or dodge on all attacks, even from behind/surprise; add two extra
attacks per melee and add 2D4 to P.P. attribute. Minimum P.P.
attribute is 1 9 , if lower adjust it to 1 9.
Penalties:
In addition to the normal Juicer problems (such as
insomnia, impatience, etc.), Delphi Juicers sometimes react vio
lently to psychic flashes, especially precognitive visions. If an
involuntary vision (as per the clairvoyance sensitive power or
sense danger) is experienced, and is disturbing or frightening,
the Juicer may lash out blindly (physically or psionic ally) at the
nearest target before he even realizes what he ' s doing !
5. Psionic Powers:
The conversion process turns the Delphi
into a master psionic with the following abilities: Clairvoyance,
presence sense, see aura, see the invisible and three powers from
the physical category and one power from the super category
(with the same restrictions as a Mind Melter). Each level after
the first, the Delphi can select one power from the physical, sen
sitive or super categories.
I.S.P. :
M.E. attribute number plus
6D6. Add 8 LS .P. per level of experience after the first. Also, the
Psychic Amplification Helmet adds to the available I.S .P. en
ergy.
6. Psychic Amplification System (PAS) Helmet:
This hel
met uses revolutionary Psynetic technology to increase the avail
able I.S .P. of the Delphi Juicer. It increases the range of all
powers by 1 0%, and doubles their duration! The helmet also
provides a "pool" of 80 LS .P., recovered at the rate of 8 I.S .P.
per hour. The PAS Helmet is permanently linked to the Delphi
Juicer (synchronized with the wearer' s brain waves) and cannot
be used by others. The helmet also protects the head with 30
40
M.D.C. and has an advanced optical system that includes low
light, infrared and thermal sights.
The helmet can only be removed surgically, forcibly tom off
or blasted to smithereens (attackers are -5 to strike on a called
shot). Regardless of how it is removed, the Delphi Juicer will in
stantly lose all the features listed above, plus is so psychologi
cally dependent on it that he loses all combat bonuses, one melee
attack, and is -20% on all skill performance until a new helmet
can be acquired (costs 1 00,000+ credits; must be calibrated to
his specific brain waves).
7. Saving Throw Bonuses:
+4 to save versus psionics, +5 to
save versus mind control (psionic and chemical), +7 to save ver
sus toxic gases, poisons, and other drugs; half without the PAS
helmet.
8. Enhanced Healing:
Heals four times faster than normal,
+20% to save versus coma/death. Virtually impervious to pain,
as per the normal Juicer.
9. Low Life Span:
Same life span as a normal Juicer.
Terminal Effects: During Last Call (the last year of a Juicer's
life), the character' s psychic powers start going out of control !
Every two hours, one of his powers (the G.M. rolls randomly or
chooses one of the character' s powers) activates itself for no rea
son! LS.P. is spent normally and the power just does its thing (as
the G.M. sees fit). This may be harmless (see aura), annoying
(telepathic flashes from people around the Juicer), or downright
dangerous like spontaneous combustion (pyrokinesis) or worse.
10. Special Detox Penalties:
If the character undergoes detox
and survives, most of his psionic abilities are lost forever! The
character becomes a minor psionic, and is allowed to retain a to
tal of four powers from any category except super (all super
psionics are lost). I.S.P. is reduced to 4D6 plus two per level of
experience, and all other psionic bonuses (including the PAS
helmet, which is unusable) are lost. If the detox (which involves
the removal of the Psynetic brain implants and PAS helmet) is a
failure, the Juicer dies or is left a mental vegetable; I.Q. I D4,
M.E. I D4, M.A. I D6 and can't remember any skills, the past,
who he is/was, etc.
O.C.C. Skills:
Radio: Basic (+5%)
Wilderness Survival (+5%)
Land Navigation (+5%)
Piloting (two of choice; + 1 0%)
Language (two of choice; + 1 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 seven 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 (+ 1 5 % to Prowl)
Science: Basic Math only.
Technical: Any
W.P. : Any
Wilderness: Any.
Secondary Skills :
The character also gets to select four Sec
ondary Ski l ls from the Secondary Ski lls list in
Rifts® Ulti
m ate Edition,
page 300. These are additional areas of
knowledge that do not get the benefit of the bonuses listed
in parentheses. A l l Secondary Skills start at the base skill
leve l .
Coalition Juicers
The Coalition States have long been vocal opponents o f the
Juicer process and all its implications. CS Propaganda has made
it a point to show how stupid and dangerous tampering with
one ' s body through chemicals is, and how counterproductive it
is to condemn a healthy man or woman to an early grave by
cursing him with this chemical addiction. In most cases, these
beliefs are shared by the common people and most government
officials. The Coalition has long held an official policy of exclu
sion of Juicers from their armies, forcing the member State of
Quebec to abandon its use of Juicers, and declaring the very
process to be illegal. For decades, the creation of Juicers was
punishable by death.
However, supporters of Juicers for military use have existed
in the CS military and government since the inception of the CS.
Government leaders have sat on pre-Rifts Juicer technology for
almost a hundred years ! A few military analysts have argued the
virtues of such augmented warriors and have shown that the
combat performance of Juicers is more than
that of nor
mal human beings. Their need for less sleep, increased endur
ance, low fatigue ratio, greater strength and agility, and other
factors give these enhanced warriors a much greater chance of
surviving actual combat than non-augmented soldiers. As the
Coalition begins to gear up its campaign for expansion and pre
pares to fight nations that rely on magic, Juicers, and D-Bees
(many of whom have superhuman attributes and powers), some
strategists predict that some front-line CS combat units will suf
fer in excess of 80% casualties in the first few weeks of fighting.
The same studies indicate that if such units were made up of
Juicers, the casualties might be reduced to an astonishing 30% or
even 20% in terms of personnel, and less than 20% in terms of
equipment, since Juicers have less need for heavy equipment
like tanks and robot vehicles. One often quoted study ran a cost
comparison between a human and Juicer shock battalion, and
found that the Juicer unit would actually cost 20% less money to
outfit, including Juicer conversion costs, which the Coalition
could do relatively cheaply, and would be 20-40% more combat
efficient.
41
Standard Equipment:
Bio-comp, bio-data and PAS Helmet,
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 per
sonal items.
Weapons and armor include a suit of light body armor
(usually Juicer Assassin flex-plate) and an energy rifle of
choice, energy pistol of choice and 2D4 energy clips for each,
plus two weapons of choice.
Money:
Delphi Juicers tend to make more money than regular
Juicers. 5D6x l OO in credits and another 6D6x l OO in black
market items.
Cybernetics:
None.
Delphi Juicer Augmentation Cost:
Typically 1 50,000-200,000
credits and is currently available only at Ishpeming.
By C.J. Carella and Kevin Siembieda
Another study showed that the average suit of power armor
costs 1 -5 million credits, while a fully outfitted Juicer, including
the cost of his military training, body armor, weapons, equip
ment, and Juicer augmentation process would be no more than
250,000 credits, possibly less (remember, the CS produces
things at cost). Thus, four (4) fully equipped Juicers could be
created for the cost one basic suit of power armor, or twenty (20)
Juicers for the cost of one five million dollar power armor suit
like the Super SAMAS !
For years, these studies failed to sway the leading minds of
the Coalition States. To
Emperor Prosek,
Juicers are an abomi
nation. In the tradition of his father and grandfather, he had
vowed that he would not sacrifice precious "human" life fool
ishly. Power armor, robots, and other alternatives (Psi
Hounds/Dog Boys, Skelebots, etc.) were the ideal alternatives
despite their costs in credits and resources. His son (and heir ap
parent to the throne)
Joseph,
is more pragmatic. He would have
problems condemning full citizens to the almost certain death
that is the fate of most Juicers, but has no qualms in doing so to
would-be citizens in the 'Burbs and wastelands, whom he sees
as useless rabble anyway. An unsubstantiated rumor has it that
young Prosek has submitted a plan in which a human volunteer
can earn citizenship for himself and two members of his family,
by submitting to Juicer augmentation and faithfully serving in
the Coalition Military for no less than five years. Many of these
impoverished and downtrodden people are so desperate that they
would jump at the chance to get a couple of loved ones into the
safety of a Coalition city.
General Marshall Cabot
(see
Rifts®
Sourcebook One) has
been quietly lobbying for the formation of a Juicer Division for
over a decade, and has turned a blind eye to the secret Juicer
projects conducted in Free Quebec by General LeNoir and in
Chi-Town itself, by
Colonel Lyboc.
General Cabot' s protege,
the decorated war hero
Ross Underhill,
has been vocally op
posed to the use of Juicers even if restricted exclusively to the
military. To him, Juicers are overrated and certainly not equal to
a well-trained human in
armor, or so he insists. He 'd
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