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Mer-Juicer O.C.C.

By: Da Harlequin (devenyi@bellatlantic.net)


With all their constant trading with other civilizations, Tritonia was bound to discover M.O.M. technology. They immediately took an intense fascination with it, especially in Juicers. The most notable scientist in the field was a Dr. Logan Schultz, whose creation, the Mer-Juicer, is his most successful brainchild.

The Mer-Juicer is an amazing combination of the Juicer conversion and the combining of special chemicals and amphibian genes to produce an incredible underwater operative. The patients who underwent the conversion could hold their breath for extended periods of time, survive under water pressure twenty times greater than the average human, and exhibited nearly superhuman strength, speed, and agility; even more so underwater than on dry land.

The release of the Mer-Juicer was a big hit in Tritonia. Despite the shortened lifetime, hundreds of young Tritonian soldiers volunteered to undergo conversion. The Mer-Juicer is almost exclusive to Tritonia, but a few coastal cities MAY have a doctor skilled in the conversion (GM's discretion).

These Juicers are usually discernible as they tend to dress much differently from other Juicers. The traditional mohawk of the land-going Juicer has changed to a nearly bald head with a long rattail of hair down the back (wild hair tends to block vision underwater). They are also much stronger and faster underwater, and their armor is usually tougher due to the lack of oxygen apparatus. Physiologically, the have gills behind their ears and their fingers and toes are webbed to help them better move around in their "natural" environment: the sea.

Mer-Juicer O.C.C.

Attribute Requirements: None, just a willingness to undergo the Mer-Juicer conversion. Loyalty to Tritonia is also a key factor.
Alignment: Any
O.C.C. Abilities and Bonuses:

  1. Super Endurance: +4D6x10 to S.D.C., 5D6 to hit points, and 1D6 to P.E. Fatigues at only 1/10 the normal rate and can go up to four days without sleep; normally needs only three hours of sleep a day.
  2. Super Strength: +2D4 to P.S.; minimum of 18 (if lower, adjust up to 18). When underwater, add 10 to P.S. and it is considered supernatural. Note that the character's body is not supernatural and the character will need some kind of hand covering when punching mega-damage creatures and objects (NOTE: The standard Mer-Juicer armor does have metal coverings for the hand, allowing them to use their supernatural strength to full advantage).
  3. Super Speed: +1D4 x 10 to speed when on dry land. When underwater, add an additional 2D6x10 to the character's swimming speed! Can leap 20' across and 10' up (half without a running start).
  4. Super Reflexes and Reaction Time: +4 initiative, +4 roll with punch, +2 strike, +2 parry, +2 dodge, +4 pull punch, gets an automatic parry and dodge against all attacks, and gets one additional attack per melee on land (two underwater). +2D6 to P.P.; minimum of 22 (if lower, adjust up to 22).
  5. Maximum Depth Tolerance: Up to 1/2 mile (2640 feet) or 1 mile using the optional breathing apparatus.
  6. Holding Breath: Can hold breath for 5D6 x 3 minutes plus the character's P.E. number without needing to resurface; similar to dolphins and whales. Using an oxygen tank or other similar breathing apparatus triples the current amount (so the average 90 minute tank would be 270 minutes for Mer- Juicers; about 4 and a half hours).
  7. Enhanced Healing and Saving Throw Bonuses: Same as normal Juicers.
  8. Low Life Span: Will die after five years plus 4D6 months after conversion

O.C.C. Skills:

Speaks native language at 98%
Select one additional language of choice (+15%)
Radio: Basic (+10%)
Swimming (+30%)
S.C.U.B.A. (+30%)
Undersea and Sea Survival (+20%)
Undersea Demolitions (+14%)
Underwater Navigation (+10%)
Read Sensory Equipment (+10%)
General Athletics
Intelligence (+12%)
Pilot: Water craft (two of choice, usually fast; +15%)
W.P. Energy Rifle
W.P. Energy Pistol
W.P. One of choice
Hand to Hand Expert (can be changed to Martial Arts/Assassin for one "other" skill)

O.C.C. Related Skills: Select seven other skills. Can select one additional skill at levels 3, 6, 9, 12, and 15. All new skills start at level one proficiency.

Communications: Any
Domestic: Any (+10% to fishing)
Electrical: Basic only
Espionage: Any (+10% to all except wilderness survival)
Mechanical: Basic only
Medical: Sea Holistic Medicine only (+10%; counts as two skills)
Military: Any (+5%)
Physical: Any
Pilot: Any (+10% to water craft; +5% to everything else)
Pilot Related: Any
Rogue: Any except computer hacking
Science: Math only
Technical: Any
W.P.: Any
Wilderness: Any underwater skills (+10%)

Secondary Skills: The character gets to pick four more skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skill are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Gets a suit of T-81 Mer-Juicer body armor (described below), an M-80 "Stormbringer" (their high strength makes these easy to wield) with 1D4 extra E-clips and six mini-missiles, BG-15 laser pistol with 1D4 extra E-clips, vibro-knife, survival knife, waterproof backpack, 1D4+1 waterproof sacks, flashlight, two other weapons of choice, and some personal items.

T-81 Mer-Juicer Body Armour

This is a green-and-black armor that provides good protection and offers excellent mobility. It has attachments to hold a three-hour air tank, allowing them to stay underwater for almost nine hours (3x normal capacity)!

M.D.C.: 100
Excellent Mobility: -8% to prowl. Those with strengths lower than 18 are -25% and speed is reduced by 10%. Those with strengths of 12 or lower cannot even move while wearing this!
Weight: 26 pounds (but much lighter underwater)
Market Cost: Not available. Can be repaired as per normal armor but costs 10% more (a little rarer than most).

Average Pay: 4000 credits/month; starts with one month's pay.
Cost of Conversion: Not usually available, but when it is, it costs the same as the Hyperion Juicer conversion but is only really available at coastal areas and waterfronts.

Experience Table:

1. 0,000 - 2,250
2. 2,251 - 4,500
3. 4,501 - 9,000
4. 9,001 - 18,000
5. 18,001 - 26,500
6. 26,501 - 36,000
7. 36,001 - 52,000
8. 52,001 - 75,000
9. 75,001 - 100,000
10. 100,001 - 140,000
11. 140,001 - 200,000
12. 200,001 - 260,000
13. 260,001 - 320,000
14. 320,001 - 400,000
15. 400,001 - 500,000

 

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