ATTRIBUTE TESTING
First phase
As the genetic engineering process is largely up to chance, an individual's natural aptitudes cannot be fine tuned and have to be assessed after they are 'born'. After being decanted, a justifier is subjected to rigorous testing to determine their strengths and weaknesses and consequently their worth to the corporation.
Testing
1) roll d100 7 times for attributes
1a) discard lowest score
and raise to 65
| ATTRIBUTE | effect |
| CON - |
amount of extreme damage able to sustain before death |
| STR - |
how well you can perform feats of strength |
| DEX - |
quickness and hand eye coordination |
| IQ - |
ability to learn skills and memorize facts |
| WIS - | common sense and level of awareness |
| AGL - | move entire body with grace and speed |
| PRZ - | presence charisma and good looks |
PSIONICS
Some justifiers are 'born' with a genetic defect that produces psionic abilities. This is rare, but the abilities are very useful, and valuable to the corporation. The buyback of the justifier will increase exponentially if they are found to have psionic abilities.
(the probability of the psi gene is 10%)
Testing
1) roll d100
1a) if under 010, the justifier has the defect, and has a number of psi abilities corresponding to their score divided by 2
1b) roll 2d6 to determine which psi abilities the justifier has.
KNOWN PSI ABILITIES
| 1 |
telekinesis | 2 |
teleport | 3 |
psi blast |
| 4 |
pyrokinesis | 5 |
cyberpathy | 6 |
psi healing |
| 7 |
animal control | 8 |
danger sense | 9 |
body control |
| 10 |
psychometry | 11 |
telepathy | 12 |
empathy |
- Telekinesis - manipulate solid objects (move or throw)
- Teleport - travel from one place to another (user and held objects only)
- Psi blast - mental fist (otherwise identical to a physical attack)
- Pyrokinesis - start a fire using mental energy
- Cyberpathy- control computers (see through security camera/read files)
- Psi healing - heal physical damage on another being
- Animal control - control an animal (non sapient) mind
- Danger sense - automatic ability to sense impending danger
- Body control- temporarily increase STR, AGL, or DEX
- Psychometry - show mental film of an object's past when held
- Telepathy - read the thoughts of another sapient being
- Empathy - affect emotions of others (temporarily raises PRZ)
JUSTIFIER TRAINING
After decanting, each justifier is given basic training (mathematics, language, TransMatt technology, etc) followed by advanced training in a specific career regime. This allows for teams of justifiers to have a balanced skillset (general and specialised) to maximise chances of survival and success on missions.
Notes
These skills prepare a justifier for most of the trials and dangers they will encounter in the field. However to maximise efficiency more specialised teams are needed.
Note: All training costs go into a Justifiers buy-back.
BASIC TRAINING
| Basic math |
Communicator operations |
Computer operations |
E-suit operations |
Emergency E-suit repair |
| First aid |
Hand to hand combat |
Navigation |
Pilot ground vehicle |
Projectile weapons |
| Scanner systems operations |
Speak native |
Transmatt operations |
Read & write native |
Zero-g training |
ADVANCED TRAINING
CAREERS
FIELD SCIENTIST
- Life sciences specialist
- Social sciences specialist
- Planetary sciences specialist
|
FIELD ENGINEER
- Electrical engineering specialist
- Mechanical engineering specialist
|
| FIELD OPERATIVE
|
FIELD DOCTOR- (this field has no specialisms
but generally leads justifier teams)
|
See career skills.
A justifier has all the skills of their specialised career. They may also have been cross-trained, exposed to skills from other career training regimes (learned from other Betas at the corporation they came from). A justifier will also have elective skills, such as a hobby.
CROSS TRAINING
Notes
1) Roll 1D10 to determine number of skills to cross train.
ELECTIVE TRAINING
Notes
1) Roll 1D10 to determine number of elective skills to learn.
- ADDITIONAL LANGUAGE
- AGRICULTURE
- ANIMAL TRAINING
- ART (sculpture/painting/drawing)
- CUISINE
- DUAL WEAPONS
- ENTERTAINER
- HAND WEAPONS
- HEAVY WEAPONS
- PHILOSOPHY
- PHOTOGRAPHY
- MOUNTAIN CLIMBING
- PHYSICS
- PICK POCKET
- PROJECTILE WEAPONS
- SMUGGLING
- SPORTS
- SWIMMING
DEATH
If a justifier is killed in action, they may be taken back to the shuttle in which they landed and brought back to life using the Revival Chamber on board (provided their body is still mostly intact and they have not been dead for longer than 5 hours). However, this machinery is extremely expensive to run, and all costs will go directly into the Beta’s buy-back sum.
Revival Chamber Costs
- REVIVAL (light damage) --------- 30,000C
Death by poisoning, smoke inhalation, exposure etc.
- REVIVAL (heavy damage)--------- 45,000C
Death by heavy wounds, radiation poisoning, electrocution etc.
BUY-BACK
The process of genetically engineering, training, and housing a justifier is extremely costly. The corporation that created any Justifier owns them, and the 'buy-back' is a tangible representation of the 'indebtedness' a justifier has towards their corporation. The justifiers value is also taken into acccount.
Through completing missions, a justifier can eventually pay back this debt and earn his freedom, becoming a free Beta. Any expense caused by the justifier, such as destruction of corporation property can increase this sum.
BUYBACK CALCULATION
20,000 x ((ATTRIBUTES/10)x(# of Psionic abilities))