Showing posts with label #JuicerUprising. Show all posts
Showing posts with label #JuicerUprising. Show all posts

Wednesday, November 2, 2016

Savage Rifts - Dragon Juicer


Here's a QUICK (Not that quick) conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Techno Wizard creation the Dragon Juicer. (This is one took a lot of conversion. I think I balanced the benefits to the penalties, and it's the ONLY Juicer that can regain Burn, albeit it's expensive.)

The Dragon Juicer (Techno-Wizard Juicer)
Dragon Juicers or Blood Drinker Juicers, are created using Dragon’s Blood and the Juicer Cocktail. Similar to the Mega Juicer

The Burn
Standard. However, if a dragon Juicer can get his hands on a gallon of ancient Dragon Blood which has been treated by an alchemist, drinking it will restore 1d4 points of burn. Process takes 1d6 months, and costs 3d6x100,000 credits.

Supernatural Endurance: Dragon Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks. Dragon Juicers gain the Hard to Kill Edge and a +2 bonus to soak rolls.

„Supernatural Reflexes: Dragon Juicers begin with +2 Agility die type, with no Trait maximum.

Supernatural Speed: Standard

Supernatural Strength: Dragon Juicers begin with +2 Strength die types, with no Trait
maximum. They also begin with the Brawny Edge and are considered to have Supernatural Strength.

Supernatural Dragon Senses: Dragon Juicers have farsight, darksight and detect arcana with a +2 to all notice checks.

Enhanced Healing Dragon Juicers regenerate exceptionally fast. Once every 4 rounds he can make a Vigor roll to heal damage he has sustained. Unlike Fast Regeneration the Dragon Juicer can not regenerate after death, and gain no bonuses to recover from being Shaken.

Inherently Magical: Dragon Juicers have an innate store of PPE, but may not learn magic. Dragon Juicers have natural pool of 10 PPE.

Enemies: Dragon Juicers are actively hunted down by the Coalition, which has active bounties on them. Most dragons, but not all, view the Dragon Juicer as an abomination to be destroyed.

Standard Complications PLUS:
Dependency (Dragon Blood): Dragon Juicers have a dependency on Dragon Blood. The TW Juicer rig can distribute the blood daily. Every six months however the Dragon Juicer must renew that source of Dragon Blood.

Cybernetic Rejection:  The Dragon Juicer can not take cybernetics at any point. Just as a Dragon, their bodies reject such foreign implants.

Unstable Psyche
The blood of dragons causes some detrimental effects upon the Dragon Juicer’s mind. Roll a d20
1-6     Paranoia and Phobia of Dragons. Phobia (major hindrance)
7-12    Hatred of Dragons and Supernatural beings.
13-18    Delusion. Dragon Juicer thinks he’s a Dragon.
19-20     Dragon Vampire - Blood Drinker, the Dragon Juicer actively seeks to consume the blood of dragons as a Psi-Stalker. Make a Vigor roll, on a raise the Dragon Juicer regains 1 point of burn. Roll on the Crazy Insanity table, as the Blood Drinker is even more mentally unstable than the standard Juicer.

Blood of Dragons: The Dragon Juicer has a weakness to any weapon, or power that causes extra damage to Dragons. The Dragon Juicer is considered a dragon for those purposes.


NEW REGENERATION RULE
Created out of a need for something between slow and fast.
Regeneration Once every 4 rounds a wounded creature can make a Vigor roll to heal damage it has sustained. Quick regeneration does not work after death. Quick regeneration does not provide a bonus to recover from Shaken.

Tuesday, November 1, 2016

Savage Rifts - Delphi Juicer

Here's a QUICK conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Delphi Juicer. (This is one took more thought, and I'm not sure if I'm entirely satisfied yet.)

 [Edited after re-reading the Mind Melter, edited to drop Delphi Juicer to major psychic.]

The Delphi Juicer
Delphi Juicers are Juicer with Psychic powers. .

The Burn
Delphi Juicers burn out in a different manner than normal juicers. Psychic Overload. When a Delphi Juicers burn reaches 2, they go into Psychic Runaway. Whenever a 1 is rolled on any die, a random psychic power is triggered.    

Super Endurance: Standard

Super Reflexes: Standard

Super Speed: Standard

Super Strength: Delphi Juicers begin with +1 Strength die types, with no Trait
maximum.
       
Enhanced Healing: Standard

Major Psionic: Delphi Juicers are Major Psychics with 20 ISP. They gain the Arcane Background (Psychic),  Clairvoyance and two powers chosen from the Mind Melter list. The Delphi Juicer also gains the Major Edges, (refer to Mind Melter), and a d6 Psionics skill. The Delphi Juicer may not gain the Master Psychic edge due to the Juicer cocktail flowing in his veins.

Standard Complications: PLUS:
Psychic Amplification System Helmet: Delphi Juicers are wired to their PAS Helmets. A Delphi Juicer which has had the Helmet forcibly removed (By a called shot to the head causing a wound), will become mentally Fatigued and lose all access to his Psychic abilities.. (Does not affect normal fatigue), until a new PAS Helmet can be acquired and linked. The PAS Helmet provides +6 Armor to the Head, has built in Low-light, infrared and thermal vision. A new PAS helmet costs 100,000+ credits, and requires linking, by a Knowledge (Cybernetics) roll at -2. The helmet also grants the Additional Power Points edge.

Psychic Flashes: Delphi Juicers sometimes experience overwhelming psychic flashes. (When a bust is rolled) Whenever this occurs, they must make a Spirit Roll or lash out at the nearest target.  (As determined by Gamemaster).

Racial Restrictions: As Delphi Juicers rely upon ISP to trigger their powers, races which are restricted from ISP can not undergo the Delphi Juicer process.

Cybernetics:  Delphi Juicers suffer double negative effects, each point of strain reduces Burn by 1 and causes a -1 to Psionic skill rollls. 

Monday, October 31, 2016

Savage Rifts - Mega Juicer

Here's a QUICK conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Mega Juicer.


The Mega Juicer
Mega Juicers have been transformed into supernatural beings by triggering their strong stores of Psychic or PPE energies.

The Burn
Mega Juicers burn out in a different manner than normal juicers. Psychic Overload. When a Mega Juicers burn reaches 2, they go into Psychic Overload, The next time the Mega Juicer rolls a bust on any roll, they go into meltdown mode. They begin to literally burn with mega damage fire 2d6 damage in a small burst template around them. When they burnout they will explode for 4d12 Mega Damage in a Medium Burst Template.

Super Endurance: Standard except Mega Juicers are Mega Damage creatures. (This is an exception to the normal, and puts them on the same ground as Dragons - Gamemaster be warned. As an alternate, use the Titan Super Endurance rules)

„Super Reflexes: Standard

Super Speed: Standard

Super Strength: Standard and are considered to have Supernatural Strength.

Enhanced Healing: standard with the Hard to Kill Edge.

Standard Complications except Burn.

Racial Restrictions: As Mega Juicers rely upon ISP or PPE to trigger their powers, races which are restricted from ISP and PPE can not undergo the Mega Juicer process.

Thursday, October 27, 2016

Savage Rifts - Titan Juicer

Here's a QUICK conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Titan Juicer.

The Titan Juicer
Titan Juicers are the strongest of Standard Juicers.

The Burn
Titan Juicers burn out much faster. Titan Juicers must begin with Burn 8 with a d12 roll for the session burn roll, however, burn rolls are still rolled with a d10.

Super Endurance: Titan Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks. Titans Hard to Kill Edge and a +2 bonus to soak rolls.

„Super Reflexes: Titan Juicers begin with +1 Agility die type, with no Trait maximum.

Super Speed: Titan Juicers are faster than their bulk indicates. They have the Fleet-Footed Edge (d10 running die).

Super Strength: Titan Juicers begin with +3 Strength die types, with no Trait
maximum. They also begin with the Brawny Edge and are considered to have Supernatural Strength.

Enormous: Titan Juicers are massive 8 feet in height and upwards of 700 pounds in mass. They are Size 3 (and +3 Toughness).


Standard Complications PLUS:
Massive Build: The species has a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. 

This should be fairly balanced with the Standard Juicer. Let me know what you think.

Wednesday, October 26, 2016

Savage Rifts - Phaeton Juicer

Here's a QUICK conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book.  (The standard rules apply except as follows)

This is the Quick Conversion for the Phaeton Juicer

The Phaeton Juicer
Phaeton Juicers were developed as combat pilots, designed to withstand G forces that would kill a normal human.

The Burn
Phaeton Juicers use the standard burn rules.

Super Endurance: Phaeton Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.

„Super Reflexes: Phaeton Juicers begin with +3 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick.

Super Speed: Phaeton Juicers are quick, doubling their base Pace.

Super Strength: Phaeton Juicers begin with +1 Strength die types, with no Trait
maximum.

Push the Envelope: Phaeton are physically and mentally conditioned to pilot. Gain the Combat Ace edge.

Standard Complications

(Conversion - Dropped +1 Strength die to +1 Agility die, Dropped Fleet of foot to gain Combat Ace)