• Don't link to the video of the Christchurch shooting, or repost links to the shooter's manifesto.

🎨 Creative 101 Super Soldiers

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
#41
48) Project Super Trooper Try to resist the ABBA song running through your head. Save yourself.

The Transtellar Government genetic experiment to create a group of enhanced mutant soldiers known as "Super Troopers". Each Trooper is genetically produced in a test tube from a single "parent's" donation. Super Troopers were given adaptive genetics, allowing them to adapt to environmental conditions by quickly morphing. This is not a controlled ability, they are not metamorphs. However it would allow them to function on any planet, in various conditions, and be somewhat resistant to any weapon system, which was the appeal to the Transtellar Government. It took the troopers a few minute or hours to adapt, so the process was not quick enough to be as helpful as envisioned. The Parent's contribution helps make each trooper a bit unique.

Note the Project in the title. The Project did not go as planned. It needed to show more notable results. One of the administrators gave them a secondary dose of the polyzenogenetic formula that was used to create them while they were in their regeneration pods. This created Super Troopers of incredible power (enhancing their primary adaptive mutation and getting additional "variant powers"). They were also less stable in genetics (shortening their lifespan) and mentality (given in to paranoia, schitzophrenia, and other mental variations). Most of the troopers rampaged and escaped Beka Mountain Base. The few Troopers that were not returned to their pods that day were tasked with hunting the The Rouge Super Troopers down before they did untold damage.

Unfortunately, the damage was told and quite expensive as Rogue Troopers would wipe out entire colony domes to get what they wanted. The Rogue Troopers were also more than a match for the unaltered troopers. The last trooper was given a cybronic implant - using morphing grid technology. It allowed The Lone Trooper to supercharges his genetic bio-defenses, enabling them to react almost instantly, instead of minutes or hours, as it normally would. This brings him close to the level of the rogue Super Troopers, and makes him the only one capable of going one-on-one with them in personal combat. It took four of his five remaining years, but he managed to capture the two dozen rogues.

The bad press from the Rogue Trooper incidents means that though they have a way to make successful troopers, Transtellar Society will not accept artificial transmorphs ever.
 
Last edited:

Killer300

Registered User
Validated User
#42
49) Splatter Troops

Imagine if you could regenerate from any wound, but in return, your body would, "splatter," or otherwise explode into gore in a fashion similar to a cheesy horror flick, every time you take significant damage because of weird internal changes to your body. Now imagine your body slowly reforming itself together from all those pieces, every time, and that you have a kind of awareness of all those pieces, even slight control. That's an interesting advantage, but doesn't sound too powerful itself you figure. You're out of action every time you take a significant injury after all, right?

Ah, but see, not quite. The more times your body, "splatters," the more you become capable of controlling all those separate pieces. Eventually, getting splattered makes you more of a threat than in your normal form, because you can use all those pieces to attack enemy troops. A hand by itself can be surprisingly dangerous, especially if cords and tendrils can sprout out of it. Besides, you can put yourself back together however you want, and perhaps you re-arrange your body's layout to better suit the situation at hand. You're still limited by conservation of mass, but now you get to decide where every single bit of your mass is, and what it is doing.

That is, if you die enough. See, the real catch is that to access any of this, you're going to have to get hurt a lot. And even the definition of, "You," is kind of different here, what with you now being a Colony Organism. You just think you are an individual, but really, your body is a bunch of parts that keeps reforming itself every time someone smashes it too hard.

Still, you're pretty much immune to like, 90% of damage this way. A neat side effect is your immune to aging, and most diseases because your new body is so different in its biological makeup. Heck, I've heard of some Splatter Troops becoming immune to chemical weapons because they can manipulate their body's mass so well. Want to give it a try?

(For the splatter, picture a cheesy horror film, but also how say, early shooters would use cartoonish gore.)
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
#43
50) The Honored

The Honored are a symbiotic species, mostly a complex protein web holding a liquidy gel matrix together. They look like two cups of spilled cold milk shake. They can ooze around some at a slowish but steady pace. Their origins are ancient on Earth, but their actual origins are probably extraterrestrial. As a symbiote goes, they need help becoming one with another. The body needs to be opened in certain ways for them to fully bond with complex Earthlife. With simple surgery, it is fast and easy to bond, unlike in the old days where they were only attached to a given limb or side of the body. As a trade, they provide service to those that help them.

Their partners are then physically augmented (strength and endurance, as well as having enhanced senses. This makes the partners excellent soldier, guards, and such. What The Honored has learned (through its previous partnerships) it gives to their new partners, making them better and better warriors. (They have become excellent tacticians and historians over the ages) Note: They can't dominate an intelligent being (since they can't dominate Dolphins, Gorillas, and Chimps, it makes you wonder). It does take them a time to get a communication link between themselves and a partner (depending on bonding method and the partner). So long time Partners of the Honored get the full advantage of having an immortal symbiote.

The Honored are all about a fair exchange and their own code of debt and honor. They continue to help the ancient organizations and the new organizations willing to help them. A few honored have fallen into the hands of the Military, thus they are now special operatives.

The Honored have the ability to communicate chemically by scent or by exchange/ touch. Thus if they ooze out of a dead partner (All Hail the Sacrifice!). It also allows an Honored to find any other honored or track an unpartnered Honor. (They will always retrieve a lost brethren, it is the code.)

8+1/ .18
 

Killer300

Registered User
Validated User
#44
51) The Freed (Because Kindness should be powerful)

Who do you recruit when you need soldiers who are loyal? The answer is you free slaves, and then, in opposite to their former slavery, you treat them well. You feed them, cloth them, and most of all, insure that they feel loved, so they will love you. And so when you ask that they defend you, they will do so gladly, especially against their former enslavers. You take advantage of their immense strength, taken from doing too many years of back breaking work, to give them heavy weapons and armor, acting as a slow, but powerful force. Others were forced into work with more dexterity, so you train them as snipers, or other types of scouts, acting as the recon force. Those enslaved into militaries you train as officers, and in some cases, create grunts too simple to fight on their own for them to lead. Finally, for those enslaved into house work, or things more degrading, you make them infiltrators, sneaking behind enemy lines to slaughter high ranking officials and cause chaos.

This view is the one the Loveans uses it for all its soldiers. They're a species obsessed with caring for others, and cannot carry out war themselves. However, healing those hurt, and loving them as one would love their own children? They use genetics, among other biological manipulation technologies, to maximize their advantages, and take away any fear they might have of their former masters. The Freed are not the most powerful super soldiers, but they are among the most fiercely loyal, and most powerful as well.

52) Bat Soldiers

They, on the surface, do not seem like they should be super soldiers. They are five feet tall on average, with their wings dwarfing their bodies, and while their fingers have claws, that seems an unnecessary advantage in an age of guns. Their strength is not impressive by super soldier standards, being just above a standard human, and most of it focused on being able to carry things like an assault for a long time, rather than comfortably using heavier weaponry.

However, all of this ignores the true advantages of Bat Soldiers, which are their immense speed and flight capabilities. Both of these are immense advantages, with flight allowing them to attack targets in ways opponents don't expect, while also reducing their logistical needs by allowing them to forgo certain types of transport. Furthermore, combined with their claws, it often lets them glide down on enemies from above to kill them silently, like a bird of prey. Their immense speed, meanwhile, is their primary combat advantage. They originally got wings to make up for constantly getting up high in the air from how quick their running speed was, similar to wings on a race car. Their reflexes are, of course, wired, making them react at near light speed, and their body's movement speed lets them almost catch up. Opponents miss so often that it is considered futile to hit Bat Soldiers in ranged combat without energy weapons, or projectiles that go near the speed of light, and even with those in hand, unprepared soldiers will still get slaughtered.

All of this speed isn't free, and Bat Soldiers are given light equipment so as to let them travel unencumbered. They are usually equipped with either sniper rifles and SMGs, so as to act as brutal recon, or with assault rifles and light anti-armor weapons, so as to act as brutal ambushing forces. When assaulting enemy fortifications, they often play a supporting role, rather than the main role, so as to focus on slaughtering infantry while the rest of the force deals with the fortification proper. They prefer wide open battlefields so as to maximize their mobility advantages, or battles that have lots of vertical elements, whether that be jungles or certain types of cities, so as to better advantage of their flight capabilities.

Bat Soldiers are almost always underestimated when first seen, but do not ever underestimate them. They are far, far more powerful than most soldiers can possibly compete with.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
#45
53) Klone Corp

There is a military project to create an army of one. We would have hundreds of the same person (people) who would be a military unit. (This was long before the Clone Wars/ Clone troopers/ Storm Troopers were explained.) That way there would never be American lost to war or parents left to grieve. Clones would rule the battlefield.

There are very few Humans who have genetic matrix to be easily cloned. It was the discovery of the correct genetic matrix and the person with it, that explained twenty plus years of failures. Matt was a 13 year old whose sample was processed as part of a wider screening net. There were able to do the full tissuization and clone a copy of Matt to just short of adulthood. He started getting military training. Then things got odd.

Unknown to the researchers, those that can be easily cloned have clone advantages... such as telepathic connection and the sharing of skills/ knowledge/ experience. The 14 year old Matt was learning everything his SPEC OP clone was learning and the Clone was learning about being a person. By the time the researchers realized this was happening, The Batch was born. Now that Matt and 01 had a real connection, all The Batch came into the group mind.

Of course the clones escaped. They freed the captured Matt. They had many escapades. Eventually the clones returned to the project. Soon after Matt was 18 and joined the military. He and his brothers (and we are not sure who is who any more) became the Klone Corps...sharing memories and experiences, plus telepathic communication, makes them an effective fighting force. The Klone Corp has 32 Matts going at the moment, which is the ideal size for the mass mind. More leads to schisms and multiple personality facets (As the Juan Carlos determined).

The Project has created another Klone Unit, based on a second successful subject of Juan Carlos. That project hads some issues in development, but things are going smoothly. The Project is currently producing a small number of Angelas - the original being a CIA Field Agent.

It will never reach its potential of a one man army, given mental facets, but it makes for effective special ops teams.

9+1/.19
 
Last edited:

Killer300

Registered User
Validated User
#46
54) Ultra Veterans

What does it mean to be a veteran of thousands of conflicts? What does it mean to know that, however you die, someone will revive you, and put you back together again? Knowing that, whatever pain you feel will be temporary, and soon, you'll be back, good as new? All of this means to be Ultra Veteran, who with the help of Necromancers, have been fighting wars for over 3,000 years. Beyond their impossibility to kill, they bring an advantage that no human opponent can beat: A wealth of combat experience that is unmatched. They fight so well now that combat is part of their very nature, easier than breathing and walking at this point. Every weapon is used as only someone with millennia of experience could, with perfect accuracy, precision, and in the case of melee weapons, power. They are truly dominant in melee, however, their ludicrously high experience with bows, and still centuries of experience with firearms gives them more capability with them than any opponent could hope for.

Their extreme skill makes them the ultimate special forces team, helped by having so long to bond with each other, and develop the perfect tactics. They are known to prioritize minimizing civilian casualties, and lately have been trying to militarily enforce the Declaration of Human Rights in the United Nations, with a surprising level of success. They will take paid work, but only if it meets their ethical requirements, which still leaves them plenty of offers. It is said they will not truly die until there are no more wars, or more specifically, no wars between humans, which many take to mean an eternity of service. But one day... maybe it won't.
 

Adeps

Registered User
Validated User
#47
55 - John.
Born in the stone age, John was one of the first humans to ever work out that you could get people to pay you for other people to die. He has been perfecting his killing techniques ever since. It is highly recommended that you do, in fact, pay him what you promise him. Empires have been deposed because the current Emperor mistakenly thought that one man couldn't possibly actually be making that much difference to the Empire, and stopped paying him to help them protect and expand their territory.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
#48
#56

Dawn Star. Talia Brice was the last candidate in a failing super soldier program. Desperate for a hero, she was infused with cosmic rays until she was bursting with power, Talia became a beacon for her ailing world.

After 10 years of fighting crime on her own world, her massive powers began to spin out of control. She was forced to leave her world and head into space.

Talia was found by the Space Patrol far from her home, bursting with raw cosmic power, about to explode. Taking her in, the Patrol were able to stabilize her. After a time, Talia joined them and now fights threats to her world and the galaxy.

Dawn Star is a 7 foot, red skinned, four armed humanoid. She wears a red and silver harness to help her control the energies she wields.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
#49
57) Heartbowmen

The plain archers are of Northern Marches region are known to finest of The Dominions. The Heartbowmen of the Northern Marches are beyond compare. Their tradition of archery comes from the Elder Folk Traditions. Some would say it comes for the Heartbows.

They are Magical Bows with many innate magics included in it. Multishot 3, firearrow, accuracy 3, and Summon Arrow. To use it properly, one must be bound to the heart bow, body, mind, and soul. This ritual enhances the master archer. It enhances the bowman (to some degree... as the training to be a Next Bowman is harsher than most master militaries). The core power of the heartbow is that it retains the knowledge of the Bowman Before.

Thus each Heartbowman (even if they are female) knows what every bowman before them did (technically you only know what the Bowman Before knew, which was much of what every Bowman Before them knew. Since the 180 Heartbows came from the last Elven Archers of the White Cranes, the Bowman know the Grand Elven Techniques (Leaping, Tumbling, Farsight, the art of point-blank shots, and arrow-knifes). The also learn tactics, strategy, negotiation, and a few other things.

Of course, HeartBowmen is a commitment for life. You are part of a tradition that that goes back over 2000 years. Your bow is part of you and can not set down. There is no real place for love, life, or much of anything. They patrol and fight.

They will do it for the People of the Lands.

Bows are reclaimed from the fallen. If a bow is destroyed or lost, it will eventually regrow on the Bowman's tree in Meetmen Keep.

So yes you are a bunch of movie heroes in the Legolas mode - so if you seem to have a movie archer... you are on the right path.
 
Top Bottom