Weird Science
Defaults: None.
This skill allows you to formulate astonishing new crackpot scientific theories that are far ahead of their time...or at least utterly different from the usual assumptions of your tech level. You may attempt a Weird Science roll whenever you work on a new invention or investigate an existing item of weird technology (e.g., a UFO).
On a success, you get +5 on an invention attempt (but only +1 if using the Gadgeteer advantage, since Gadgeteer already gives you favorable die rolls for thinking "outside the box"). If investigating weird technology, success gives +2 to any skill roll you make for this purpose – and the GM might even allow a default skill roll to operate the device!
On a critical success, you get these bonuses and some incredible insight into a totally different problem! Critical failures are always spectacular, although not necessarily fatal or even dangerous.