level + 8. This new maximum skill rank may not be further increased by feats or other abilities (though it rises naturally with your class level).
Bright Idea: At Level 3, twice per session, you may make any Intelligence- or Wisdom-based skill check twice, keeping the result you prefer. At Levels 7, 11, 15, and 19, you may use this ability 2 additional times per session.
Research Project: Your work spans a variety of fields, allowing you to develop unique specialties. At Levels 5, 9, 13, and 17, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
Brilliant: At Levels 6, 9, 12, 15, and 18, your Intelligence score rises by 1.
Know It All: You often surprise teammates with your extensive knowledge of obscure topics. At Level 10, once per mission as a free action, you may gain any 2 temporary Advanced Skill feats of your choice until the end of the current mission. At Level 20, you may use this ability 1 additional time per mission.
10-Second Solution: The team can usually count on you for last-minute solution that work. At Level 14, once per session, you may make 1 Intelligence-based skill check with which youíre considered to automatically roll a natural 20. Further, you may not be forced to re-roll this natural 20. Finally, the target skill check is accomplished in 1/2 the standard amount of time (rounded down, minimum 1 full action). You must declare that youíre using this ability before you make a roll for the chosen activity. This ability may not be applied to any skill check made as part of a Complex Task or Dramatic Conflict.