literature

TEMPLATE: SUPER SOLDIER (D20 Modern/CORELINE).

Deviation Actions

marcoasalazarm's avatar
Published:
3.1K Views

Literature Text

TEMPLATE: SUPER SOLDIER.

Humanity has always tried to make the best soldier possible, with many methods and techniques ranging from selective breeding, genetic modification, chemical augmentation, cybernetics and many many others. The ideal method requires the least amount of time, equipment and chemicals required to create the perfect super soldier,which ends up resulting in many different versions of a super soldier. The super soldier's physical abilities are all above peak human, able to outperform Olympic level athletes, and even have enhanced mental abilities.

On the Core Timeline, many examples of Super Soldiers exist: the Space Marines of the Imperium of Man; the users of the Erskine Super Serum and its derivates (its most famous being Captain Steve Rogers of the United States Army (a.k.a. "Captain America")); the COBRA B.A.T. Troopers, the Juicers; the Claymores; the SPARTAN Project... and there is no lack of people who can be called "super-soldiers" by the sheer amount of guts and lethality they have, either, even without an ounce of enhancement methods on their systems.

The following template is a basic "super-soldier serum" package, one of various attempts to replicate the Erskine Serum.

SUPER SOLDIER:
The recipient retains all their abilities and gain the following abilities.
Hit Points: Hit Die changes to d10 (unless already higher). Each level when rolling for Hit Points,if the roll is below 5, instead gains 5, plus any bonus from Con.
Speed: +5 ft
Special Attacks:
Special Qualities: Enhanced Durability, Enhanced Healing, Enhanced Strength, Heightened Senses, Heightened Mental Acuity, Heightened Reflexes, Mental Resilience, Toxin Resistance
Abilities: +4 Str, Con, Dex, +2 Int, Wis and Cha. If the new Str, Con and Dex are below 20, they are now changed to 20.
ECL: +3
PDC: 30
Requires 10 Fort saves DC 22

Enhanced Durability (Ex)
The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.

Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.

Enhanced Strength (Ex)
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal +Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.

Heightened Senses (Ex)
The recipient's senses are heightened, granting +2 bonus to Listen, Spot,Search.

Heightened Mental Acuity (Ex)
Pick two skills that use Int, Wis or Cha, they are now class skills and gain a +2 bonus.

Heightened Reflexes (Ex)
Gains +2 bonus to Reflex saves.

Mental Resilience (Ex)
The recipient has their mental defenses enhanced, gaining a +2 to all saves against mental attacks (includes but not limited to suggestions, compulsion,illusions, intimidation, possession, and any other attacks that affect the mind, including ability drain and damage to Int, Wis and Cha).

Toxin Resistance (Ex)
The recipient is resistant to toxins and poisons, gaining +2 to saves against toxins and poisons.

(((())))

VARIANT SUPER SOLDIER TEMPLATES:
The following are variant super soldier templates.

(((()))

Cage Variant
Named after Lucas "Power Man" Cage, this variant of the Super Soldier focuses on durability and strength over all, sacrificing mental enhancements. Due to the enhanced durability, it does make it difficult for outside sources to heal the Cage variant, but the increased durability does aid in reducing damage.

Super Soldier Cage Variant
The recipient retains all their abilities and gain the following abilities.
Hit Points: Hit Die changes to d10 (unless already higher).
Special Attacks: Power Punch
Special Qualities: Extraordinary Durability, Enhanced Healing, Extraordinary Strength, Toxin Resistance, Unbreakable Skin
Abilities: +4 Str, Con. If the new Str and Con are below 20, they are now changed to 20.
ECL: +3
PDC: 29
Requires 10 Fort saves DC 22

Extraordinary Durability (Ex)
The recipient is incredibly tough, able to resist high amounts of damage, gaining damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are reduced by half and converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be 2.5 times normal (normally equal to Con score plus any bonuses from feats.). If the recipient fails a massive damage save, instead of falling to -1 Hit Points, instead is dazed and reduced to one-quarter current hit points. Gains DR 5, which can stack from class abilities, feats and other permanent effects.

Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.

Extraordinary Strength (Ex)
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +10 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. The recipient's unarmed strikes are 1d4+Str lethal damage instead of the normal 1d3 for medium sized creatures. (If larger, increase to next size die). All of the recipient's melee attacks will deal +Strength Modifier x2, and when using the Power Attack feat, the bonus damage is doubled.

Unbreakable Skin (Ex)
The recipient's skin becomes incredibly tough and difficult to break. Piercing, slashing, ballistic and any other attacks that break or cut skin (not bludgeoning, concussion or energy attacks) have their damage reduced by half, before any DR the recipient may have is applied.

Toxin Resistance (Ex)
The recipient is resistant to toxins and poisons, gaining +2 to saves against toxins and poisons.

Power Punch
As a standard attack, the recipient can put all their strength into a powerful punch. The recipient deals 2d4+2 +Str lethal damage, plus the target must make an opposed Str check with a penalty equal to half damage dealt, unless they have an ability or feat that increases stability (any bonus to resist overruns/bullrushes or abilities that make a character immobile or difficult to move), or be knocked prone. The recipient also suffers -2 to Def until their next turn. The recipient can use Power Attack feat to enhance the damage further as normal, gaining the benefits from Enhanced or Extraordinary Strength.

(((())))

Super Soldier Bird Variant
This variant of the Super Soldier emphasizes movement, agility and stealth over raw strength.

Super Soldier Bird Variant
The recipient retains all their abilities and gain the following abilities.
Hit Points: Hit Die changes to d8 (unless already higher).
Speed: +10 ft
Special Attacks:
Special Qualities: Enhanced Durability, Enhanced Healing, Extraordinary Agility, Heightened Reflexes, Heightened Senses, Prodigious Leap, Toxin Resistance.
Abilities: +4 Dex, Con. If the new Dex and Con are below 20, they are now changed to 20.
ECL: +2
PDC: 28
Requires 10 Fort saves DC 22

Enhanced Durability (Ex)
The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.

Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.

Extraordinary Agility (Ex)
The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.

Heightened Reflexes (Ex)
The recipient's reflexes are greater than normal. Gains +2 bonus to Reflex saves.

Heightened Senses (Ex)
The recipient's senses are heightened, granting +2 bonus to Listen, Spot, Search.

Heightened Physical Acuity (Ex)
Pick two skills that use Str or Dex, they are now class skills and gain a +2 bonus. If Climb is chosen and the recipient's Dex is higher than Str, the recipient can add half their Dex modifier to Climb checks as long as not carrying more than a light load.

Prodigious Leap (Ex)
The recipient can ignore the 20 foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled.

Toxin Resistance (Ex)
The recipient is resistant to toxins and poisons, gaining +2 to saves against toxins and poisons.

(((())))

RANDOM EFFECTS TABLE [OPTIONAL].

Due to the different methods of making the super soldier, the following table can be used to alter the base Super Soldier template. Roll 1d4 times for both Effect and Side Effect.

d10 Effect                             Side Effect
1 Enhanced Longevity             Chronic Pain
2 Psionic Abilities             Easily Fatigued
3 Extraordinary Strength     Beauty Skin Deep
4 Extraordinary Durability     Enlarged Form
5 Extraordinary Agility             Physical Deformity
6 Fast Healing                     Reduced Healing
7 Psionic Resistance             Psionic Vulnerability
8 Unbreakable Skin             Vulnerability
9 Perfect Health                     Dulled Senses
10 Greater Senses                     Dull Witted


Enhanced Longevity (Ex)
The recipient's body ages slower than normal. Life expectancy is doubled, as is each age category. Also gains +4 to saves to resist any effects that alter the recipient's age.

Psionic Powers (Ex)
The recipient gains 1d4+1 psionic powers and a Power Point pool of 2d6+5.

Extraordinary Strength (Ex)
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +10 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. The recipient's unarmed strikes are 1d4+Str lethal damage instead of the normal 1d3 for medium sized creatures. (If larger, increase to next size die). All of the recipient's melee attacks will deal +Strength Modifier x2, and when using the Power Attack feat, the bonus damage is doubled.

Extraordinary Durability (Ex)
The recipient is incredibly tough, able to resist high amounts of damage, gaining damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are reduced by half and converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be 2.5 times normal (normally equal to Con score plus any bonuses from feats). If the recipient fails a massive damage save, instead of falling to -1 Hit Points, instead is dazed and reduced to one-quarter current hit points. Gains DR 5, which can stack from class abilities, feats and other permanent effects.

Extraordinary Agility (Ex)
The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.

Fast Healing (Ex)
The recipient heals quickly, gaining Fast Heal 1.

Power Resistance (Ex)
The recipient is highly resistant to Psionic abilities, see d20 Modern pg 227 for more details.

Unbreakable Skin (Ex)
The recipient's skin becomes incredibly tough and difficult to break. Piercing,slashing, ballistic and any other attacks that break or cut skin (not bludgeoning, concussion or energy attacks) have their damage reduced by half, before any DR the recipient may have is applied.

Perfect Health (Ex)
The recipient has what can be considered perfect text book health. Gains +1 HP every level, +1 to saves against diseases, toxins and poisons. If affected by any disease, toxin or poison, the duration is reduced by half. Only requires 6 hours of sleep to get a full night's rest.

Greater Senses (Ex)
The recipient gains one of the following: Low Light Vision, Darkvision 30 ft, Scent or Tremorsense 30 ft.

Chronic Pain
The recipient suffers from constant pain, suffering -1 to attack rolls and skill checks.

Easily Fatigued
The recipient's body burns through energy quickly, making them easily fatigued. Requires 50% more food, and after 5 rounds of combat or strenuous activity, must make a Fort save DC 10+1/round of activity past 5 rounds or become fatigued. If affected by an effect/ability that causes exhaustion or fatigue, the duration is increased by 50%.

Beauty Skin Deep
The recipient's skin is damaged, or some other minor physical deformity is caused by the process that turned them into a super soldier, suffering -3 to Cha.

Enlarged Form
The recipient is larger than normal, is considered the next size up, but not gaining any of the benefits but suffering the penalties, such as to Hide, Move Silently checks,etc.

Physical Deformity
The recipient suffers some kind of physical deformity that was caused by the process that turned them into a super soldier. The recipient suffers -3 to Str, Dex or Con,pick one.

Reduced Healing
The recipient takes twice as long as a normal person to heal (one-half level HP healed per night of rest). If the recipient has any kind of enhanced healing (regeneration, fast heal or Enhanced/Extraordinary Healing) it is reduced by half or cancelled completely.

Psionic Vulnerability
The recipient is more vulnerable to psionic powers, suffering -2 to all saves and Def against any psionic ability, suffering double duration to any abilities failed to save against.

Vulnerability
The recipient is vulnerable to something taking 50% more damage from the source, 1d6: 1 fire; 2 cold; 3 electricity; 4 kinetic attacks (slashing, piercing bludgeoning, ballistic, concussive, nonlethal damage turned to lethal); 5 acid; 6 magic.

Dulled Senses
The recipient's senses are weaker than normal, suffering -4 to Listen, Search and Spot, loses low light, darkvision and scent if possessed these abilities.

Dull Witted
The recipient's mental capacity is lower than normal, suffering -2 Int and Wis.
Created by kronos182 on the Coreline EnWorld Thread; this Template replicates the standard effects of a "Captain America"-style Super Soldier Serum, as well as provides a couple of variants and a Random Effects Table for those who wish to add benefits (or hindrances) to the Super-Soldiers they make.
© 2016 - 2024 marcoasalazarm
Comments2
Join the community to add your comment. Already a deviant? Log In
I noticed an error on the Bird Variant.. supposed to be +4 Dex and Con.. not Str and Con. I fixed it on the EnWorld thread. my bad.