Bonuses
&
Benefits of Bio-Wizard Conversion:
1 . S u per Endurance:
Becomes a Mega-Damage creature
with 2D4 x 1 0+60 M.D.C. and an additional 1 0 M.D.C. per level
of experience (also see #7, grafted armor). Also + I D4 to P.E. at
tribute, which is considered supernatural .
2 .
S u pernatural Strength :
Add +8 to P.S. attribute; mini
mum P.S. is 21 (supernatural).
3.
E n hanced Spee d :
Add I D6 x l 0 to Spd attribute.
4. Super Reflexes and Reaction Time:
+3 on initiative, +2
to Perception Rolls, +3 to rol l with punch, fall and impact, and
gets an automatic parry or dodge on all attacks, even those from
behind and by surprise. + 1 to Auto-Dodge at levels 1 , 3 , 6, 9, 1 2
and 1 5 . Add one extra attack per melee round, and 1 D4+ 1 to
P.P. attribute (no minimum).
5.
Saving T hrow Bonuses :
+4 to save vs magic, +2 to save
vs psionic attacks and possession, +4 to save vs poison and dis
ease, and +4 to save vs Horror Factor.
6.
Enhanced Healing:
The Juicer regenerates I D4 x I 0
M.D.C. per hour, plus can regrow severed limbs and lost organs.
+30% to save versus coma/death.
impervious to pain.
7. G rafted Armor:
Another symbiote linked to the Maxi-In
ducer grows over the character like a living shell, providing him
with grafted armor. This armor is alive and has 1 20 M.D.C. and
regenerates damage at the rate of I D4x 1 0 M.D.C. per hour!
If the M.D.C. of the symbiote is reduced to zero, it disap
pears, its "roots" retreating into the body of the Maxi-Killer.
Until it can regenerate 50 M.D.C . , the Juicer cannot regenerate
damage and suffers 3D6 M D . per hour as the symbiote feeds on
his body to restore itself; every point the wearer suffers goes
into the Maxi-Inducer symbiote. The severely injured symbiote'S
normal regenerative powers don't work until a minimum of 5 0
M.D.C. i s restored, at which point both symbiote and its host
body can regenerate normally. Armor reduced to zero will grow
back completely 1 0 hours after hitting the 50 M.D.C. mark.
Note:
If the Maxi-Ki ller dies before the creature gets its 5 0
points, they both die !
The armor can also grow one forearm blade for each level of
the Juicer's experience, up to a maximum of three per arm. Each
sword-like blade is an M.D.C. structure that inflicts 2D6 M.D. A
dozen or so smaller protective spines typically cover the body
armor and adds to its alien appearance.
8.
Other B io-Wiza rd I m p lants:
If the character shows great
loyalty and combat prowess (or is created specifically for a life
in the arena), one or two additional Bio- Wizard implants or ap
pendages may be granted (rarely before third level). Of course,
player characters who have escaped Atlantis will not get any
such "rewards."
9.
Penalties:
In addition to the usual anxieties, insomnia,
restlessness, impatience, etc . , of all Juicers, death remains inevi
table and untimely . Recipients of the Bio-Wizard Juicer conver
sion face burning out after a number of years. The shortened life
span of these creatures is figured by taking their average life
span, dividing it by 20, and adding 4D6 months to that number;
that is how long the new "Juicer" has to live. Example: Splu
gorth High Lords (see
Rifts® World Book Two : Atlantis
) have
a life span of 1 200 years; an enhanced High Lord would live 60
years plus 4D6 months after undergoing the process: a long time
for humans, but a fraction of the normal lifetime for such a crea
ture . The average human or Ogre lasts four years +4D6 months,
True Atlanteans 25 years +4D6 months, and so on.
54
10. Possible Insanity:
Maxi-Killers are not as traumatized as
other Splugorth slaves, having been raised and conditioned to
accept their lot in life. However, a significant percentage of
these Bio-Juicers have some mental problems. Roll once on the
following insanity table. Furthermore, roll every time a new bio
wizard enhancement is acquired.
Maxi-Killer Insanity Table:
0 1 -60 No insanity
6 1 -75 Obsessed with fighting and competition: loves it.
76-78 Obsession: Fighting; hates it and tries to avoid it.
79-84 Obsession: Danger - loves it; takes needless risks.
85-90 Tattoos: Not exactly a phobia but a slight fear and para
noia about them and those who have them - cannot stand to
get any and distrust those who have even one; very suspicious
of Tattooed Men.
9 1 -95 Phobia: Splugorth
96-00 Phobia: High Lords
1 1. Racial Limitations:
Among the species that can benefit
from this augmentation are humans, True Atlanteans (but not
Tattooed Men; must have less than six magic tattoos), Kittani,
Kydians, Wolfen, Elves, Dwarves, S imvan, Hawrk-duhk,
Hawrk-ka, Hawrk-ohl, and a variety of human-like D-Bees.
Splugorth High Lords (not Conservators, because they have al
ready been augmented via bio-wizardry) can also receive this
treatment, but rarely do so. Shapeshifters, major or master psy
chics, practitioners of magic, creatures of magic and supernatu
ral beings cannot undergo this treatment.
The Splugorth Bio-Wizard Juicer
Attribute Requirements:
None.
O.C.C. Skills:
Radio: Basic (+5 %)
Language: Dragonese/Elf and American (98%)
Intelligence (+ 1 0%)
Tracking (+ 0%)
Land Navigation (+ 1 0%)
Wilderness Survival (+ 1 0%)
Climbing (+ 1 0%)
Swimming (+5 %)
W.P. Energy Rifle
W.P. Sword
W.P. (two weapons of choice)
Hand to Hand: Martial Arts or Assassin
D.C.C. Related Skills:
Select four other skills, plus select one
additional skill at levels four, eight, and twelve. All new skills
start at level one proficiency.
Communications: Any (+5 %)
Domestic: Any
Electrical: Basic Electronics only.
Espionage: Any (+5 %)
Mechanical : Automotive only.
Medical: First Aid only.
Military: Any (+ 1 0%)
Physical: Any (+5 %)
Pilot: Any except robot and power armor skills (+5 %)
Pilot Related: Any
Rogue: Any (+2%)
Science: Math skills only (+ 0%)
Technical: Any, except computer (+5%).
W.P. : Any
Wilderness: Any (+5%)
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