"Relying on the arcane is a fickle thing. You should never trust that which you do not understand. Those that strive for power without understanding its source are not powerful. They do not know what they wield, which therefore may be taken from them at any time. If you want something to rely on, it must be your own hard work and wit." - [[Judith Argon]]
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# Introduction
Methods of Science are precise descriptions of existence, and each a valid lens to peer through the universe. While Scientific Methods can contradict each other, they should be internally consistent, across all of its internal branches. If the designer has made a mistake and created a contradiction, the Narrator will determine the best course of action. Otherwise, these rules should be held to be exacting and be easily accessible and systematic. There should be little room for interpretation here; and players should be encouraged to experiment. Complicated and crunchy, they are highly reliable sources of power in the hands of the players, allowing them to tinker and interact with the world at large.
# Scientific Methods
- [[The Hermetics]]
- [[Astrology]]
- [[Alchemy]]
- [[Bestiary]]
- [[Botany]]
- [[Geology]]
- [[Humors]]
- [[Thaumaturgy]]
- [[The Atheneum]]
- [[Kernetics]]
- [[Arithmetics]]
- [[Ceretics]]
- [[Pneumatics]]
- [[Gaiatics]]
- [[The Plinths]]
- [[Heidrspyr]]
- [[Malmafl]]
- [[The Tantras]]
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- [[The Shuangdao]]
- [[Feng Shui]]
- [[Mitama]]
- [[Yomi]]
- [[Zang-fu]]