h

DOCUMENTS

*

SPECIES TYPE

See species list.

Justifiers combine humanoid dexterity and intelligence and instinct of animals into one being. Species types are determined as each justifier is born. Rarer animal types may be born but their instinctual abilities are the same of animals they are similar to. (add base species bonuses to attributes after attribute testing)






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


ATTRIBUTEeffect
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






STATISTIC TESTING

Second phase

From this assessment of basic strengths and weaknesses, other statistics can be extrapolated! This determines further how a justifier will perform in the field.

STATISTICcalculation
MS (mental strength) - (IQ+WIS) + D10 per level
willpower, constitution of the mind, to use and receive psionic attacks (when depleted damage affects CON and no longer able to use psi)
BOD (body) - (CON/10) + D10 per level
amount of superficial damage able to be taken before becoming debilitating (affecting CON)
SPD (base speed) - (AGL+DEX)/10

distance able to move in one combat round & distance able to sprint. higher speed = higher initiative
DMG (damage bonus) - (STR/10)

base damage with melee weapons (not ranged)






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 teleport3 psi blast
4 pyrokinesis 5 cyberpathy6 psi healing
7 animal control 8 danger sense9 body control
10 psychometry 11 telepathy12 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
  • Scout
  • Security
  • Pilot
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))