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Imperial Marines

The Template

 [109 points]
 Attribute Mods: ST +4 [36], DX+2 [40], HT +3 [30]
 Secondary Mods: Will +2 [10], Per +3 [15], SM+1 [0]
 Advantages: Enhanced Dodge [15], Extended Lifespan (x4) [4], High Pain Threshold [10], Less Sleep [8], Metabolism Control [20]
 Perks: No Degeneration in Zero-G [1]
 Disadvantages: Callous [-5], Killjoy [-15], Restricted Diet [-10], Unusual Biochemistry [-5], Vulnerability (Telepathy) [-45]

These traits are only for the racial template. Individual Imperial Marines also had numerous cybernetic implants, the exact nature of which varied. They were also heavily indoctrinated, though in the past several centuries, many of them have lost or changed the focus of their ingrained obsessions. Still, many retain Fanaticism, Intolerance, and similar traits. And, of course, over the years the Imperial Marines have gained Reputations, Senses of Duty, and Social Regard.

Advantages

 Enhanced Dodge

The Imperial Marines have superb reflexes and are designed from birth for getting out of harms way. They have +1 to their Dodge active defense. [15]

 Extended Lifespan (x4)

Imperial Marines are designed to live for a very long time. They don't start making aging rolls until 200, making one roll every four years. The frequency increases first at 280 years, to one roll two years, and then again at 360 years when they're making a roll every year. Despite this lengthened lifespan, they reach maturity earlier than might be expected, usually at age 28. [4]

 High Pain Threshold

Imperial Marines don't register pain the way everyone else does; in fact, they barely register it at all. They never suffer shock penalties when injured, and are at +3 to all HT rolls to avoid knockdown and stunning. They get a +3 to resist any attempt at torture, and get a Will+3 roll to ignore pain in other situations. [10]

 Less Sleep

Marines only need about half the speed a normal human does; 4 hours a night. [8]

 Metabolism Control

Marines have an astounding degree of control over what are involuntary biological functions in most humans. They can, if they wish, control things such as pulse, blood flow, digestion, and respiration and even exert some control over their immune system. This gives the a +4 to HT rolls that would benefit from such control, uch as bleeding rolls, rolls to recover from diseases or poison, rolls to avoid rejecting cyberware and so on. They can also enter into a deathlike state -- anyone examining them must make a Quick Contest of Diagnosis vs. HT+4 to discover that the Marine isn't in fact dead. While in this state, the Marine needs 40% less oxygen and can go sixteen times longer than normal without food or water. While in this trance you're unaware of your surroundings but awaken automatically if injured or after a predetermined amount of time has passed. [20]

 Perk: No Degeneration in Zero-G

The standard 'Calcium Hack', preventing degeneration of Bone Mass in Zero G. [1]

Disadvantages

 Callous

Marines don't really care much about others emotions, except as a way to manipulate them -- they certainly don't care about those feelings. They have a -3 on all Teaching rolls, on Psychology rolls made to help others (as opposed to deduce weakness or conduct research) and any skill made to interact with those who have suffered the consequences of this callousness. Past victims and anyone with Empathy will react to you with -1, but you gain an extra +1 to Interrogation and Intimidation rolls that use threats or torture. [-5]

 Killjoy

Imperial Marines are born with only a very small and underdeveloped Pleasure Center, which is itself burned out ritualistically on their 28th Birthday or whenever they join Active Duty. They simply don't appreciate the taste of good food, the joy of sex, the savage beauty of combat, or anything like that. They've never experienced anything like that, in fact, and find the entire concept somewhat curious. They can "go through the motions", as it were, but suffer a -3 to all Carousing, Connoisseur, Erotic Art and Gambling rolls. Others react to Marines at -1 to -3 in any situation where their lack of appreciation becomes obvious. [-15]

 Restricted Diet

You need to eat different foods than most humans. None of these foods are very hard to find, all being generally common, similar to the diet proscribed to most Cyborgs. It consists of bland paste filled with exotic vitamins, processed strips of dried out meat, carefully prepared drinks with just the right blend of vitamins and minerals. You can try to eat "normal" food, and generally find it "filling", but must make a HT roll after eat meal, with a failure meaning your HT drops by one until you receive appropriate medical attention due to complications. Critical failure is much much worse. [-10]

 Unusual Biochemistry

Marines are more than inhuman enough to react to drugs differently than a less extremely modified human. The end result being that drugs don't always work for you unless specifically designed to do so (which costs 10 times as much). If you receive a drug intended for humans, roll 1d: 1-3, the drug acts normally. On a 4-5, the drug works but you suffer from an additional harmful side effect. On a 6, the drug just doesn't work. [-5]

 Vulnerability (Telepathy)

Though unknown at the time, it has since been discovered that the Marine subrace is incredibly vulnerable to certain types of Telepathy. Any telepathy attack that inflicts damage, or has a similar effect, has three times as large an effect on an Imperial Marine as on a normal human. [-45]