Table of Contents

Science

Science skills are based around using gadgets to inflict damage, status effects, and more.  All skills require battery power to use.

Mara chooses Science as her advanced attribute at level 10.

Unlocking

After reaching level 10, the player character can ask Aesop about Advanced Equipment for $2500. This unlocks Jett's Workshop, where you can choose Lecture to begin training Science.

Skills

Science Skill Tactic Description
3 Create Slime Manipulation Consumes 1 battery. Summons a Slime.
9 Stun Blast Hurt Consumes 4 batteries. 40% chance to deal pain and stun target.
12 Shrink Ray Manipulation Requires target to be naked. Consumes 3 batteries. Shames target and reduces their mojo by 15.
15 Short-Circuit Manipulation Consumes 3 batteries. Rewires target, causing pleasure received to deal pain and pain received to deal pleasure.
18 Defabricator Positioning Requires 8 batteries. Destroys target's clothing.
21 Fabricator Recovery Requires user to be pantsless or topless. Consumes 7 batteries. Grants user temporary Fabricated Loincloth or Fabricated Wrap.
30 Matter Converter Positioning Consumes all of user's clothing and 10 batteries. Binds target. Bind strength is 20 + 10*(articles of clothing).

Traps

Science Trap Description
4 Strip Mine Consumes 3 batteries and 1 tripwire. Shreds target's top or bottoms. Unavoidable.

Training

Science can be permanently increased in the following ways:

The first training session with Jett will grant you the Shock Glove and a lab coat.

Other Interactions