Bonuses:
+ 1 attack per melee round with bike ' s weapon systems.
Automatic Dodge: + 1 to dodge
Bike
Attack: This attack uses the rockets to have the
bike jump in the air and then land on a target. The sensitive
rocket controls require a special skill roll.
Base Skill:
25 %
plus 5 % per level of experience. If the skill roll is successful,
the pilot can make a normal attack roll (at + 1 to strike in ad
dition to normal bonuses) to hit the target. Damage to his op
ponent is 3D6 M.D.
Note:
This attack can only be done if
there is room to maneuver (open terrain only).
Rogue
Rogue: Gambling (Standard) :
This skill enables the character
to skillfully play in several games of chance. The character
knows the rules of 1 D4 games, plus an additional game for
every 2 points of the character' s LQ. (rounded up). In addi
tion to rules, the character understands the theories of mathe
matical "odds" (+5% bonus to math skill), some basic
strategies and tactics for winning consistently, when to hold
them, fold them, etc.
Base Skill:
30% +5 % per level of expe
rience.
Rogue: Gambling (Dirty Tricks):
This is the other side of
gambling in which the character is skilled at cheating in
games of chance. This includes knowledge of dirty tricks
such as counting cards, how to use marked cards, using
trick/loaded dice, stacking the deck (in one ' s favor), sleight of
hand tricks to hide cards up sleeves or in the palm of the
hand, dealing from the bottom of the deck, and other cheats
(must have the palming skill for the latter two).
Base Skill:
30% plus 4% per level of experience.
Technical
Technical: Juicer Lore:
This skill covers all there is to know
about Juicers, different Juicer variants, what powers they pos
sess, Juicer lore and myths, drug side effects, etc. A character
with this skill will recognize Juicers by their armor and abili
ties, as well as know the names of the most famous Juicers in
history, current famous Juicer leaders, infamous gangs, and
similar facts.
Base Skill:
30% +5% per level of experience.
Weapon Proficiencies
W.P. Deadball:
This skill allows the character to throw the
spiked, ricocheting ball in the deadball game with great accu
racy. A character with this skill can hit a target by ricocheting
the ball off walls, ceilings and floors. This is a called shot, at
- 1 for every ricochet needed to strike the target. It is very hard
to parry or dodge the ricocheting Deadball; the victim is at -2
to dodge, and at an additional -1 for every additional ricochet
beyond the first.
Weapons
&
Equipment
Most of the weapons, equipment and vehicles described be
low are the preferred "toys" of the Juicer community, although
many of them can be used by other characters, including
Crazies, 'Borgs, and in many cases, normal humans as well.
Armor Accessories
Sensor Jammers
These "spoofers" can be built into a suit of light or medium
M.D.C. armor (50 M.D.C. or less). They consist of several fiber
optic arrays and special insulating materials that jam and block
thermal and radar signatures, and also diffuse laser targeting sys
tems. When the Jammers are activated (they are powered by an
E-Clip built into the armor), the character only has a 1 5 % chance
of being detected by standard thermal and radar detectors and
optic systems. Furthermore, guided missiles are at -2 to strike,
and even a volley of four or more missiles is -2 (roll once for en
tire volley). Laser aiming systems lose their targeting bonus
when shooting at the wearer.
The Sensor Jammers are destroyed when over half the
M.D.C. of the body armor has been depleted. The E-Clip oper
ates the system for up to eight continuous hours; each activation
of the jamming field depletes the equivalent of 1 0 minutes of
charge, whether or not the jammers are active for that long. The
system has been tried on power armor and vehicles, but found to
66
be ineffective due to the larger size, large energy supply, and
much stronger heat signatures. The system is also useless for any
creature who is over 1 0 feet/3.0 m tall.
Juicers, especially those who specialize in infiltration and
cover operations, love this accessory.
Black Market Cost: 20,000 to install into a suit of armor.
Combat Gauntlets
These gauntlets have the same mechanical "muscles" used by
'Borgs and powered armor. While wearing them, the user can
crush objects as if he had a robotic strength of 26 ( l D6 M.D.
crush/squeeze). Juicers and other augmented humans can inflict
mega-damage with their punches while being protected by the
gauntlets.
Besides being a weapon, the gauntlets are also useful as tools,
allowing the wearer to grip objects with mechanical strength.
4 lbs. ( 1 .8 kg)
Crush/Squeeze does 1 D6 M.D. Normal humans
using it to punch inflict 2D6 S .D.C. plus P.S. bonuses. A
Juicer, Crazy, 'Borg or other augmented human can inflict
one M.D. on a normal punch using the gauntlets, or 1 D6
M.D. on a power punch (counts as two attacks). Characters
with supernatural P.S. add +4 M.D. to their hand to hand
damage.
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