The majority of those aboard The Avalon are either normal crewmembers or their civilian families. They lead normal lives compared to the mages who command The Avalon. Others, such as the pilots and marines engage in fantastic adventures on an almost daily basis. There are also those crew members that take care of the maintenance and repair of The Avalon. Many technical positions are also held by the unawakened. They are all considered Custos and thus do not create Paradox for Tradition Mages. They are also able to resist the effets of Delirium, The Fog and The Veil.
Marines
The Marines of The Avalon all belong to one platoon. There are currently 72 marines. Of those, 14 are non-combatants, the remaining 58 are grunts and sergeants. They are lead by a Master Sergeant who is also a marine. The marines are heavily armed and armored. In addition they are heavily modified, both genetically and surgically. Marines make widespread use of cybernetics, combat drugs and mystic training techniques. Their hand to hand combat classes are taught by an Akashic Master. Their Cybernetics are provided by a
Mad Doctor who is a Son of Ether and not a Marauder by the slimmest of margins. Their genetic modifications come from a machine left by Margelina Korvenni before her disappearance.
Dr. Leinart grows the bio clone marines in her laboratory whenever their numbers are depleted by accident or combat. A marine can be grown from fetus to full adult in 3 months. The skills necessary and the 'right' attitude are instilled by a machine in less than an hour and the marine is ready to go. About one in 27 marine clones manage to retain the second X chromosone and comes out female. Strangely enough the children of two marines are normal human babies without any special abilities.
Avalonian Marine
Nature: Bravo, Demeanor: Bravo, Essence: Pattern
Attributes: Str 6, Dex 4, Sta 6, Cha 2, Man 2, App 2, Per 4, Int 3, Wit 5
Abilities: Alertness 4, Awareness 2, Brawl 5, Dodge 4, Martial Arts 5, Intimidation 4, Search 2, Streetwise 2, Drive 3, Firearms 5, Leadership 2, Meditation 3, Melee 4, Stealth 3, Survival 4, Swimming 2, Medicine 2, Military Bureaucracy 2, Sports Trivia 3
Backgrounds: Allies 4 (
Other Marines), Rank 1, Resources 2
Advantages: Willpower: 9, Health Levels: Bruised x3, Hurt (
-1), Injured (
-1), Wounded (
-2), Mauled (
-2), Crippled (
-5), Incapacitated
Special Abilities and Cyberware: All marines have genetic enhancements that give them superhuman physical attributes as well as extraordinary senses and incredible reaction times. Marines can see Infrared light and Heat giving them effective Night Vision. A marine can survive temperatures up to 99 degrees, or down to -43 degrees celsius for extended periods. They can hold their breath for 12 minutes and are able to survive in a vacum for short periods of time. For extended periods they can survive on a quarter of the oxygen of a normal human being. They are also resistant to toxins and disease. A marine reduces his difficulties for resisting toxins and disease by half down to a minimum of 2. If there is no resistance roll the marine can roll Stamina against a difficulty of 6 to avoid the harmful effects. In any case damage from disease or toxin is treated as non aggravated even if it would normally be aggravated damage. Marines can withstand dehydration for three weeks, being able to go completely without water for 9 days. Marines depend on a special dietary paste supplement that can be substituted for a bottle of vitamin pills and 3 pounds of pasta or similar carbohydrate heavy food. Marines can take serious injury without falling. Each marine has access to specialized drugs that allow them to ignore pain. Marines are also sturdy enough so that Aggravated damage is resisted with Stamina. Their speed and reaction times are also juiced up so much so that each turn they can take an extra physical action such as firing a weapon, a dodge or a punch but not a complex actions such as typing, eating or cleaning a gun.
Equipment:
Plasma Rifle,
Plasma Gun, Marine Armor (
Rating: 6, Dex Penalty: -2, Life Support: 8 hours, Adds +1 damage to unarmed combat manuevers), Combat Knife (
Str +3)
Medication wristband (
Drug injector with trauma sensor. Injects painkillers as soon as Marine is hurt. Marine suffers no wound penalties until Crippled in which case he suffers a -2 to all dice pools.)
Universal Communicator and Translator (
Tellurian ranged communication, translates any language with 3 dice to interpret. Requires one Quintessence per week.)
The variety of Cyberware that different marines use is nearly limitless. While there are some standard items that all marines like and request when given the chance, there is no certainty that one marine will have a cybernetic implement that is the same as any other marine. Even if they happen to have the same missing limb or sensory 'enhancement'. The reason for this is that
Marcus Alder, the Son of Ether who produces these creations, is quite nearly insane and is never satisfied with his latest creation.
Pilots
The pilots of the
Spitfires are a special breed and are among the best of the crew aboard The Avalon. They are all individuals and are for the most part unawakened humans. A few acolytes and one or two
aliens can also be found among the Spitfire Pilots. Pilots are survivalists, diplomats, warriors, knights, humanitarians, enforcers, in short they have to represent The Avalon as a whole because they make first contact in every situation.
There is no typical
Spitfire pilot but they do value skill and ability as well as mental quickness and good decision making ability. When making a pilot Dexterity and Wits are the most important Attributes. For Abilites Alertness, Pilot and Leadership are important. Natures and Demeanors cover the gamut, no two pilots are quite the same.  There aren't many pilots with Pattern Essence. Dynamic on the other hand, is certainly over represented.
Attributes: 6 Primary, 5 Secondary, 4 Tertiary
Abilities: 27 to divide among Abilites, no Ability above 3 at this point.
Advantages: Willpower 6
Freebies: 21
Security
Security personnel aboard the Avalon are specially trained and highly motivated. However they are nowhere near the level of marines or pilots. They still maintain a high level of professionalism and are not only entrusted with the internal security of The Avalon but are also charged with enforcing the law and investigating crime.
For truly difficult situations, such as maintaining control over drunken marines, security personnel use
robots. These security robots are none too bright, but are very strong and can take a lot of damage.
Attributes: Str 3, Dex 2, Sta 3, All others at 2
Abilities: Brawl 3, Dodge 2, Streetwise 3, Subterfuge 2, Drive 3, Melee 2, Culture 2, Law 3, Investigation 2, Linguistics 1
Advantages: Willpower 4
Equipment: Uniform (
2 dice soak vs. Energy Weapons and Forces Damage),
Plasma Gun