When you spend a few days researching a topic, roll + Science to
Your GM will describe the solution. On a 7-9 it has some drawback. The GM may ask you how you discovered the solution.
Choose one type of cosmic anomaly
Your ship can create these
You can create a stable wormhole between two locations your ship has visited
When you fly too close to a hazard (a sun, a black hole, into a wormhole, into the radiation of a nebula, etc) roll + Science.
On a 7-9 your ship is unaffected, but something bad happens (GM).
On a 10+ your ship is unaffected and you take +1 forward investigating the anomaly.
When you **reconfigure your weapons during combat, roll + Science.
On a 7-9 choose * * *
On a 10+ choose 3
When you reconfigure your weapons out of combat, choose 3.
(new note: I like the trigger "when you test an experimental weapon" better)
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