Here I present the C-Aug Soldier, originally presented in issue #2 of
MODERNIZED and demonstrated in use
here by timespike.
It was once thought that technology would eventually replace humans on the battlefield. With all the recent breakthroughs in cybernetics and biotechnology, it is assured that humans (albeit enhanced humans) will continue to be the main fighting component of future warfare.
The newest military innovation combines a Neurocomp enhanced person with a cocktail of liquid amphetamines, stimulants, and other chemical augmentors. The cocktail works with the subject’s Neurocomp to enhance his or her natural abilities to a startling degree. The resultant human is so advanced that one such soldier is equivalent to an entire unit of ordinaries. The augmentation does take a dramatic toll on the subject, however, drastically shortening his or her lifespan.
The military calls their chemically augmented troops “C-Aug Soldiers.” They combine Neurocomp enhancement with a gradual introduction of the augmentation chemical cocktail and advanced training. The end result is a short-lived but well-trained combatant with abilities enhanced far beyond the normal human ken.
Gamemasters must be very careful with this class, as it throws game balance right out the window. The challenge rating of a C-Aug soldier increases exponentially, and a single 10th level C-Aug Soldier may be tough for even a group of 20-level characters. The class was designed around the flavour of rampant chemical enhancement at a significant cost to lifespan. The designer felt that maintaining the flavour of the class was more important than ensuring a C-Aug Soldier is equivalent to other characters of equal level. This class is insanely powerful, so allowing C-Aug Soldier characters or creating C-Aug Soldier NPCs must be done with careful consideration.
If your campaign chooses to incorporate C-Aug Soldiers, balance can be achieved by playing on their weaknesses. First, the Neurocomp is relatively fragile. Disabling it puts the C-Aug Soldier at huge risk. Secondly, since the Neurocomp is cybernetic hardware, the C-Aug Soldier is particularly vulnerable to electricity attacks and hazards. Finally, the soldier has a weak Will save which can be easily exploited.
Requirements
Base Attack Bonus: +3 or higher
Starting Occupation: Military
Cybernetics: Neurocomp
Special: must be a soldier in a military offering Chemical Augmentation and agree to a minimum five years of service.
Hit Die: d12
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points per Level: 5 + Intelligence modifier
BAB: Good (equal to level)
Fort Save: Good
Ref Save: Good
Will Save: Bad
Defense: +1 at first level, increases by one each level (
Caution: this is a nonstandard Defense progression!)
Rep: +0 at first level, +1 at fifth level, +2 at ninth level
Class Features and Abilities
1. Chemical Augmentation, Increased Consumption, Lessened Sleep Requirement, Short Life Span
2. Evasion
3. Chemical Augmentation, Bonus Feat
4. Improved Evasion
5. Chemical Augmentation
6. Instinctive Dodge, Bonus Feat
7. Chemical Augmentation
8. Induced Insomnia
9. Chemical Augmentation, Bonus Feat
10. Pain Immunity, Regeneration
Chemical Augmentation
The key to the C-Aug Soldier’s enhanced abilities is the potent mix of stimulants, amphetamines, and other chemicals that are gradually introduced into and regulated by the soldier’s Neurocomp system. The results are a dramatic and exponential enhancement of the soldier’s strength, agility, and toughness. At first level, the C-Aug Soldier gains a +1 enhancement bonus to his Strength, Dexterity, and Constitution scores. This bonus increases to +2 at third level, +4 at fifth level, +8 at seventh level, and to a whopping +16 at ninth level! If the Neurocomp is ever destroyed or disabled, he instantly loses all abilities granted by this class (except for Short Lifespan) and half of his Chemical Augmentation bonus, rounded down. If the Neurocomp is not repaired, the enhancement bonuses decreases by 1 per day until it is gone and the soldier must make a Fortitude save each day (DC 15 + C-Aug Soldier level) or die. This save stops once the soldier’s enhancement bonuses have disappeared or the Neurocomp is repaired (if this occurs, all class abilities and enhancement bonuses return the following day).The chemical cocktail must be flushed and refreshed every three months, or the soldier suffers as if his Neurocomp had broken.
Increased Consumption
Most humans require the equivalent of three meals a day to function properly. C-Aug Soldiers require the equivalent of an additional meal per day for every two levels of this class. By 10th level, a C-Aug Soldier requires the equivalent of eight meals a day simply to be properly nourished.
Lessened Sleep Requirement
A C-Aug Soldier requires one hour less of sleep each day per level in this class. For example, a 5th level C-Aug Soldier requires only three hours of sleep each night. At 8th level, this ability is replaced with Induced Insomnia.
Short Lifespan
Once a Neurocomp-enhanced human begins incorporating the C-Aug cocktail into his system, he condemns himself to a shortened life. Because of the sheer strain the enhancements force the body to heap on itself, C-Aug Soldiers usually find their bodies fail on them after a given period of time. The lifespan of a first level C-Aug Soldier is 10 years and 9d6 months. Each time the soldier’s Chemical Augmentation improves, it reduces his lifespan by one year and 1d6 months. On the soldier’s last month of life, he must make a Fortitude save each day (DC 30) or permanently lose 2 points of Constitution. The DC for this save increases by 2 each day. Most C-Aug Soldiers commit suicide during this time, or pick a fight they know they cannot win, to quicken their unavoidable fate. It’s theorized that a C-Aug Soldier may be able to cheat an early death by undergoing Detox. However, no person has ever survived a detox attempt.
Evasion
This ability is identical to the Fast Hero Talent of the same name.
Bonus Feat
At 3rd, 6th, and 9th levels, the C-Aug Soldier gains a bonus feat from the following list. The soldier must meet all prerequisites for the feat: Action Boost, Advanced Firearms Proficiency, Armor Proficiency (light), Brawl, Blind-Fight, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Cybertaker, Defensive Martial Arts, Far Shot, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Improved Knockout Punch, Improved Trip, Knockout Punch, Power Attack, Streetfighting, Toughness, Weapon Focus.
Improved Evasion
Whenever the C-Aug Soldier is allowed to make a Reflex save to avoid damage, he only takes half damage on a failed save (a successful save deals no damage as per Evasion). Improved Evasion can only be used when the soldier is wearing light or no armor.
Instinctive Dodge
Whenever a successful attack roll is made against the C-Aug Soldier, he may make a Reflex save to avoid it (the Evasion and Improved Evasion abilities apply to this save). This ability works even if the soldier is flatfooted or unaware of the attack, but not while he is restrained, entangled, immobilized, unconscious, or in a similar state.
Induced Insomnia
The C-Aug Soldier has shrugged off nearly all need for sleep on a daily basis. He may require 3-4 hours of sleep once a week, but he cannot fall asleep normally (most soldiers resort to taking medication or other substances to “knock them out”). A C-Aug Soldier who neglects to sleep at least once a week suffers from Fatigue.
Pain Immunity
By 10th level, C-Aug Soldiers are immune to pain. They never have to make any saves against pain-based effects, and are immune to physical torture.
Regeneration
The body of a C-Aug Soldier becomes so advanced that it actually heals in minutes what a normal body would take days to recover from. The soldier recovers one hit point per round (roughly 10 a minute). He cannot recover more than his maximum amount of hit points.
New Cybernetics
Neurocomp (PL6)
The Neurological Biofeedback Synchronization Computer (Neurocomp) consists of a series of neural implants with wire links to injection strips along the subject’s body. The whole system is connected to a computer that monitors the subject’s internal chemical balances and makes minute adjustments to keep the body running at peak optimal performance. Those augmented with Neurocomps note a slight enhancement of their endurance and sensory perception. While this expensive and surgically invasive process might seem at first to offer little benefit, the Neurocomp enhancement is a key element in the creation of chemically-augmented humans.
The Neurocomp counts as three pieces of cybernetic equipment (the neurological wire links, the biofeedback synchronization computer, and the chemical injection system). Installing a Neurocomp requires extensive brain surgery. Failing the Treat Injury check to install it deals 1d4 points of permanent Intelligence loss in addition to the usual repercussions.
Benefit: The user gains a +1 bonus to attack rolls, a +1 dodge bonus to Defense (this stacks with other dodge bonuses), a +2 bonus to Fortitude and Reflex saves, and a +4 bonus to Spot and Listen checks. A Neurocomp also allows a human to become a C-Aug Soldier (see above) or another type of chemically-augmented human.
Type: External/Internal
Hardness/Hit Points: 5/10
Purchase DC: 30
Restriction: Mil (+3)