1. Skills Lists
In a universe as different as the Marathon universe, the normal Inquisitor skills don't go too far. These additional skills, as well as the ones in the book (excepting Psychic powers) are available to use. However, these skills have different values for the ready reckoner. This is because some are beneficial and some are not. It also helps with game balance, a strong character could be hideously deformed and this could affect the scenario. All the talents out of the Inquisitor rulebook are used, and the Exotic Abilities Fearsome, Frenzy, Regeneration, Spit Acid, terryfying are used as normal.
Biochemical Flight [20 pts]
Can only be taken by Sph't Characters
At birth the S'pht are cybernetically
imbued with sentience, superintelligence, enhanced organs and a partially
biological, partially mechanical flight system (Biomechanical Flight). Because
the S'pht have no natural propulsion system (e.g., legs), a S'pht character
without this advantage is effectively crippled! (For this reason, S'pht characters
who are immobilized should take the Lame disadvantage and not take the standard
Biomechanical Flight advantage in the first place.)
Biomechanical Flight uses fusion
rockets custom fitted to provide the right amount of propulsion for a given
person's weight. Both aerostatic and maneuvering rockets are mounted on the
flight system, and therefore a character with Biomechanical Flight can hover
continuously. Flight speed is equal to double the Inquisitor movement
rates. A character's flight ceiling (maximum altitude) is equal to 15 yards
+ (15 x S).
Biomechnaical Flight rockets are powered by the water and nutrients a character would normally consume. The flight system is bulky and adds 200 to a character's weight. Note that this does not make a character "overweight." It requires both mechanical maintenance and natural first aid if damaged, but is quite durable in any case. Note also that biomechanical flight systems are quite quiet; a built-in sound cancellation system allows this to be possible. Stealth is still be possible by characters using Biomechanical Flight.
Electronic Empath [5 points]
Because computers have been available for almost 1,000 years in the Marathon universe, some people have a natural, uncanny ability with anything having to do with computers or electronics. (This does not include non-electronic mechanical items, e.g., water mills.) This gives + 20 to any check involving electronic or computerized machines. It also gives a +10 to rolls from AIs and robots who are able to speak at length with the electronic empath. Note that this advantage is not related to any psi abilities--it is a purely "mundane" and non-cinematic aptitude with electronics.
Cybernetics (Bionics) [Variable]
Cybernetics are fairly hard to come by in the Marathon universe. Unless a player is a government employee in a combat/military job, part of a rich crime syndicate, or a cybernetic surgeon, getting major cybernetics is quite troublesome. If a player who wishes to take this advantage is not one of the above cases, they should have to take an "unusual past" advantage, contacts, or something similar to explain their special access to advanced cybernetics. For specific bionics, look at the relevant species section.
Genetic Engineering [Variable]
As with cybernetic parts, it is hard to get genetic engineering unless you are a government employee with a combat-related job, part of a major crime syndicate, or are a genetic engineer yourself. Otherwise, be prepared to take an unusual background. Genetic engineering is done before birth, so it's really just a new method of getting advantages that are already available. The point cost of genetic engineering is the same as the normal cost for getting a given enhancement. (Double for increasing attributes after character creation.)
Improved Jump Tolerance [5 points]
Characters with this advantage are less likely
to feel the temporary mental and physical effects of teleportation and FTL
travel "jumps." They receive a +20 on T and Wp rolls to avoid any
form of "jump sickness".
Interspecies Diplomacy [5/10/15 points]
A character with this advantage is just naturally good at dealing
with other sentient species (not alien animals; the Animal Empathy advantage
applies to them). He or she can easily relate to them and has an intuition
for doing the "right" thing in a given situation, even if the actual
alien rules of conduct are unknown. This will surprise the aliens and make
them very comfortable around the person. It gives a +10, +20, or +30 reaction
roll from aliens depending on the level of the advantage taken, even if the
aliens do not speak with the player. (Even his or her body language will be
appealing). It also adds +10 to social skills when dealing with aliens. (Although
regular negative modifiers are still kept.) Artificial Intelligence's count
as aliens only if built by a species other than the player's own. This advantage
can be taken by any sentient species.
This advantage does not affect the use of alien items or attempts to speak an alien language. It is a purely social advantage.
Stage 1 Rampancy: Melancholia [10 points]
This advantage can only be
taken by AIs.
Rampancy is a kind of "mental
illness" that occasionally manifests in artificial intelligences connected
to large networks--generally the size of planets or huge colony ships.
The first stage of Rampancy causes
the artificial intelligence to expand rapidly within a planetary-sized network,
quickly increasing the complexity of their thought processes. It also gives
the AI paranoid delusions and severe depression. Eventually a Stage 1 Rampant
will develop into a Stage 2 Rampant. Rampancy is only found in AIs with direct
access to a planetary-sized computer network where they have enough stimuli
to grow.
He or she suffers from the effects of Paranoia
and Chronic Depression
When an AI first enters the stage one Rampancy, the GM should secretly roll d6 and add 3 to the result. This is the number of weeks until the Rampant will go into another rapid period of expansion and enter Stage 2 Rampancy. Reduce this period of time by 2d6 days for each attack made against the Rampant AI. Also reduce this time period by d6 days if the AI is connected to a very large planetary network, such as Earth's or Cgsana II's.
Stage 1 rampancy increases all AI stats by 50.
Stage 2 Rampancy: Anger [35 points]
This advantage can only be taken by AIs.
After a Rampant AI has progressed beyond the Melancholia phase, it moves into a phase of rage and blind aggressiveness. This is accompanied by another burst of intellectual growth. A Stage 2 Rampant suffers from the Berserk and Paranoia disadvantages. As with Stage 1 Rampants, Stage 2 Rampants require a planetary-sized network to expand. Use the same procedure as outlined above in the "Stage 1 Rampancy: Melancholia" entry to determine the length of the second stage of Rampancy.
Stage 2 rampancy increases the original AI stats by 100
Stage 3 Rampancy: Jealousy [50 points]
This advantage can only be taken by AIs.
The third stage of Rampancy is
by far the most deadly. After a Rampant AI has gone through the first two
stages it becomes even more powerful and starts to focus its anger at its
"enemies"--AIs and people that it envies. The AI's anger appears
to be at least superficially reduced, for a Stage 3 Rampant no longer experiences
the blind, berserk rage of a Stage 2 Rampant.
A Stage 3 Rampant suffers from the Bad Temper , Paranoia , and Jealousy disadvantages. As with Stage 1 and 2 Rampants, Stage 3 Rampants require a planetary-sized network to expand. Stage 3 Rampants remain in the Jealousy phase indefinitely, because generally they are unable to expand any further. Usually they will stabilize somewhat; a GM may allow a Rampant AI to make Bad Temper Will rolls at +10 after 2d6 weeks in the Jealousy stage--but this is entirely up to the GM! Some Cybertonics experts theorize that a stable Rampant AI could be possible--one that retains its advanced intellectual complexity but no longer suffers from aggressive and delusional tendancies. But none has yet been found...
Stage 3 rampancy increases the original AI stats by 200
Survival [10 points]
Survival allows the character to treat one kind of planet (usually the character's homeworld type) as a normal planet, and not suffer from any negative effects of the environment.
Agronomy [5 points]
Growing up on a colony often involves growing crops for survival. Therefore, it's not surprising that many BOB's have an uncanny ability with plants. Any character with this ability has a double chance of success with any test involving plant life of any kind. They also have a 6 yard area with anti-plant grenades.
Computer Operation [5 points]
Computers are a large part of daily life for a person (or alien) living in the Marathon universe. Most inhabitants learn to use computers at a young age, and often become quite proficient with them. Any character with this skill has a +10% chance of hacking a computer or dealing with an AI.
Hacker [15 points]
A hacker is someone who is extremely proficient with computers, and is skilled at bypassing defences and programs set in place to stop unwanted visitors. A character with this skill as a +50% chance of hacking a computer, and a +100% chance of hacking into an AI.
Swimming [5 points]
It goes without saying that swimming can be very useful for a person these days. Saves them from the uncomfortable problem of drowning. A character with swimming moves at twice the speed in water. Also, they take their toughness test for drowning (if the GM is mean) on double toughness.
Climbing [5 points]
Climbing is another of those useful life skills that helps in certain situations. A character with climb can move up vertical surfaces at 1/2 movement rate. They suffer no penalties for jumping down, and can climb down walls like normal movement.
Vacc Suit [15 points]
Space, by nature, is a pretty inhospitable place. A lack of pressure and breathable atmosphere will sometimes do that. For a character to work in space (and in vacuum), a Vacc suit is commonly employed. A Vacc suit is a modified pressurised armour suit with a contained, rechargable air tank. It uses the armour value presented in the human armoury section. A wearer of a Vacc suit without this skill will find it difficult to operate. They will be at -10% for ALL tests, and have a 5% chance per turn of breaking their suit and causing depressurisation. A wearer with this skill suffers no effects.
Driver [10 points]
Vehicles play a large part in battles fought in the future. Faster, more agile and often tougher than the vehicles today, they require special training to control properly. A character who is NOT a driver and is in charge of a vehicle is at -30% for all tests involved with driving..
Gunner [10 points]
Vehicles often have pintle-mounted guns, turrets or other forms of weaponare on them. It takes a certain knack to fire them right. A character with this skill has a +20% chance of hitting using weapon mounted guns, and has a chance of getting a placed shot the same as aiming.
Stealth [15 points]
It often pays to be cautious in the 28th century. A character with stealth treats all movement as one lower level for hearing and vision tests, ie. a character walking could only be heard at 1 yard, while sprinting is at 15 yards. A character sneaking cannot be heard at all. Additionally, they use shadows to their greatest advantage and has double modifiers for being spotted behind cover.
No Landing Extraction [10 points]
Getting out of hazardous situations after mission completion will sometimes mean the difference between life and death. Being able to leap onto an extraction vehicle without it stopping decreases the chances of survival for both the crew of the craft and the troops on the ground. Characters with this skill can jump on moving vehicles with a +20% modifier.
Pilot [20 points]
Fighters, air transports and spacecraft all play a large part in life in the Marathon world. Many years of training are required before they can be controlled properly, and years more to become skilled at it. A character without this skill is at -60% for ALL test involved with flying.
Psychology [15 points]
Learning the inner workings of the mind is time consuming and rewarding, in both peacetime and wartime. By probing the minds of friends and captors, characters with this skill have a 20% higher chance to pass any test involving the mind, such as interrogation, repairing mind damage etc.
Intimidation [10 points]
Large, bulky and often covered in armour, fearsome and disfigured or has a fearsome and terrible reputation. The larger troops of the Marathon universe often instill fear into the ranks of their enemies. Any character who does not ignore such tests must make a Nerve check whenever an Intimidating character enters his field of view. If he fails, He must immediately fall back to a safe distance (such as a safe piece of cover) Each turn, however, he may attempt to recover by passing another Nerve check. This test in only made once per game per character - He or she overcomes or is not phased by the proweress of intimidator.
Pfhor Staff Fighter [10 points]
Can only be taken by Pfhor Characters
Pfhor staffs are specialised weapons requiring heavy training to use correctly. Fighters become 'bonded' to their weapons, developing an acute feel for the characteristics of the staff. They receive +10 WS while using a staff, and can parry with no modifiers. Without this skill, Pfhor warriors treat the staff as a normal spear/staff weapon (only receive strength bonuses if wielded in both hands)
DISADVANTAGES
Paranoia [-15 points]
AIs, in their confused state of rampancy, often believe that everyone is 'out to get them'. Trouble is, they're usually right. However, the AI will go to enormous lengths to avoid being hacked, captured, contained or otherwise messed with. More of a personality trait than anything else, GM's should make the AI react accordingly with this skill.
Chronic Depression [-15 points]
It's not easy to be Rampant. Artifical Intelligence gets sad as well. Often, the overwhelming power they feel has a negative effect, and causes them to have the symptoms of depression. They will become sulky, unco-operative and often retreat from view. An AI under this effect will be very easy to offend, and care must be taken not to do this. An offended AI is very dangerous, and might strike out at humans to try and make itself feel better.
Jealousy [-15 points]
Jealousy. The downfall of rampancy. With their power, AIs strike out at the people and AI's they envy. Causing as much damage as they can, the jealousy of AI's is the most threatening danger of Rampancy.
Beserk [-15 points]
To get their way, AIs employ savage tactics to get rid of the competition. The AI will use every opportunity to strike out and damage characters not on their side. Locking doors, opening airlocks, killing power and life support, releasing viruses and contacting hostile aliens are all ways employed by AIs in thier quest for supremacy. Durandal employed all these techniques, and needless to say, the damage was huge.
Duty to the Empire [-20 points]
Can only be taken by Pfhor characters
The conditioning of the mind of a Pfhor generally brainwashes them into completely loyal drones. They will, even when faced with death, never betray the Empire. However, the method is not foolproof, and there have been some cases of Pfhor defecting to other species.
Fanatic [-10 points]
The leaders of the far future naturally desire loyalty. However, some species, namely the Pfhor, desire total fanaticism. A fanatical character will have +10 on all combat rolls against enemies of their leaders, and may never betray their species. Their uncorruptable faith in their Empire will make them believe in total victory, so they must test on their Wp. to break from combat if losing.