Note that this ability does not allow the Phaeton to
alien
weapon and sensor systems, just to pilot the vehicle. The Game
Master may rule that some vehicles, especially those with
psionic or magic controls, cannot be used even by this character.
6. Saving Throw Bonuses:
+4 to save vs psionics, +4 to save
vs mind control (psionic and chemical), +6 to save vs toxic
gases, poisons, and other drugs, and +4 to save vs horror factor.
7. Enhanced Healing:
Standard: Heals four times faster than
normal, +20% to save versus coma/death. Virtually impervious
to pain, as per the normal Juicer.
S.
Low Life Span:
Same as normal Juicers: 5 years plus 4D6
months.
O.c.c. Skills:
B asic Math (+20%)
Radio: B asic (+ 1 0%)
Land Navigation (+ 1 0%)
Navigation (+ 1 5 %)
Piloting: Six of choice (+ 1 5 % Phaeton Juicer bonus; 2 are
+25 %)
Weapon Systems (+ 1 5%)
Language (one of choice; + 1 0%)
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 seven other skills, but these
should tend to reflect an affinity for machines or piloting.
Plus select two additional skills at level three, one at level six,
one at level nine, and one at level twelve. All new skills start
at level one proficiency.
Communications: Any (+5 %)
Domestic: Any
Electrical: Basic only.
Espionage: Intelligence, escape artist, and wilderness survival
only (+5 %).
Mechanical: Any (+5%)
Medical: None.
Military: Any (+5 %)
Physical: Any (+5 % where applicable)
Pilot: Any (+ 1 5 % Juicer bonus; see #5)
Pilot Related: Any (+ 1 0%)
Rogue: Any (+ 1 0% to computer hacking only)
Science: Advanced Math and Astronomy only (+5 %).
Technical: Any (+ 1 0% on computer operation and program
ming only)
W.P. : Any
Wilderness: Any.
Secon d a ry Skills :
The character also gets to select three Sec
ondary Ski lls from the Secondary Skills l ist in
Rifts® Ulti
mate Editio n ,
page 3 0 0 . These are additional areas of
knowledge that do not get the benefit of the bonuses l i sted
in parentheses . A l l Secondary Skills start at the base skill
leve l .
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
36
armor (usually Juicer Assassin flex-plate) and an energy rifle
of choice, energy pistol of choice and 2D4 energy clips for
each, a vibro-blade and two non-energy weapons of choice.
Money:
4D6x 1 00 in credits and another 4D6x 1 00 in black mar
ket items.
Cybernetics:
None.
Phaeton Juicer Augmentation Cost:
Typically 90,000- 1 40,000
credits.
Mega-Juicer O.C.C.
"If you wanna he tough, hecome a Juicer. If you wanna he a
GOD , become a Mega-Juicer. "
-Sign outside an Ishpeming Body-Chop-Shop
This is the most advanced Juicer ever created, the so-called
Mega-Juicer or "Super-Juicer." The only places where this ex
pensive conversion is available are
Ishpeming
(a.k.a. Northern
Gun) and recently, in
Kingsdale.
A research team unearthed
some secret pre-Rifts "super-soldier" projects that combined ele
ments from M.O.M. conversion and the Juicer process. The idea
was to use volunteers with high levels of psychic energy (P.P.E.
or I.S .P.) and then trigger that energy through drugs and electri
cal implants. The energy would then be channeled through the
body of the patient, turning him/her into a being of incredible
strength and endurance. Normal Juicer chemical enhancements
were added to produce a nearly invincible warrior.
In the P.P.E. rich world of Rifts Earth, the Mega-Juicer proc
ess creates a minor supernatural creature. The triggering mecha
nism completely infuses the subject ' s body with psychic
energies, giving his skin and muscle tissue the tensile strength of
M.D.C. alloys while retaining the elasticity of normal human
skin. In trial runs, .45 bullets were fired point-blank at Mega
Juicers without even bruising them. Even mega-damage weap
ons like laser pistols were used in the test, giving the Juicers
painful but not lethal bums that healed in a matter of minutes.
Only enough firepower to destroy a suit of mega-damage power
armor was deemed enough to kill one of these enhanced hu
mans.
Although the project had been an
success, the
Mega-Juicer could not replace more ordinary methods of human
augmentation. For one, only latent psychics (estimated at repre
senting less than 1 5 % of all volunteers) would benefit from the
drug treatments. Furthermore, the process is extremely expen
sive, two to three times as much as it takes to develop an ordi
nary Juicer. It also takes twice as long to recover from the
operations, which involve regular Juicer surgery, followed by
the implantation of electronic stimulators that enhance and chan
nel psychic energy in a continual bio-feedback loop.
The other problem with Mega-Juicers was only discovered
some five years after the first test subjects were first released.
The bio-feedback energies released by the body will eventually
produce an overload. At that point, the Juicer literally starts to
"bum out," producing mega-damage levels of heat and light en
ergies around him ! Mega-Juicers in the terminal stages are a ter-
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