Chimera Games - Rifts Division

Neo-Juicer O.C.C. v2

By: Mike Owens

Seeing the rise in evil supernatural beings and D-Bees on Earth, as well as throughout the known Megaverse, a new process in genetic enhancement has been created by a new corporation known as Ardinmore Industries. Not much is known of this new organization and only a few items created by them has seen the open market. This process involves bombarding the subject’s DNA code with various genetic and chemical compounds. The result was far beyond anything the scientists at A.I. were hoping for, a superhuman soldier more powerful than Earth has ever seen. These super-soldiers were dubbed "Neo-Juicers", whoever decided on the name must possess some familiarity with Earth, but whoever it they are is still a mystery. Currently there is only one known place on Rifts-Earth to undergo this process, the city of New Utopia, rumored to be located somewhere in the heart of the Magic Zone.

The entire augmentation process takes about 1d4 weeks.

Bonuses:

  • Add 1d4x50 SDC & 1d4x5 HP (if already an MDC being simply add 1d4x55 to existing MDC).
  • Change all SDC & HP to MDC, point for point.
  • Decrease racial lifespan by 50%.
  • Increase PS by 4d6; PP by 3d4; PE by 3d6; Spd by 3d4x10; +2 to attacks; +8 vs. toxins, poisons, and gasses; +6 vs. psionics; +6 vs. all types of mind control; +4 to strike, parry, & dodge; +6 to roll; +6 to initiative; gets auto parry/dodge; +30% vs. coma/death; can leap 40’ across w/ running start and 30’ high w/ running start; Neo-Juicers are immune to the effects of pain and torture, and can continue function normally in combat even after being to only 5 hit points.
  • Increase height by 25% and weight by 50% (all muscle).
  • PS is considered supernatural.
  • Keep all previous PPE & ISP from before process, as well as all psionics and/or magical abilities.
  • All psionics and magic are unaffected by the process and characters will gain new spells or abilities as per their original O.C.C. or R.C.C.


35% of all Neo-Juicers has genetic anomalies.

  • 01-20: 1 incurable insanity
  • 21-40: 2 insanities (twice as hard to treat)
  • 41-70: 1 random mutation (p. 109, Heroes Unlimited)
  • 71-99: 2 random mutations (p. 109, Heroes Unlimited)
  • 00: 1 incurable insanity and 1 random Alter Physical Structure from Heroes Unlimited.
  • Regenerates 10 MDC per melee round (will regenerate limbs and organs, but not the head.)
  • Cannot receive bionics or cybernetics, body will expel them in 2d4 minutes after implantation.


O.C.C. Skills:
Radio: Basic (+10%)
Wilderness Survival (+5%)
Land Navigation (+5%)
Pilot (two of choice) (+10%) Language (three of choice) (+10%)
WP E-Pistol
WP E-Rifle
WP (two of choice)
Hand to Hand: Martial Arts (or Assassin if an evil alignment)

O.C.C. Related Skills:
Select 7 other skills. Plus two skills at level 3, one more at level 6, 9, and 12. All new skills start at level one proficiency.

Communications: any
Domestic: any
Electrical: Basic only
Espionage: Intelligence, escape artist, detect ambush, and detect concealment only. (+5%)
Mechanical: Automotive only.
Medical: First Aid or Paramedic only (paramedic costs two skills)
Military: any (+10%)
Physical: any (+10% where applicable)
Pilot: any (+10%)
Pilot Related: any (+5%)
Rogue: any (+15% to Prowl)
Science: Basic Math only
Technical: any
WP: any
Wilderness: any

Secondary Skills:
Select 6 secondary skills from above list, these skills do not get the bonuses listed above.

This OCC is available to all races, even MDC and the supernatural (except undead for obvious reasons) can partake in this process.

Any supernatural creature with shape-changing abilities will lose these abilities, so pick a form before beginning the process. Also, this process is irreversible. There is no going back once the process is completed.

This process is very expensive, 1 million credits for a normal subject and 3 million for an MDC or supernatural subject. The process is available to just about anyone willing to pay the cost.

GM’s Note: Unknown to the subjects or their employers, A.I. installs a type of genetic ‘bomb’ in all Neo-Juicers they create. If any Neo-Juicer takes hostile action towards Ardinmore or the city of New Utopia, the ’bomb’ will activate and destroy the Neo-Juicer at the cellular level in 2d6 minutes. This painful safeguard results in the Neo-Juicer liquefying from the inside out, leaving nothing but a puddle and some slimy equipment. This process cannot be regenerated or reversed and no genetic material is salvageable. This ’bomb’ also prevents any attempts to clone Neo-Juicers, any attempt will result in triggering the ‘bomb’ and destroying the clone in only 1 melee round!

GM’s Note 2: This is a very powerful OCC. If you have trouble controlling super-PC’s or your PC’s tend to be extremely imaginative, take great care in allowing this OCC. Things can get pretty hairy when you’ve got a really creative PC, then give him the strength to take out armies and you’ve got a problem.


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