to P.E. Minimum P.S. is 1 7, if lower raise it to 1 7 . The char
acter can lift twice as much as a normal person of equivalent
strength and endurance, and can last 4 times longer before
feeling the effects of exhaustion. Thus, he can remain alert
and operate at full efficiency for up to three days (72 hours)
without sleep. Typically needs only five hours of sleep a day.
Penalties:
Every two weeks after the steroid treatment is com
pleted (one pill a week thereafter), the character has to save
versus lethal poison. If the save failed, roll on the following
table:
01-40 % : Lucked out:
No consequences other than a feel
ing of sleeplessness for I D6 days (finds it hard to sleep even
a few hours a day). The character will be tired and is -1 to all
combat actions and -5% to all skills during that period.
4 1 -70%: Over-stressed: If the character performs any feat
of strength or combat action during the following month, he
will injure himself by over-stressing his body. This can result
in tom muscle tissue, broken bones or other severe conse
quences of applying more strength than one's body can take.
When attempting the strength feat, the character will automati
cally take 1 D6 plus his P. S . bonus points of damage, directly
to Hit
Furthermore, consult the Pain Penalties table in
the Rifts® Game Master Guide, page 36, for an appropriate
set of penalties (G .M. ' s choice) ! Effects will last 1 -4 weeks.
The occurrence will happen only once during that month .
71-90 % : Chronic Stress:
As above, but will happen I D6
times over that month. The character is literally ripping his
own body apart by pushing it beyond its limits.
91-00 % : Heart Attack:
The character suffers a heart at
tack by overexerting himself. This will occur at some point
that month, when the character is in combat, running, lifting a
heavy object, or performing similar strenuous activities. The
character' s hit points are reduced to zero, and he must make a
save versus coma and death (add +30% to the Recovery Ratio
in the Rifts RPG). If taken to a hospital, the character has a
1 00% chance of survival. If he survives, the character will re
quire 1 D4+ I weeks of recovery at a hospital or clinic and
may begin to lose the bonuses from "mega" unless he contin
ues to secretly take it in the hospital.
New Skills
Communications
Communications: Performance
Espionage
Espionage: Interrogation Techniques
Medical
Medical: Juicer Technology
Physical
Physical : Deadball
Physical:
Football
Physical :Murderthon
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Level of Addictiveness:
Low.
It is fairly easy to kick the habit; not taking Mega for a month
will eliminate all side effects, bonuses, and will clean the char
acter' s body of the drug. However, many people, especially
Juicer Wannabes, come to cherish the feeling of power and
strength the drug provides so much that they often continue to
take it even after suffering heart attacks and dangerous injuries.
Cost Per Dose:
300 to 600 credits.
Rush
Rush is another combination of drugs that heightens the
user' s senses, speed and reflexes.
Duration:
I D6x l O minutes.
Bonuses while under the influence:
Add one additional melee
attack, +3 on initiative, + 1 to strike, +2 to parry and dodge,
+3 to roll with impact, and + 1 0 to speed attribute. General
skill performance is increased by +5 % and + 1 0% on skills re
quiring dexterity and control such as
forgery, lock
picking, piloting, acrobatics, gymnastics, climbing and jug
gling. In addition, the character is keenly aware of his five
senses, particularly smell, taste, hearing and touch.
Penalties:
Bad and good smells are twice as potent, a lot of dif
ferent sounds jangle the nerves and disrupts concentration (-
1 0% on skill performance), and the character tends to be
irritable and cranky.
Level of Addictiveness:
Medium.
Using rush more than four times a week will make the char
acter an addict. Drug dependency makes the character crave the
drug I D4 times daily ! The addict will have all the bonuses listed
while high, but becomes so emotionally dependent on it that he
thinks he is clumsy and incompetent without it. When not high,
the character is minus one melee attack, -3 on initiative, -2 to
strike, -3 to parry and dodge, -3 to roll with impact, - 1 0% on
skill performance, and the speed attribute is reduced by 20%. In
addition, the character' s senses seem (it ' s all psychological)
dulled. Food and drinks taste bland, the hands seem clumsy and
cold, sounds seem muffled and odors smell unusual.
Cost Per Dose:
65 to 1 20 credits.
Alphabetical List of New Skills
by Category
Piloting
Piloting:Flight System Combat
Piloting: Jump Bike Combat
Rogue
Rogue: Gambling (Dirty Tricks)
Rogue: Gambling (Standard)
Technical
Technical: Juicer Lore
Weapon Proficiencies
W.P. Deadball
Communications
Communications: Performance:
This ability is used by actors,
gladiators, pro-wrestlers and politicians to impress and sway
the public. A character with this skill knows how to do things
with flair; if a skill roll is successful, it works like an attempt
to charm or intimidate the audience.
Base Skill:
30% +5 %
per level.
Note:
Obvious lies, inconsistencies and evidence to
the contrary may ruin the effectiveness of the best perform
ance. G.M.s, use your discretion.
Espionage
Espionage: Interrogation Techniques:
This skill is learned by
policemen, intelligence officers, etc. The character knows the
techniques to get information from (typically unwilling) sub
jects. This includes such old methods as "good cop/bad cop"
(one interrogator is threatening and intimidating, the other is
sympathetic and friendly), deceiving and misleading the sub
ject into giving away information, and similar. The character
can also judge if the subject is lying (the Game Master might
assess bonuses or penalties depending on how good a liar the
subject is). This skill also includes some basic knowledge on
methods of torture, from basic tactics like depriving the sub
ject of sleep, to old "medieval" instruments and new, sophis
ticated techniques like sensory deprivation, partial
electrocution, and drugs. Note: Only evil characters will en
gage in torture routinely.
Base Skill:
30% +5 % per level of
experience.
Medical
Medical: Juicer Technology:
This is a medical specialty deal
ing with the Juicer conversion.
Note:
A character needs this
skill and an M.D. in Cybernetics or Medicine to install the
bio-comp and other Juicer implants. This skill allows a doctor
65
to supply the right drugs to a Juicer, recognize Juicer variants,
and diagnose most Juicer side effects and syndromes.
Base
Skill:
40%+5 % per level of experience.
Physical
Physical: Deadball:
This sports skill concentrates on dodging
techniques, reaction speed, and general athletic abilities. A
character with this skill automatically knows the Deadball
Weapon Proficiency (see the new Weapons Proficiencies, be
low) and game rules.
+ 1 on initiative
+ 1 to dodge
+ 1 to roll with fall or impact
+ I D6 to Speed attribute.
+2D4 to S .D.C.
Physical: Juicer Football:
This sports skill teaches the charac
ter the rules of the game, basic tactics and combat elements.
A character with Juicer Football can use this skill for most of
the game ' s maneuvers, including throws and passes.
Base
Skill:
32%+4% per level of experience. This skill is not rec
ommended for ordinary humans.
Blockffackle: Knocks one ' s opponent to the ground
(90% chance if target is smaller than attacker, 60% if the
same weight, 50% if target is up to 50% larger, 20% if 1 00%
larger, no chance if target is over 1 00% larger). The tackled
person loses initiative and one melee attack/action and suffers
I D4 S .D.C. plus P.S. bonus, per each person who tackles
him.
Athletic Bonuses:
+ 1 to roll with punch/fall
+ 1 to P.S.
+1 to P.E.
+ I D4 to Spd
+3D6 to S .D.C.
Physical: Murderthon:
Another sports skill usually reserved
for Juicers. It teaches the character all the basic rules and
combat maneuvers of the game. Plus it offers the following
bonuses:
+ 1 to strike
+ 1 to dodge
+ 1 to roll with punch or fall.
+2D6 to Speed
+2D4 to S.D.C.
Piloting
Piloting: Flight System Combat:
This skill allows the character
to use specialized flight packs like the Icarus Flight System at
full efficiency and take advantage of all possible bonuses.
The sophisticated control systems of the Icarus are as quick to
react as the systems of a suit of power armor. Those without
training do not get the following bonuses and the base skill
level is reduced by half.
Base Skill:
40% plus 5% per level of
experience.
Bonuses:
+ 1 attack/action per melee at levels 1 , 3, 5, 8 and 1 1 .
+2 to dodge when flying.
If the pilot has auto-dodge, he can use it while flying !
Piloting: Jump Bike Combat:
Another elite skill used for such
advanced performance vehicles as the Tarantula Jump Bike.
Base Skill:
45%+5% per level of experience.
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