37
rible danger to themselves as well as others, and are often put to
death or expelled from populated areas.
Mega-Juicer O.C.C.
Attribute Requirements:
Minor, major or master psionics, or
high P.P.E. (30 points or more).
O.c.c. Abilities and Bonuses :
1 .
Super Endurance:
Add 2 0 6 t o P . E . attribute, plus the
Mega-Juicer becomes an M.D.C.
w ith P.E.x4 M.D.C. ; add
204 M.D.C. per level of experience. The character' s strength is
considered to be supernatural (can carry 5 0 times his P.S. in
pounds and lift 1 00 times his P.S.). The Juicer can remain alert
and operate at full efficiency for up to seven days without sleep .
Normally needs on ly three hours of sleep per day .
2.
Super Strength :
Add 206 to P . S . attribute. Note: Mini
mum P.S. is 25, if lower adjust to 2 5 .
3 .
Super Speed :
Add 2D4x 1 0 t o Speed attribute. Can leap
30 feet (9 . 1 m) across after a short run (half that from a dead
stop) and 20 feet (6 . 1 m) high (half without a short run).
4. Super Reflexes and Reaction Time: Bonuses :
+2 to pull
punch, +4 to roll with punch, fall or impact; +4 on initiative, +3
to disarm, gets an automatic parry or dodge on all attacks, even
from behind/surprise. + 1 to Auto-Dodge at levels 1 , 2, 4, 6,
8 ,
1 0, 1 2 and 14. + 3 t o Perception Rolls. Add two extra attacks per
melee, and add 204 to P.P. attribute. Minimum P.P. attribute is
20, if lower adjust it to 20.
Penalties :
Same as normal Juicers
(insomnia, restlessness, impatience, etc.).
5.
Saving Throw Bonuses :
+5 to save versus psionics, +6 to
save versus mind control (psionic and chemical), +3 to save ver
sus magic, +6 to save versus toxic gases, poisons, and other
drugs, and +6 to save vs Horror Factor.
6.
Enhanced Healing:
Regenerates 2D6 M.D.C. every hour,
+20% to save versus com a/death . Virtually impervious to pain,
disease, and normal ranges of heat and cold.
7. Low Life Span:
Burnout! Mega-Juicers have the same life
span of normal Juicers, with one small difference. After the 5th
year of service, there is a cumulative 1 5 % chance per month that
the Mega-Juicer will undergo a psychic overload. First, his eyes
will start glowing so brightly that not even sunglasses or mir
rored face plates will obscure them . Then, his entire skin will
start to glow . In 1 04 weeks after these first symptoms, the glow
will bum anybody or anything that comes into physical contact
with the Juicer, inflicting 206 S.D.C. and igniting highly flam
mable materials.
1 04 weeks later, the energy aura will be hot enough to inflict
1 06 M.D. ! The very earth will melt into lava, leaving flaming
footsteps behind as the Juicer walks on it. At first, this fire will not
harm the Juicer, but 1 06 days after the flames become Mega
Damage energies, the Juicer will start suffering damage every day
(406 M.D. per day, which cannot be regenerated), until he is con
sumed by his own rampant energies ! Even worse, if the Juicer is
killed or dies at any of these stages, he will explode, inflicting
4D6 x l 0 M.D. to a 30 foot (9. 1 m) radius. There is no known cure
for the burnout; most Mega-Juicers who start showing symptoms
will be killed (from a safe distance) or exiled into the wilderness.
O.c.c. Skills:
Radio: Basic (+5%)
Wilderness Surv ival (+5 %)
Land Navigation (+5%)
38
Piloting (two of choice; + 1 0%)
Language (two of choice; + I 0%)
W.P. Energy Rifle
W.P. (two of choice)
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts (or As
sassin, if evil) at the cost of one "other" skill.
O.c.c.
Related Skills:
Select five other skills. Plus select two
additional skills at level three, and one at levels six, nine, and
twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: Basic only.
Espionage: Intelligence, escape artist, detect ambush and de
tect concealment only (+5%).
Mechanical: Automotive only
Medical: None
Military: Any
Physical: Any (+5 % where applicable)
Pilot: Any
Pilot Related: Any
Rogue: Any (+ I 0% to Prowl)
Science: B asic Math only.
Delphi Juicer O.C.C.
The
Juicer is the creation of the mysterious Dr. Hein
rich Rommel, an immigrant from the New German Republic
who set up a body-chop-shop in Ishpeming sometime in the
early 90 ' s P.A. Rommel sometimes speaks of having worked
with a mysterious woman called "Engel der Vernichtung" who
had managed to mate psionics and machines in the strange sci
ence of Psynetics (for more information on this "Engel" and her
creations, refer to the Rifis® Sourcebook Three: Mindwerks).
According to some rumors, Rommel escaped the clutches of this
"angel of death" after stealing some psynetic prototypes. He did
not stop running until he and a small team of bodyguards (all of
them Euro-Juicers) had reached the shores of North America,
far enough to escape her vengeance (at least for the time being).
Once he was in America, Rommel set up shop in Ishpem ing,
where he partnered w ith a budding Juicer-creating company
called the
Hyper-Science Corporation.
HSC was competing
with Ultra-Tech Industries (see the UTI section for more infor
mation), but so far had only been able to offer normal Juicer
conversions. Attempts to develop new variants had failed miser
ably, often killing test subjects in the process. Rommel offered
HSC his expertise, and started a project to develop a Juicer with
tremendous psionic powers . The research project took a long
time, due mostly to the difficulty in finding enough latent psy
chics who wished to try the dangerous test; there are some ru
mors that Rommel and his cronies started kidnapping potential
test subjects. It is possible that as many as a hundred Delphi
Juicers were forced into involuntary conversion (and thereby
condemned to an early death).
In any case, the result of these experiments was the creation
of a psionically-adept Juicer, a lethal combination of incredible
physical and mental powers, provided the character wears a spe-
39
Technical: Any
W.P. : Any
Wilderness: Any
Secondary Skills :
The character also gets to select six Sec
ondary Skills from the Secondary Skills list in
Rifts® Ulti
mate Edition,
page 300. These are additional areas of
know ledge that do not get the benefit of the bonuses listed
in parentheses. A l l Secondary Skills start at the base skill
leve l .
Standard Equipment:
Bio-comp, bio-data and bio-feedback
implants, drug harness and drug supply (usually needs to be
replenished once or twice a year), portable IRMSS kit, set of
fatigues, utility belt, backpack, sunglasses, canteen, compass,
and personal items. Weapons and armor include a suit of
Mega-Juicer Combat Armor ( 1 30 M.D.C.), energy rifle of
choice, energy pistol of choice and 2D4 energy clips for each,
and choice of two other weapons.
Money:
Mega-Juicers tend to make more money than regular
Juicers. 5D6x l O0 in credits and another I D4x l OOO in black
market items.
Cybernetics:
None.
Mega-Juicer Augmentation Cost:
Typically 200,000-400,000
credits.
cial Psychic Amplification Helmet. The helmet, developed by
Rommel and his partners, uses stolen Psynetic technology,
M.O.M. variants and other technological breakthroughs to in
crease the power of the wearer. The helmet is surgically at
tached to the wearer, increasing his mental abil ities twofold or
more. Delphi Juicers make ideal bodyguards, assassins and
scouts; some kingdoms are beginning to create a high demand
for these enhanced warriors. Regrettably, during the last months
of their lives the Delphi Juicers are plagued by spontaneous acti
vations of their powers, which can lead to dangerous and unpre
dictable situations.
The Delphi Juicer O.C.c.
-
Psychic Juicer
Attribute Require m ents:
M.E. 12 or higher and minor or ma
jor ps ionic powers.
O.c.c.
Abilities and Bonuses :
1 .
Super Endurance:
Add 4 D 6 x 1 0 t o S.D.C., 5 D 6 to hit
points, and 204 to P.E. attribute. Can lift and carry four times
more than a normal person of equivalent strength, and can last
five times longer before feeling the effects of exhaustion. Can
remain alert and operate at full efficiency for up to four days
without sleep. Normally needs only four hours of sleep per day.
2.
Super Strength :
Add 2D4 to P . S . attribute. Note: Mini
mum P.S. is 20, if lower adjust to 20.
3.
Super Speed :
Add I D4 x 1 0+ 10 to Speed attribute. Can
leap 20 feet (6. 1 m) across after a short run (half that from a
dead stop) and 20 feet (6. 1 m) high (half w ithout a short run).
4. Super Reflexes and Reaction Time: Bonuses :
+3 to roll
with punch, fall or impact, +2 to disarm, +3 on initiative, +3 to
Perception Rolls, + I to Automatic Dodge at levels one, two,
four, six, eight, ten, twelve and fourteen ; gets automatic parry
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