Crazy-J O.C.C.

Created by Brett Hegr
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A combination of Juicertm and M.O.M. technology with the amazing power to project their hallucinations!


O.C.C. Abilities and Bonuses:

1. Super Endurance: Add 4d6x10+200 S.D.C.tm (if a M.D.tm being increase the base M.D.C.tm by +4d6+20% instead), add 1d4x10 hit points, and add 3d4 to the P.E. attribute. The character fatigues at one tenth the rate of a normal human. Only three hours of sleep are required a day, and the character can push himself to stay awake for an entire week.

2. Increased Strength: Add 3d4 to the P.S. attribute (minimum of 22), plus the character can lift and carry five times more than a normal human. If the P.S. attribute goes beyond 35 (bonuses included), drop the P.S. down to 20+2d4 (no bonuses may be added to this) and consider it supernatural.

3. Increased Speed: Add 1d4x10+20 to the Spd. attribute. The character can leap 30ft across and 20ft high with a running start (half those values from a standing position).

4. Superior Reflexes: Add 2d4 to the P.P. attribute (minimum of 22), add +6 to roll with punch, fall, or impact, add +4 on initiative, has an automatic dodge (just like the Juicertm), and add +2 attacks per melee.

5. Superior Senses: Vision, touch, smell, and the other senses are boosted to extraordinary levels. Same bonuses and powers as the Crazy O.C.C. (see power #4). The character also sees 20% more colors than a normal human (a bit into the IR and UV ranges), and also has the ability to see fine cracks, patterns, deformations, etc. in surfaces with close inspection (the character can "zoom in" on things he sees). Add +10% to the skills of Detect Ambush, Detect Concealment, Tracking, and any skill used to see through a fake (so add this bonus when using Forgery to recognize a false document, but not to create one). Add +3 to perception and a +1 on aimed shots with projectile weapons. Also add a +10% to the Prowl skill, but if it is not selected the character gets it automatically at the base proficiency.

6. Save Throw Bonuses: +4 vs psionics, +8 vs mind control (all kinds), +10 vs all poisons, toxins, and other drugs, +4 vs possession, +12 to save vs pain, and +1 vs magic.

7. Regeneration: The character possesses both the Juicer'stm internal IRMSS and the Crazy's self-healing powers. Combined, they allow the character to regain 2d4 S.D.C.tm per hour normally, close wounds and restrict blood loss within three minutes, and even set broken bones and recover from concussions with only six hours time. A trance state can be entered where the regeneration rate can be tripled and the time to recover from various injuries is reduced to half of the Crazy J's extraordinary recovery time. The character is nearly immune to pain and can function up to -10 hit points. Going this low (or even lower) automatically triggers the trance state, and the character will remain in this state until he has at least one hit point. The trance state also has the benefit of oxygen conservation - half as much oxygen is required for the body to function. Lastly, add +25% vs coma/death.

8. P.P.E.tm: A side effect of the Crazy J conversion is the unnatural amount of this energy. Roll 4d6+10.

9. Psionic Powers: Select any three powers from one of the minor psionic categories. The character saves as a major psionic.

10. Hallucination Projection: This is the most amazing and least understood of the Crazy J's multitude of powers and abilities. It is on par with a super psionic power, but no natural psychic has yet managed to manifest it. When Crazy J's enter combat, their M.O.M. enhanced brains begin to produce a psychic energy field that distorts the perception of reality of anyone in the area. This ability does not take effect until combat is entered - and even the Crazy J that produces the mind-altering energy field is affected by it.

Anyone inside the field, including other Crazy J's and the creator, is affected by it. While the Crazy J is in combat all those in the field will suffer from auditory, visual, and kinesthetic hallucinations that reflect the mental condition of the Crazy J involved regardless of psionic resistance. Do not roll any save throws - to fight a Crazy J in hand to hand combat will require a trip through his mind. Anyone who is immune to psionic influence is also immune to this and all its effects.

Victims lose all bonuses to initiative, lose two attacks per melee, and suffer a -1 on combat rolls (strike, parry, roll, etc.) for each insanity the Crazy J possesses. If two or more Crazy J's are in combat, do not add the penalties. Use only the largest one. All Crazy J's and those with a Mind Block (or something similar) will only suffer half penalties (but still drop any initiative bonuses).

An interesting aspect of the hallucination field is that its appearance is a product of the minds of all Crazy J's in the combat zone. Three Crazy J's fighting four cloned agents would produce hallucinatory effects that reflected all three's insanities combined - schizophrenia, numbness, coldness, tracers, phantom faces, etc. Whatever the insanities are, they begin to affect those who still have their sanity.

After fighting for more than a minute in combat with a Crazy J, all combatants without insanities must roll a save vs insanity. Failure means the victim picks up one of the insanities that the Crazy J has for a short time (1d4+3 days). During that time, victims are immune to any more influence from a Crazy J. Once the acquired insanity fades, the victim can again be afflicted if he fights the Crazy J again.

The field is such that it affects only those taking aggressive action at or near a Crazy J who is also taking aggressive action. No hallucinations are produced during non-combat situations. Anyone within 10ft of the Crazy J will run a risk of getting affected. The field automatically drains 2 I.S.P.tm per melee from the character - a lack of I.S.P.tm means the field is temporarily inoperative.

11. I.S.P.tm: Take the M.E. attribute and add 1d4x10. Add another 2d4 for each additional level of experience.

12. Insanity: Same as the Crazy (see #9).

13. Certain Death: If the character is lucky enough to survive his insanity, he will eventually die. The healing ability of the Crazy J is enough to offset the increased stress on the body, plus add a bit more lifetime than the average Juicertm. The character has a limited life span of 6 years +3d4 months from the date of conversion.

14. Return to Humanity: This process is difficult during the first year (47% failure rate), nearly impossible during the second (86% failure rate), and impossible after the third year (100% failure rate). If the implant removal process succeeds, the character has a long battle against addiction to the chemicals. GMs should decide on how they want to work this. I'd suggest frequent willpower rolls to resist the desire for any and all forms of drugs. Multiple failures will result in the inescapable desire to regain Crazy J status, or at least become a Juicertm, Crazy, borg, or some other form of enhancement. Submitting to another enhancement process after giving up one brings a -25% penalty to the success rate.

15. Costs: The conversion process costs about 200,000 credits, while undoing it requires 250,000 for a first year Crazy J, but 350,000 for a second year one! Medical treatment for a failed chemical and M.O.M. removal usually runs 5000 to 8000 credits a day until the patient recovers. A drug resupply is necessary every six months and costs only 10,000 credits (the M.O.M. enhancements make the body use less chemicals).


Attribute Requirements: None.
Alignment: Any.
Experience Point Table: Use the Techno-Wizard table on page 17 of the Rifts® RPG. First level is 0 - 2300 experience points if you don't have the book and need to use a comparable table.
O.C.C. Skills:
Same as the Juicer
O.C.C. Related Skills:
Same as the Juicer
Secondary Skills: Select four secondary skills but do not apply any bonus other than an I.Q. bonus.
Standard Equipment: Three sets of fatigues, utility belt, tools to match skills, rappelling gear, hand-held military field radio, casual wear clothing, a sleeping bag, personal items, and other common possessions.
Weapons and Armor: Choose four weapons to match the W.P.s the character has. Projectile weapons have enough ammo for three full clips or loads (or whatever). Also select one suit of light or moderate body armor.
Money: The character begins with 1d4x1000 in credit and 2d4x1000 in black market items.
Cybernetics and Bionics: Very, very, very uncommon. Some ex- Crazy J's will turn to these to stay alive as a super human. A maximum of one bionic limb or any three implants can be selected without interfering with the chemicals and brain augmentation already present.