ML-ELF Cyborg Super-Soldier

   Here we have another template for the Federation-Apocalypse setting – in this case another appallingly-powerful-for-the-cost cyborg-super-soldier from yet another alternate earth. In large part that’s because it’s a high-tech setting, and this template simply takes a good deal of the usual equipment and turns it into “cyberware”. Secondarily, it’s because the “genegrafts” ability is an appallingly cheesy way to get a bunch of physical bonuses – but it’s a trick we’re allowing because, in a setting including tanks, personal nuclear weapons, and starship combat, physical attribute boosts just aren’t as important as they are in most.

   The Super-Soldier Program was a subdivision of the Enhanced life Form research: it was an initial success, and an ultimate failure. The subjects enhancements were extremely useful, but hardly decisive on a modern battlefield – especially when you compared them to opposing forces of equal value, rather than of similar numbers.

   Cyborging procedures helped with that. Since the initial expense was only a modest component of the total cost, the upgrades helped the force-ratios considerably.

   Unfortunately, it also left the subjects even more alienated from humanity. Early warning signs were ignored in the stress of the asiatic wars/world war III – until several groups of their cyborg-super-soldiers were turned loose with instructions to “use their own judgement”.

   Some remained relatively sane and functional. The rest were responsible for some of the worst atrocities of the last thousand years.

The program was dropped. The remaining cyborgs – the few who had remained relatively sane under combat conditions – were hurriedly assigned to offworld exploration operations. Opening new worlds for settlement was an excellent use of their talents.


The Basic ML-ELF Racial Template

  • 31 CP, or a +0 ECL Modifier as an initial race (+1 if later added to an existing character).
  • +6 Intelligence (Normally 36 CP, reduced to 18 CP by world laws. Corrupted: only for skill purposes, does not provide bonus spells or other enhancements, 12 CP).
  • Monitor Lizard Genegrafts: Shapeshift, Attribute Modifiers (Str +6, Dex +4, Con +6, +3 Natural Armor, +8 to Swim and +4 to Stealth skills, 1d8 Natural Weapons, and Low-Light Vision), Hybrid Form, Clear Speech, Variants (Nearly Human Appearance). Specialized: Monitor Lizard Form Only, Corrupted: Cannot actually Change Forms (27 CP base, net cost 9 CP).
  • Grant of Aid/Specialized (requires several hours): May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 3 CP).
  • Immunity/Aging (uncommon/minor/minor, 2 CP).
  • +2d0 Bonus Hit Dice (Required for Genegrafts, 8 CP).
  • Inept (-2 penalty) on all Charisma-Based Skills (-3 CP).

   The Cybrenetic Enhancements which were later applied increase this to a +1 ECL template, adding another 31 CP worth of new abilities. These include:

  • Innate “Enchantment”/Metabolic Augmentations: Sustenance (reduces the need for food, air, sleep, and water to one-fourth of normal), Hibernation (may sink into deep hibernation, slowing their metabolism – and the progress of harmful agents – to 1% of normal), +2d6 Bonus HD (provides +12 + 2x Con Mod HP), Personal Haste (+1 attack at full BAB when making a full attack, +30′ Movement), and Resistance/+2 on saves versus Poisons and Disease. As befits non-magical systems, these effects have several downsides: they are easily detectable, the user needs regular electronic maintenance as well as food, water, and air (especially to heal major injuries), they render the user vulnerable to electronically-based reprogramming, and the user needs regular recharging to maintain such augmentations (8 CP).
  • Advanced Augmented Bonus/Programmed Reflexes: Add their Dex Mod to their Int Mod when calculating their Skill Points (Specialized, only at L1, Corrupted: these points may only be spent on physical skills, 6 CP).
  • +2/- to their basic cyberware-and-strength-based Damage Reduction (3)
  • Increasing their basic “natural weapons” to a base of 1d10 points of damage (3)
  • Improved Initiative (+2) (3 CP).
  • Immunity/Cyberware: Items taken via the Gadgetry (“Cyberware”) (Dex Based) skill cannot be taken away without surgery (Common/Minor/Major, 6 CP base. Specialized: Cyberware cannot be added or exchanged later without great difficulty, 3 CP. They normally come with an initial base in the Gadgetry skill of 4 SP with a +3 Speciality in their equivalent of “Smartclothes” (5 CP). Their basic-issue cyberware package counts as an 8-point gadgets, and includes equivalents to core-issue:
    • Special Service Smartclothes, with the Exoskeleton and +30 HP modifiers (8 gadget slots in total): These subsystems provide:
      • Personal-computer and HUD functions
      • IR, UV, Low-Light, Magnification, and Flash Suppression Visual Enhancements
      • Personal and environmental monitoring
      • Encrypted radio communications
      • Comfort from arctic to tropical desert temperatures
      • An environmental seal, allowing them to survive space conditions for up to 48 hours and providing a +4 bonus on saves against chemical agents.
      • +6 AC “Natural Armor”), +6/- DR, and Universal Energy Resistance 6
      • +6 to Listen and Spot
      • +4 to Unarmed Damage
      • +4 To Hit with smartlinked ranged weaponry.
      • +4 Strength
      • +2 Dexterity
      • +10′ Move
    • Most of them had multiple implanted weapons and other devices as well: these may be purchased using the initial Cyberware skill value. 
    • Most of the characters in the Federation-Apocalypse setting use this gear anyway: these characters have it as cyberware simply because it fits the image better. 

   In worlds without the half-price modifier on Attribute Upgrades, reduce the racial attribute bonuses to +3 Intelligence. In settings where extremely high-level technology, or cyborging, is not available, what are you doing looking at a super-cyborg template anyway?


2 Responses

  1. […] ECL Cyborg Super-Soldier*. The effects will vary with the available […]

  2. […] ECL Cyborg Super-Soldier*. The effects will vary with the available […]

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