will use the Juicer experience table from then on (which means
they will progress more slowly in experience, but often start
higher as a Juicer).
Note that they do not get any of the O.c.c. skills and bonuses
of the Juicer character class; instead, keep using the skills of the
Wannabe O.c.c., improving normally per additional level. New
skills gained at higher levels can be chosen from either O.C.C.;
when selecting skills at higher levels, use the most favorable bo
nuses and selections.
Example:
The character Joey Blood started out play as a first
level Juicer Wannabe. After several adventures (during which he
rose to the fifth level of experience), Joey earned enough money
to undergo the Juicer conversion. All his skills remain the same,
and Joey does not get any new skills; he does, however, get all
the physical bonuses of Juicer conversion and starts his Juicer as
a 5th level character. A few game months later, Joey rises to the
sixth level, using the Juicer O.C.C. experience point table. At
sixth level, Joey gets to select a new skill. Before, when he was a
Wannabe, he could not select any skills from the Espionage
category, but now he ' s a Juicer, with access to military knowl
edge and training he did not have before, so he can now select
escape artist (or any one available espionage skill), which starts
at first level, but gets the Juicer' s +5 % bonus.
O.c.c. Skills:
Body Building
Boxing
Two Languages of Choice (+ 1 0%)
Streetwise (+ 1 0%)
Juicer Lore (+ 1 0%)
General Athletics
Running
W.P. Knife
W.P. : One of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts (or as
sassin if an evil alignment) at the cost of one "other" skill.
O.C.c. Related Skills:
Select eight other skills, but at least two
must be selected from the Rogue category and two from the
Physical category. Plus select two additional skills at level
three, and one at levels six, nine and twelve. All new skills
start at level one proficiency.
Note:
If the character becomes
a Juicer during play, these new skills can be selected from the
Juicer O.c.c. related skills, with the appropriate bonuses and
limitations. Remember, only approximately 35% of all
Wannabes become Juicers.
Communications: Any (+5 %)
Domestic: Any
Electrical: Basic only.
Espionage: None
Mechanical: Automotive only.
Medical: First aid only.
Military: None
Physical: Any
Pilot: Any (+5%), except robot and military vehicles.
Pilot Related: Any
Rogue: Any (+6%)
Science: Math skills only.
Technical: Any (+ 1 0%)
W.P. : Any
Wilderness: None
61
Secondary Skills :
The character also gets to select four Sec
ondary Skills from the Secondary Skills list
(Rifts® Ulti
m ate Edition,
page 3 00) at level one, and two more at
leve ls three, six, nine and twelve. These are additional ar
eas of know ledge that do not get the benefit of the bonuses
listed in parentheses . All Secondary Skills start at the base
ski
I I I
eve
I .
Standard Equipment:
Two sets o f gang colors (jackets, ban
dannas or other identifying marks), a fashionable wardrobe,
located in a tiny apartment in the worst part of town, a knife,
a handgun, energy pistol and two E-Clips, PDD player and
recorder, a motorcycle (no hover bikes or heavy combat
bikes), mega-damage suit of body armor (preferably Juicer
style armor), Juicer style goggles, and fake drug harness (op
tional).
Money:
5D6x l OO credits and 2D4x 1 000 credits in drugs or sal
able Black Market items.
Cybernetics:
None; prefers to rely on their training and (occa
sionally) on designer drugs.
Designer Drugs
By Kevin Siembieda and c.J. Carella
These are the chemical stimulants used by Juicer Wannabes,
City Rats, criminals and street toughs in an effort to be faster,
stronger and more dangerous. Most of these drugs were first de
veloped in the New German Republic (or at least "rediscovered"
there; some were first created in pre-Rifts times), and have been
imported to North America by the Black Market, at higher prices
(20% higher than the average NGR street value).
Boing-go
A powerful stimulant that is roughly equal to drinking five
pots of coffee and taking a hit of speed.
Duration:
24+2D6 hours per dose.
Bonuses:
The user will not feel fatigued or the least bit sleepy
and is + 1 to initiative. The character is alert, energetic and
will not (cannot) sleep for 24+2D6 hours. This means his
level of productivity could be increased by three to four times
when the character works for a full 24 hours.
Penalties:
Hyper, fidgety and easily bored. Even if the character
gets done with his work early and/or feels a need to sleep, he
will be unable to do so until boing-go wears off. When the
user finally comes off the high he will feel exhausted and
need 1 0 hours of sleep. If forced to function without sleep,
the character will be in a daze: all combat bonuses, melee at
tacks, speed and skill proficiencies are reduced by half!
Level of Addictiveness:
High.
Prolonged use of boing-go (one or more times a week for
over a month) or frequent use (three or more times in a single
week) will lead to addiction, with the following penalties: inabil
ity to sleep, annoying hyper-activity and fidgeting, difficulty
concentrating (reduce skills by 5%), and dramatic weight loss
despite the fact the user has a voracious appetite (loses 5
pounds/2.3 kg per week).
After a few months, the boing-go junkie will have a thin, frail
appearance with dark bags around his eyes, and a sickly pale
complexion. After the fourth month, the character will collapse
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