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.