Juicer Lexicon
Achy Breaky:
A nonnal human being, as in: "Two achy
breakys got in my way, so I greased them." Also see Meat Boy,
and Squishy.
Big'Un:
Titan Juicers, or any Juicer who is over seven feet
tall.
Black Lobsters:
Nickname for Coalition troops, especially
those in original Dead Boy annor (see Rifts World Book
1 1 ,'
Coalition War Machine for new C S annor, bots and weapons).
Checking Out:
Dying, usually from the side effects of the
Juicer process.
The Deathdance Saga:
Series of pre-Rifts novels about the
adventures of Julian Amici, a Juicer secret agent. Still in print,
circulating (illegally) in the Coalition States and (legally) in Ish
peming, Kingsdale, the Lazlo republics and other parts of the
world.
Doing a Juice:
Getting away with something, usually a
criminal act; originates in the Julian Amici novels.
Doing a Double-J:
An impressive, death-defying feat or es
cape worthy of the fictional super-spy Julian Amici.
Getting Juiced:
Getting the Juicer augmentation to become a
Juicer.
Grease:
To kill or destroy.
Grease Spot:
A corpse that has been mangled by M.D. weap
ons, especially explosives or plasma weapons.
Julian Amici, Juicer (a.k.a. J.A., Deathdancer, the Dou
ble-J):
Fictional character in a popular series of pre-Rifts novels,
The Deathdance Saga, that survived the Great Cataclysm and
are still published in such places as New Lazlo and Ishpeming.
Also, a nickname for a tough guy: "Hey, you must be some sort
of Deathdancer" or "Who do you think you are, the Double-J?"
Juiced:
As in, "Be careful, he ' s juiced," means a juicer or
someone high and empowered by drugs.
Last Call:
The last year of a Juicer's life, usually plagued
with symptoms of his upcoming death.
Meat Boy/Girl:
Nonnal, non-augmented human or D-bee.
Also see Achy Breaky, Squishy.
Moron Boy/Girl:
Juicer wannabe, anybody who admires and
tries to emulate Juicers.
The Process:
Juicer conversion. Becoming a Juicer is re-
ferred to as "going through the process."
Squishy:
Nonnal human.
Squishy in a Hard Shell:
A human in M.D.C. body annor.
Tank or Tank
0 '
Juice:
A supernaturaIIM.D.C. creature or
person. M.D.C. Juicers (Mega-Juicers and Dragon Juicers
mostly) are known as Tanks
0'
Juice.
Wannabe:
Anybody who admires Juicers and pretends to be
one.
30
New Juicer
Variants
Technology in the Post-Apocalyptic era has been improving
gradually over the decades, with some of the technological pow
erhouses (Northern Gun, the Manistique Imperium, Iron Heart,
the Coalition States, etc.) beginning to make some real advance
ments, particularly in the areas of weapons, robotics, cybernetics
and human augmentation (and which many fear may lead to an
anns race and eventually war). Consequently, a number of Juicer
variants have been developed within the last few years, and are
described below.
Juicer Demographics (North America) :
"Standard" or "Nonnal" Juicers: 74%
Hyperions: 6%
Titans: 5%
Phaetons: 5 %
Mega-Juicers: 2 %
Coalition Juicers: 2% (and increasing)
Psycho-Stalkers 1 %
Delphi Juicer: 1 %
Dragon Juicers: 1 %
Murder Wraiths: 1 %
Others (Escaped Splugorth Juicers, and other exotic varieties,
and experiments): 2%
Note:
In the New Gennan Republic, Juicer variants are even
rarer, comprising about 1 0% of all Juicers (combined). They are
unheard of in Japan and most other parts of the world.
The cost for "standard" Juicer augmentation is 65,000 to
1 00,000 credits. As a rule, the higher the cost, the better the suc
cess rate, but this is not always the case, and would-be Juicers
should ask around about the quality and expertise of a body
chop-shop before they pay to be "juiced."
Hyperion Juicer O.C.C.
Juicers are noted throughout the land for their speed and en
hanced reflexes. The Hyperion variant expands those abilities to
almost ludicrous levels. The fastest Hyperion Juicers are fast
enough to keep up with some land vehicles, and their reaction
times are blindingly fast. However, these enhanced reflexes and
speed have a price. Hyperions are always restless and uncom
fortable when not moving, have a short attention span, are bored
easily, and worst of all, they require enonnous amounts of food
to stay alive.
Hyperions were first developed at Northern Gun in Ishpem
ing, the result of an accidental overdose of certain Juicer agents.
The "first" Hyperion was a Juicer who tampered with his bio-
3 1
comp dispenser t o get a bigger rush. The Juicer became incredi
bly fast, breaking previous Juicer records - and then collapsed
from a heart attack three hours later. The medical researchers
who performed the autopsy noted the results, both positive and
negative, and engaged in more research to see if an even faster
Juicer could somehow be developed. After a number of experi
ments, many of wh ich resu lted in the deaths of the test subj ects ,
the Hyperion was developed. Th is j u icer speed-demon is j ust
one of the new "variant" J uicer augmentation conversions avail
able on the market. Although not as accessible as the "standard"
Juicer augmentation, it can be found at most large kingdoms that
specialize in Juicer conversions.
The Hyperion Juicer D.C.C.
Attribute Req uirements : None
O.c.c. Abilities and Bonuses :
1 . Super Endurance: Add 4D6 x 1 0 t o S.D.C., 3 06 to Hit
Points, and 204 to P.E. attribute. Can lift and carry four
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
(but needs to consume at least 4000 calories a day to function nor
mally). Normally needs only four hours of s leep per day.
2.
Super Strength : Add 1 04+2 to P. S. attribute. Note : Mini
mum P.S. is 1 8, if lower adj ust to 1 8.
3.
Super Speed : Th is is where the Hyperion excels. Add
204 x 1 0+40 to Speed attribute. M inimum speed is
77;
if lower
adjust it to
77
(53 mph/85 km) ! Can leap a distance of 50 feet
( 1 5.2 m) across/lengthwise after a short run (half that from a
dead stop) and 25 feet (
7
. 6 m) h igh (half without a short run).
Kick attacks inflict 306 S.O.c. plus P. S. bonuses, power kick
(counts as two attacks) inflicts 1 06 M.D. !
4. Super Reflexes and Reaction Time: The Hyperion is
even faster than normal Ju icers, but experiences m ore problems.
Bon uses : +6 on
+
I
to
parry and dodge, +4 to
rol l with punch, fal l or impact, +2 to disarm, and may parry or
dodge all attacks, even from behind/surprise. +3 to Auto
Dodge at level l , + 1 at levels 2, 4, 6, 8, 1 0, 1 2 and 1 4. +2 at
tacks per melee round and add
to P.P. attribute. Minimum
P.P. attribute is 22, if lower, adjust up. +4 to Perception Rolls.
Penalties : In addition to the normal Juicer problems (such as in
somn ia, impatience, etc.), Hyperions tend to overreact to any
sudden moves or noises they hear. This means there is a
1 -30% chance the Juicer will react with an instinctive punch
or kick if somebody startles h im or sneaks up from behind.
Likewise, a loud noise within 20 feet (6. 1 m) of the Juicer is
l ikely to cause him to spin around, back fl ip, or dive on the
ground, rol l or som ersault, and land/stop facing the direction
of the noise, weapons drawn.
The worst side effect is that Hyperions need a lot more
food to stay active than normal humans. The Juicer must con
sume tw ice as much as a normal person, or he will suffer
from low blood sugar and energy levels w ith the fol lowing
penalties: reduce all combat bonuses by half after one day
(24 hours) without getting 4-6 hearty meals ! Reduce them by
half again for each subsequent day w ith less than one meal
until zero. Also reduce speed by 1 0 points after the second
day for each subsequent day of starvation and one melee at
tack for every four days. Note: Less than one normal-sized
m eal is starvation for the Hyperion.
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