Apex Campaign, Star Fleet Timeline Cluster, Augment Victory Timeline. The Augment IV Racial Package

The human mind is built on ancient neural patterns – deep instincts, systems that process sensory information, logical and emotional feedback loops that keep it running, and even the patterns of motor neurons that operate the body. If you change any of those too much… the mind warps and changes, taking on a new form. The result is unpredictable, often no longer functional at all, and never much like a normal human being even when it still functions – and, so far, it has never been sapient. No one is quite sure why that’s true, but (at least in the Apex setting) there seems to be a component beyond mere physical reality.

So there are limits. You can transfer an existing mind into a mostly-artificial body – but if you want a NEW mind to develop properly… there has to be a childhood. You can make the senses sharper, or even very slightly expand their range – but not much past the limits of normal human potential or even an existing mind will soon go mad. There need to be bones, and muscles, and various internal organs. You can boost intelligence and reaction time somewhat, and you can enhance durability and strength considerably – but not too much or instabilities will soon develop.

And, at least so far… redesigned humans only develop more-or-less normally if they are born to existing redesigned humans. Trying to leave out a recognizably-human set of parents, infancy, and childhood, leads to failure at best and rampaging monsters at worst. At least the first generation (no second generation births have yet occurred) have to have transferred minds.

That need for growth, development, and maintenance along human lines is pretty limiting for the engineering too. You can’t just install bigger parts; they have to GROW in situ – for which you need something analogous to a circulatory system to transport materials, as well as something analogous to a metabolism and to both taste and smell (and eating thanks to those copied-over instincts). Sure, most of the bone structure can be magnetically-reinforced nanotubes and diamond with reinforcing magnetic fields instead of calcium – but it still has to grow and be filled with channels to integrate it into the circulatory system. The electro-contractile muscles and tendons may be stronger (and powered by the electrical energy delivered by the “nerves”), but the layout – and ways in which the arrangement doesn’t bend – is much the same. Joint locks work almost as well (given that they are generally stronger and tougher) on augmented humans as they do on regular ones. The skin may incorporate tougher polymers and resist chemicals a lot better, but it still has to grow, stretch, heal, and shed itself.

Fourth generation Augments were little more than speculations at the beginning of the Eugenics Wars (A.K.A. WWIII). While prototypes of limited parts of the technology where in testing, no complete design (let alone implementation) was available. Thanks, however, to an open-ended time loop engineered by one or more members of the so-called Q Continuum, development of the Type IV design continued – albeit with only a single sample and a small research team that spent most of their time catching up on what they did last time – through 281,223 iterations of the relevant several-year section of the loop before Armand, Blueblood, and Scotty intervened to prevent further looping. While progress – especially during the later loops – was infinitesimal each time, that many loops eventually resulted in a fully-developed design. Combining a through understanding of the physical side of the human brain, advanced genomic and proteomic systems, computers, cybernetics, and nanotechnology, researchers were eventually able to complete a full rebuild of the human body – including a virtualized and optimized brain replacing the old-style natural neural network, am optically-based peripheral nervous system, and superconducting energy storage system fed by a high efficiency fuel cell.

Unfortunately, attempting to generalize from the original single test case has left the basic design in the “open beta-testing” phase as bugs and issues are worked out.

Perhaps worst of all, Type IV Augmentation only seems to work on Star Fleet Timeline Terrans – the “reality-manipulating” homid subspecies – and cuts off all access to magic, psionics, temporal manipulation, and all the other natural-law-violating tricks of the “natural” races.

Name: Type IV Augment

Val Char Cost
8/30 STR -2
13/20 DEX 9
9/20 CON -2
7 BODY -6
8/30 INT -2
11 EGO 2
10 PRE 0
15 COM 2
7 PD 1
7 ED 3
3/4 SPD 0
10 REC 0
0 END -20
32 STUN 0

Characteristic Rolls: STR: 11/15-, DEX: 12/13-, CON: 11/13-, INT: 11/15-, EGO: 11-, PER: 19/23-. Run: 6″, Swim: 2″, Jump: 6″, Lift: 76kg/1600kg

Cost Powers END/Roll

6 Elemental Control: Artificial Body (15-pt reserve); Generic Limitation (User may not develop Psionic or Magical Abilities): -½; Generic Limitation (Cannot alter or improve these abilities): -1

  • a-10 3d6 Aid to Attributes (Fade/5 min., Max. 22); Range: 0; Affects: All Powers of Special Effect, +2; Generic Limitation (Str, Dex, Con, Body, Int, and Spd Only.): -1; Generic Limitation (Does not heal damaged attributes.): -½; Generic Limitation (Effect does not stack with buying up base attributes above “10” or with buying up speed at all, cannot take speed above 4 in any case.): -½. 5 End when activated.
  • b-5 Power System: END Reserve (180 END, 12 REC/turn); Side Effects (When an Augment takes BODY damage, a roll of 15+ will detonate their power reserves, causing a 3d6 physical killing explosion centered on them. ): 60/All,
  • c-4 Armor (8 PD/8 ED); Always On (User is immune to normal medical techniques and healing powers.): -1; Hardened: ×1, ¼; Linked (To Attribute Enhancement): -½.
  • d-6 Life Support (total); Generic Limitation (Technological Limitations: Provides high resistance and duratbility, not immunity.): -½; Costs END: -½; Reduced END: Half, +¼.
  • e-5 Enhanced Perception (all) (+8 to PER); Linked (To Augmented Attributes): -½; Champions Advantage (Can record sensory input. ): +¼.

Integrated Electronics; Linked (To augmented attributes): -½

  • (2) Absolute Time Sense
  • (2) Ambidexterity
  • (2) Bump of Direction
  • (7) Eidetic Memory
  • (2) Lightning Calculator
  • (2) Perfect Pitch
  • (2) Speed Reading

Package Disadvantages

  • 5 Distinctive Features: Android; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
  • 20 Normal Characteristic Maxima
  • 10 Unable to interbreed with normal life forms, greatly reduced fertility even with other Augment IV’s, usually need “repair” effects rather than “healing” effects (Infrequently, Greatly)
  • 10 Cannot buy off restrictions on magical and psionic powers. (Infrequently, Greatly)
  • 5 Cannot buy up Body (Infrequently, Slightly)
  • 30 Susceptibility to Technology Nullifying Effects (1d6 STUN and BODY/Phase); Condition: Uncommon, +5. Note that this drastically restricts the range of universes that they can function in.

As normal for Apex racial packages, the “package” disadvantages are only counted at half value – leaving the Augment IV baseline “Race” with a grand total of zero points, just like the other races.

OCV: 7; DCV: 7; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12, PD/rPD: 15/8; ED/rED: 15/8

As perhaps befits a superhero campaign, the Apex game currently involves the primary timeline (consisting of several merged timelines, with – courtesy of Blueblood – the Astral Vortex that the Ethereal Cataclysm had left in place of the lost pacific continent of Mu replaced by Equestria and a scattering of other cartoon and anime locations), the Primary Mirrorverse, traces of an alternate Timeline and Mirrorverse that are proving difficult to remerge with their primaries, a timeline where the planet was collapsed into a Black Hole (the ongoing efforts to get rid of that thing are apparently giving rise to a likely future Shadow Universe), the High Astral (a source of mystical energy), an assortment of Afterlives in the Middle Astral, the Lower Astral domain of the Elder Ones, the Exile pocket realm (apparently located between the Middle and Lower astral), and Mars. Kicking around those areas (and wandering back and forth in time) the group has revived the Rolassin and the Ethereals, brought the Freshwater and Saltwater Lemurians, out of hiding, and restored the Hyberboreans to go with the existing Atlanteans, and the Africaans species, as well as several relic species of presapient Homids. Mars, of course, has it’s five sapient species as well, all now revived from extinction or near-extinction.

In the Star Trek universe next door there are several alternate timelines, including one where the Augments won the Eugenics Wars (courtesy of the player characters) and one where they lost – both with Elder Martians, possibly with something on Venus, and with the full selection of Star Trek aliens.

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