EARTH ALLIANCE EXTENDED SOLDIER

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Towards the tail end of the Bloody Valentine War the Earth Alliance unveiled their extended soldier program. They took children ages 8 to 11 and put them through brutal chemical, biological, and cybernetic alteration in an attempt to put their abilities on part with the abilities of coordinators. The process of making an extended soldier kills 9 out of 10 subjects, and leaves them psychologically scared and unstable. The alterations are combined with a rigorous and brutal training regime itself often kills 1 out of 3 subjects. Though the success rate of the program was ridiculously low, it did not deter the earth Alliance from carrying through with it.

Despite being made illegal after the end of the first Bloody Valentine War the Alliance continued with production of Extended Soldiers. The lack of compassion for their humanoid weapons by the Alliance can be easily seen in the alternative name given to them of human CPU's. It is extremely rare but not unheard of Alliance Extended Soldiers escaping. Though unfortunately more often than not they die from withdrawal syndrome one their body purges the control and stabilization drugs.

**Requirements:** Character must be human, starting occupation must be Military.

**EXTENDED TEMPLATE SPECIES TRAITS**

• • +2 Str, +6 Dex, -4 Wis, -2 Cha Extended Soldiers are excellent combatants but the psychological dame they have suffered make the socially difficult.

• • *Psychological Fixation:* An Extended Soldier always has an emotional fixation or obsessive behavior. Choose one of the following: (*Romantic:* the Extended finds an individual whom they have chosen as the target of their romantic feelings. This individual need not return these feelings. The Extended will attempt to kill or eliminate any or all romantic rivals for their fixations attention. They will obsessively follow the target and fly into a rage if the individual is harmed or threatened.),(*Sexual:* The Extended is obsessed with sex to an unhealthy degree. They will go out of their way to have sex, and might even attempt to take what they want by force/rape.), (*Food:* The Extended is obsessed with food or eating. The character might always feel hungry, or might be obsessively focus on a specific type of food.), (*killing Compulsion:* The character feels the need to kill a certain type of person a certain way on a regular basis. The method of kill and type of victims are usually connected to the Extendeds forgotten past.), (*Racism:* The Extended is obsessively discriminatory against a certain ethnic group. The Extended will take any opportunities to torture, kill, taunt, torment, rape, disparage, or annoy a member of that ethnic group.), (*Rampage Trigger:* A particularly common phrase or word -example: die or death- causes the Extended to go berserk with fear and attempt to kill anyone or anything around them. The only way for the rampage to come to an end is for everyone and everything around the Extended to be dead or destroyed, or for them to be talked down by a known comrade by three successful Diplomacy checks vs the Extendeds Will Save.), or (*Hedonism:* The Extended does everything and anything excessively. Smoking, drinking, sex, drug use, eating, or even sleeping. Their obsession is personal self gratification above all other concerns.). If the Extended is ever cut off from their fixation, or stopped from fulfilling it for more than a 48 hour period they go down two steps on the condition track and must make a Sanity check for each day past the first 48 hours.

• • *Cooping Mechanism:* An Extended is a naturally unstable individual, most times with a psychological fixation that can make them unsafe for other personnel to be around. As such they are trained to have a cooping mechanism that helps keep them from following some of there less desirable nature. This item or activity could be books, movies, video games, model building, or even something like painting. When preforming their cooping mechanism the Extended gains a +5 bonus to their will save to resist their psychological fixation.

• • *Drug Dependency:* the Extendeds rely on a special cocktail of drugs everyday to maintain their health both physical and psychological (such as it is). If the Extended goes without the drugs for more than 26 hours, they will begin to go through withdrawl. After the withdrawal sets in the Extended must make s Fort Save TN 20 + 1 for each day they have been without the drug or take 1d4 temporary Con damage. Each day the Extended goes through withdrawal they go down one step one step on the condition track, though the never go to unconscious or dead. Additionally each day an Extended goes through withdrawal the GM may make the character make a Sanity check depending on weather the withdrawal was willing or unwilling.

• • *Ingrained Skills:* the Extended gains a +4 bonus to Pilot mecha, Demolitions, Listen, Search, Spot, and Computer Use. The Extended is always counted as trained in these skills even if they do not put ranks in the skill, additionally the skills are always considered class skills.

• • *Starting Feats:* the Extended gains the following feats, Zero-G Training, Personal Firearms Proficiency, Vehicle Weapon Proficiency, and Skill Focus (pilot mecha).

• • Level Adjustment +2