Additionally, 1 -30% of all Hyperions suffer from Metabo
lic Induced Voracity (MIV) , also known as Juicer Gluttony;
see the Juicer Side Effects section for more information.
5. Saving Throw Bonuses:
+4 to save versus psionics, +4 to
save versus mind control (psionic and chemical), +9 to save ver
sus disease, toxic gases, poisons, and other drugs (increased due
to the high metabolism which bums off drugs and disease
quickly; half the normal duration for symptoms and side effects).
6. Enhanced Healing:
Heals four times faster than normal,
+20% to save versus coma/death. Virtually impervious to pain,
as per the normal Juicer.
7. Low Life Span:
Hyperions tend to bum out even faster
than common Juicers ! The average life span of a Hyperion is 5
years and 3D6 months.
O.c.c. Skills:
Acrobatics (+5%)
Climbing (+5 %)
Gymnastics (+5%)
Land Navigation (+ 1 5%)
Radio: Basic (+ 1 0%)
Wilderness Survival (+ 1 0%)
Language (two of choice at + I 0%)
W.P. Knife
W.P. Energy Rifle
W.P. one 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 six other skills. Plus select two
additional skills at level three, and one at levels six and nine.
All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: Basic only.
Espionage: Any (+5 %)
Mechanical: Automotive only.
Medical: First aid only.
Military: Any (+5 %)
Physical: Any (+5% where applicable)
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any (+5 % ; + 1 5 % on prowl)
Science: Basic math only.
Technical: Any
W.P. : Any
Wilderness: Any
Secondary Skills :
The character also gets to select five Second
ary Skills from the Secondary Skills list in
Rifts® Ultim ate
Edition,
page 300. These are additional areas of knowledge
that do not get the benefit of the bonuses listed in parenthe
ses. All Secondary Skills start at the base skill level.
Standard Equipment:
Bio-comp and bio-data implants, drug
harness and drug
(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; fa
vors Spike Armor or Vibro-Spike Armor (M.D.C. 50), and an
energy rifle of choice, energy pistol of choice and 2D4 en-
32
ergy clips for each, one automatic weapon and choice of two
melee weapons and a vibro-blade.
Money:
4D6x l OO in credits and another 4D6x l OO in black mar
ket items.
Cybernetics:
None.
Hyperion Juicer Augmentation Cost:
Typically 80,000-
1 20,000 credits, sometimes more.
Titan Juicer O.C.C.
The Titan Juicer Conversion was developed in the kingdom
of Los Alamo, near the ruins of the pre-Rifts city of Austin,
Texas. The researchers in that kingdom were trying to create a
Juicer strong enough to battle a supernatural monster or a robot
vehicle. They first tried to use hormonal treatments to raise the
subjects ' strength to ultra-human levels, but after a certain point,
test subjects had so much muscle tissue they could no longer
support their own weight! Many unfortunates died after their
bones were crushed by their hugely overdeveloped muscle mass.
A method to strengthen bone beyond human (or any Earth ani
mal ' s) limits needed to be discovered.
The perfected process involved the injection of a chemical
solution laced with several types of metal particles (in quantities
that would be poisonous under most circumstances). The metal
particles were dissolved in a special binding substance that
chemically sought and bonded with bone tissue. The process
mixed metal and bone into a solid whole, greatly reinforcing the
skeleton of the test subjects with bones as strong as tempered
steel ! The reinforced bone structure was now able to support a
great deal more weight than normal bones. At the same time,
growth hormones triggered a growth spurt similar to the one ex
perienced during a human' s first sixteen years of life, only in
this case the growth occurred over a matter of weeks.
Juicers who undergo the eight week Titan treatment become
60% to 80% larger, and three to four times heavier (average
weight is 600-700 pounds/270 to 3 1 5 kg). The smallest Titan
can dead lift 3,000 pounds ( 1 350 kg), with over two tons being
the common limit. Their physical strength is the equivalent to a
supernatural being, so Titans can punch through power armor
plating and slug it out with mega-damage creatures. Despite the
Titan Juicer' s great strength and mass, it is recommended that
armored gauntlets be worn to protect their flesh and bones -
which are still not quite as tough as true supernatural beings and
creatures of magic like dragons (or the psychically enhanced
Mega-Juicer).
There is a price for this power, however. Titan Juicers put a
lot more stress on their bodies, and the hormone treatments have
serious side effects that appreciably shorten the average life span
of these enhanced warriors. Despite this, the popularity of the
Titan conversion process is on the rise.
Titan Juicer O.C.c.
Attribute Requirements:
None
O.c.c. Abilities and Bonuses:
1. Super Endurance:
Add 3D6x l 00 to S.D.C., I D4x l OO to
Hit Points, and 3D4 to P.E. attribute. This makes the Titan the
equivalent of a minor mega-damage being, with 4 to 22 M.D.C.
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