41-55 % : Clumsiness:
When handling fragile objects, the char
acter may accidentally break them or crush them between his
fingers. The save roll is equal to the Juicer' s P.S. bonuses to
S .D.C. damage ! So, a Juicer with P.S. 30 will need a 1 5 to
save. The character adds M.E. bonuses (if any) to his saving
roll. Also, if the player states that his character is very care
ful, taking two to three times the amount of time normally re
quired to carry out a task, the Game Master may assign an
additional bonus of +2 to + 1 0, depending on circumstances.
Fragile objects include glass cups or vials, ceramic plates,
chopsticks, binoculars, books, etc. Metal objects, any M.D.C.
object (includes most weapons) and other solid objects are
not damaged by these spasms.
56-70 % Major Clumsiness/Danger to Others:
In addition to
the clumsiness symptoms above, the Juicer also risks injuring
people while hugging them, bumping into them or even
showing affection. The save is the same as above, but the
Juicer has a +2 bonus, although circumstances (a passionate
embrace or similar display of affection, for instance) may re
duce or even eliminate the bonus. If the save is failed, the
"victim" can take I D4 S .D.C. plus the Juicer's hand to hand
damage bonus in accidental injury. M.D.C. creatures and
S.D.C. creatures with a P.S. or P.E. of 22 or higher are tough
enough to not take damage from such accidents, so no save is
necessary. Characters in M.D.C. body armor are also safe.
71-80 % Tremor/Spasms and Clumsiness:
The Juicer is af
fected by both occasional muscle spasms and the clumsiness
associated with HSS. Effects as per the two entries, above.
81-90 % Severe Tremor/Spasms and Clumsiness:
As above,
but the tremors are more severe; see individual entries for de
tails.
91-95 % Tremor/Spasms and Major Clumsiness:
Occasional
spasms accompanied by a dangerous inability to control one ' s
strength. See individual entries for details; reduce bonuses to
save by half.
96-00 % Severe Tremor/Spasms and Major Clumsiness:
The
Juicer is racked by severe spasms in addition to being a dan
ger to others. Double the penalties and damage inflicted by
these conditions.
Metabolic-Induced Voracity (MIV)
- Juicer Gluttony
This condition is common among Juicers with exceptional
speed and reflexes (Spd. 80+ and/or P.P. 26+); Juicers with such
high attributes have a 20% chance (roll during character crea
tion) to experience MIV symptoms.
Hyperion Juicers
(see the
New Juicer Variant Section)
have a 30% chance of developing
MIV, regardless of their actual attributes.
Basically, MIV is caused by the bio-comp system ' s demands
on the Juicer' s metabolism. To keep up with the incredible en
ergy demands on their body, MIV sufferers must consume a
minimum of 1 0,000 calories a day, the equivalent of five or six
meals, but will not feel satiated until they consume at least
20,000+ calories ! The Juicer will be in an almost constant state
of hunger unless he has something to eat almost every hour;
meats, junk-food, nuts of all kinds and fatty foods are preferred,
as they have a higher caloric value. Sights like Juicers spreading
14
butter over a cheese pizza, or eating chunks of fried lard are
common, as the craving for fat takes over.
Despite the incredible amounts of food eaten, MIV Juicers
(also known as "gluttons") never gain weight; in fact, many be
come rather thin (for a Juicer) despite eating three to ten times as
much as a normal human.
If the MIV Juicer misses a day ' s meal (consumes under
1 0,000 calories), he experiences a feeling of coldness, light
headedness, and weakness. Reduce all combat bonuses and in
itiative by - 1 . The character will feel mild anxiety and be
afflicted by pangs of hunger. If he sees food, he will feel a nearly
irresistible urge to drop anything he ' s doing and consume a meal
(usually not applicable to life threatening situations). If this oc
curs at a wholly inappropriate moment, like during combat, a
save versus insanity (plus M.E. bonuses, if any) is necessary to
resist the urge. The weakness passes as soon as the Juicer con
sumes enough food.
Eating less than 1 0,000 calories (but at least 2,000) a day will
severely weaken the Juicer: reduce all combat bonuses by - 1 (cu
mulative) per day. If the Juicer spends a day without eating any
thing (for a Juicer that ' s less than 500 calories), all his bonuses
and melee attacks are halved, and the character will be racked
with hunger pains. After a second day without food, the bio
comp will slow down the Juicer's metabolism to save the char
acter' s life. However, this means speed and P.P. are temporarily
halved and all Juicer reflex bonuses are temporarily lost! The
starving MIV Juicer must save versus insanity to avoid flying
into a frenzy at the first sight of food. A failed roll means he
charges in and devours whatever he can get his hands on (and
will fight, perhaps kill, to get it) ! This condition will continue
until the Juicer has eaten enough to allow his metabolism to
speed up again. There are stories of some MIV gluttons resorting
to cannibalism to satisfy their urges!
Juicer Psychosis
Insanity is a common price for the power acquired by Juicers.
The problem is, the so-called "Juicer Psychosis" is sometimes
hard to differentiate from the overconfidence most Juicers (justi
fiably) feel. Added to this is the fact that many volunteers for the
Juicer process were mentally ill to begin with, so it' s difficult to
establish a link between the Juicer conversion and inevitable in
sanity. However, kingdoms where Juicers are employed in great
numbers have the statistics to prove that a significant number of
them develop mental problems within a few years after their
transformation. The "Juicer psychosis" can actually be one of
many different mental disorders, ranging from delusions to a
lack of conscience and remorse.
Some 1 5-25 % of all Juicers develop mental or emotional dis
orders at some point in their lives. The chance of insanity in
creases over the years, to the point that almost a fourth of all
Juicers in their last months are mentally ill. Game Masters wish
ing to add that risk into their games should make a percentile roll
on the following table every "campaign year" (or so) of the
Juicer's life, starting with the second year. In the second year, a
roll of 0 1 -05% means an insanity has developed; 06%+ means
no insanity. Every year after that, add +5 % to the chance; by the
sixth year, the chance of random insanity becomes 25% .
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