In Japan the technology of human augmentation still advances through the hard work of the Republic's scientists and the brave efforts of army volunteers. In the society of the New Republic the act of human augmentation is seen as a beneficial change, making the person stronger, better able to fight the strange menaces of a changed world. In this atmosphere it is natural for the government to seek new and better ways to augment their troops without resorting to the often deadly and unbalancing Juicer and M.O.M. conversion techniques. The super soldier uses nanotechnology robots and by-products that are designed to work in harmony with the body. All these nanobots use the bloodstream to shuttle from location to location and have protein markers copied from the person's DNA to fool the immune system into thinking that they are natural cells of the body. This level of harmonious augmentation is only available in Japan, and only from Armatech and Ichto. In addition to super soldiers, Ichto also creates experiments and human mutants. But the process often has unexpected and horrifying side effects even though the mortality rate is much less than the random experimentation of earlier subjects. Special Abilities of the Super Soldier 1. Body Armor: The super soldiers skin contains nanotech threaders which leave carbon ring mesh deposits, converting the skin into a diamond mesh chainmail. The molecule sized rings are quite stable and even blows and weapons that manage to break individual links are absorbed by the layers of mesh beneath. The diamond mesh is flexible enough to distribute impacts thereby minimizing damage from physical blows. The mesh gives the super soldier an Armor Rating of 18 vs. all attacks. The mesh has 4D6 X 10 M.D.C. and all attacks from physical weapons do half damage while attacks from energy weapons do one quarter damage to the mesh. Modified attack rolls of 19 or higher do damage to the S.D.C. and hit points of the super soldier. 2. Increased Agility and Dexterity: By replacing ligaments with shock absorbing, impact distributing materials and the muscle tendons with M.D.C. silk simulating fibers the super soldier can move with more grace and better control. Adds +2 to the P.P. attribute, minimum of 16. And it also helps with dexterity and physical based skills adding +5% to skills such as Acrobatics, Demolitions, Piloting and others. In combat the super soldier receives a +2 to dodge and roll with blow. 3. Increased Strength and Endurance: The ligaments and tendons are only the beginning. All the muscles of the super soldier are also threaded with the M.D.C. silk fibers and the bones are reinforced with M.D.C. shock and impact absorbing materials that are more rigid than those in the ligaments. Also the muscle cells themselves are strengthened with microfilaments and energy storing nanobots. The strength and resistance of the super soldier is increased dramatically as well as eliminating bone cancer and muscular fatigue. Adds 1D4 +2 to P.S. attribute, minimum of 18, and can carry and throw twice what a person of similar strength is able for twice as long. Adds 2D6 to P.E. attribute, minimum of 17. Also all the hit points of the super soldier are considered to be Mega Damage Capacity points, converting the super soldier into a minor mega damage being. It is important to note that the super soldier is not a true mega damage being and can still be harmed by S.D.C. weapons and special attacks such as knockouts and stuns. Most internal organs are protected by the Mega Damage silk fibers and bones however, and all damage to the hit points of the super soldier must inflict Mega Damage to inflict any damage. Otherwise damage to the S.D.C. of the super soldier is handled as normal. The super soldier has 2D6 X 10 bonus S.D.C. points. The increased strength of the super soldier can be combined with his incredible agility to leap great distances and run at great speeds. Adds 15 ft. to long jump distances and 10 ft. to high jump distances. Speed attribute is increased by 2D4. 4. Reflex recorder: The reflex recorder is a nanobot factory that releases threaders that attach themselves to the nerve pathways of the super soldier. These nanobots react whenever the body is placed under stress by placing superconductive materials along the nerve paths associated with combat and danger, thereby decreasing reaction time and reinforcing effective responses. Adds +2 to initiative and plus one attack per melee. Also increases the success chances of any combat or defensive maneuver performed by the super soldier. Adds +3 to any combat maneuver or ability known by the super soldier, even critical strikes, death blows and called shots provided that these are among his combat skills. 5. Nanobot repair facility: This nanotech factory releases nanobots into the bloodstream to repair damage to the super soldier and the M.D.C. materials implanted in his body. The Nanobot Repair facility is an implant that stores and produces hybrid Polymer/Protein Nanobots designed to repair cellular damage and even cybernetic and M.D.C. bionic systems. The Nanobot Repair facility includes Bio-comp and Bio-data implants. It also requires a Memory module for each Cybernetic implant and Bionic system to be included in its repairs. The Memory module contains structural data for each implant to effect accurate repairs. Implants not included in a memory module will be left damaged and will not be repaired. The Nanobots are always active and repair damage at the rate of 2D6 hit points or S.D.C. point per melee starting from the moment damage is taken. The facility repairs cyber implants within two hours and M.D.C. bionics at a rate of 1 M.D.C. per half hour. The facility cannot repair itself if its main memory module is damaged (the one that also stores DNA and biological data on the host.). The facility can restore some internal organs and appendages. Bone structure and muscles are always repaired first and restored the fastest. The facility can regenerate the hosts lungs, stomach, intestines, liver, kidneys, scrotum, mamaries, eyes, ears, throat (tongue and teeth included), capillaries, bladder and skin within a few hours. Cardiac arrest and damage to the Heart and major arteries will invariably kill the host before the facility can repair the damage. Nerve damage and brain damage can be repaired as long as it is not immediately fatal. In such cases the person automatically goes into a coma as the damage is repaired and must save vs. coma to wake up after three to twelve hours when the nanobots have finished. The Nanobot Repair Facility adds 5D6X10 years to the life expectancy of the host; including Juicers! Bionic limbs and cybernetic armor and weapons are always repaired last and are repaired at a rate of one M.D.C. point per half hour for being outside the bloodstream. It will only repair implants that are included in its memory so that implants and bionics acquired after the nanobot repair facility will not be repaired unless the facility is updated through a universal headjack or by surgically accessing the facility memory.
Attribute Requirements: None, but only military personnel are legally entitled to super soldier conversion. Most super soldiers are drawn from regular infantry and receive special forces training afterwards. O.C.C. Skills
Basic Mathematics (+10%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+20%)
Computer Operation (+10%)
Radio: Basic (+10%)
Pilot: Tanks & APCs (+5%)
Read Sensory Equipment (+5%)
Weapon Systems (+10%)
Athletics
Running
W.P. Energy Rifle
W.P. Energy Pistol
W.P. One of choice.
Hand to Hand: Martial Arts (Judo)
Hand to Hand martial arts/Judo can be changed to Hand to Hand Assassin at no cost, or to Aikido, Jujitsu, Karate or Kendo at the cost of one other skill selection. O.C.C. Related Skills: Select six other skills. plus select two additional skills at level three, two at level six, one at levels nine, twelve and fourteen.
Communications: Any (+15%)
Domestic: Any
Electrical: Basic electronics only (+5%)
Espionage: Any (+5%)
Mechanical: Any (+10%)
Medical: First aid and Paramedic only (+5%)
Military: Any (+10%)
Physical: Any (+15%)
Pilot: Any
Pilot Related: Any (+5%)
Rouge Skills: Any
Science: None
Technical: Any (+5%)
Weapon Proficiencies: Any
Wilderness: Any (+5%) Secondary Skills: The character also gets to select six secondary skills from the above list that do not benefit from the skill bonuses in parenthesis. Standard Equipment: Trooper or Marine armor, energy rifle and energy pistol (typically A-30 laser pistol and AT-88 laser rifle), 4 E-clips for each, armed forces personal backpack, parade uniform, field uniform with utility belt and survival gear, combat boots and one vibro-weapon. Money: Super soldiers generally earn twice what a trooper of the same rank earns and are considered to be special among the armed forces. Starting salary of 3600 credits a month with a months salary in savings. Cybernetics: The implants described above represent only the basic super soldier augmentation. Unlike crazies and juicers, super soldiers like to customize by adding implants and bionics to continue their augmentation. Most super soldiers will have the universal headjack and radio implants, but can choose not to have them. Additionally the super soldier can have 1D4 cybernetic implants, most of which if not all will be sensory implants. There is also a 60% chance that the super soldier will have one bionic limb with 1D4 bionic weapon systems. However super soldiers will avoid partial and full bionic conversion because the bionic systems rarely benefit from the super soldier modifications.