Gene-Juicer O.C.C.

Created by Brett Hegr
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Yeah, yeah, I got the Juicer Uprisingtm book and it influenced me. Palladium kind of frustrates me sometimes, because super abilities are some of the coolest things in RPGs and they are pretty rare in Rifts®. I love playing superheroes with strange powers that aren't magical or psionic. So, here's my contribution to the Juicertm society. -- Brett


Much of the research on the Gene-Juicer was made at Lone Star City, a haven for mutants and genetic engineering. Due to the Coalition's past of anti-Juicertm sentiments, experimentation with Juicertm technology was strictly forbidden until recently. However, before this change of heart a self-serving doctor named Victor Buchannan had often broken the unspoken rule stating "don't study Juicertm technology". Dr. Buchannan made several important discoveries for the Coalition at Lone Star City but they never brought him much appreciation (or money). With the creation of the variant Juicerstm, he began to investigate the possibilities of combining genetic engineering and Juicertm chemicals. A viable process that could turn mutant animals and normal men into Juicerstm with paranatural abilities could be worth millions to the right buyer. He knew quite well that what he was doing could cause him to lose his position as Assistant Expert of Genetic Studies, but the profit that could be made by the selling of a finalized process was worth the risk.

Within four months he had devised a way to alter the genetic structure of a patient so that it would accept the Juicertm chemicals as "self" and not a foreign substance, while simultaneously causing a change that would provide the patient with powerful (albeit random) abilities that were virtually unknown to normal humans. With the process complete, he copied all his research onto vid-discs and took a vacation to Los Alamo. Once there, he brought his discovery to the attention of the most reputable body-chop-shop. In return for a percentage of the profits, he volunteered to sell the information and to teach the doctors how to use it. Within weeks there were scores of clients signed up for the process. Once its popularity grew, he made an offer to sell the information to any and all individuals or companies who were willing to pay 20 million credits for it. He is now a rich man, and several companies have bought the official documentation for their own purposes. Many more have purchased incomplete/pirated versions and as a result can offer a cheaper, substandard, and more dangerous conversion process. Even the Coalition has the data, after sending an undercover agent to purchase the info (got to keep up to date).

As stated before, some of the chemicals are actually bound to the DNA of the Juicertm. This prevents the need of a drug harness though sensor implants, nano-bots, and the bio-comp are still necessary to maintain peak efficiency. The chemicals do have to be renewed periodically, but only once every 15+1d4 months (around a year and a half). Furthermore, the Gene-Juicer lives about a year longer (on average) than the other Juicertm variants, but detox is also much more difficult because it requires undoing genetic damage. There is a bonus of +6% to give up the drugs during the first two years (not all DNA is altered yet) and a penalty of -6% to give up the drugs after this, since the drugs become an integral part of the biochemistry. It is virtually impossible after year four to survive detox. All of the normal penalties of detox apply, and no super abilities remain from the days as a Gene-Juicer. Currently, the only places where the conversion, drug refill, and detox are Kingsdale, Los Alamos, and a few other of the more prosperous kingdoms and cities in North America. The infrequent body-chop-shop that has the information and isn't located in these areas will either provide substandard service (pirated information) or high prices, maybe even both.

The augmentation procedure typically runs 300,000-400,000 credits, and be more or less depending on avaliability and the quality of the information avaliable during the conversion process. A drug refill normally costs 20%-30% more than a normal dose, as it has to be treated with additional chemicals so the body can use the chemicals. The specially prepared refill is also avaliable only from shops where the data on the Gene-Juicer process is posessed, but is not difficult to perform with the right equipment. Detox is also costly, requiring 100,000 plus 1d4x10,000 credits per year as a Juicertm in order to undo the genetic damage. Avaliability is also limited as previously stated.


O.C.C. Abilities and Bonuses:
  1. Super Endurance: Add 2d6 to the P.E. attribute (minimum of 22). The character becomes an M.D.C.tm being with P.E.x3+10 in M.D.C.tm; add 2d4 M.D.C.tm per level of experience. The character can last five times longer before feeling the effects of exhaustion. He can also remain alert and focused for up to four days without sleep, and only needs four hours of sleep per day.
  2. Super Strength: Add 2d4 to the P.S. attribute (minimum of 22). The strength becomes supernatural in nature (see page 34 of Juicer Uprisingtm or page 22 of the Rifts® Conversion Book One).
  3. Super Speed: Add 1d6x10+30 to the Spd. attribute (minimum of 66, or 45mph running speed). The character can leap a distance of 40ft lengthwise and 20ft high with a brief running start (half from a dead stop).
  4. Super Reflexes and Reaction Time: The character's dexterity and agility are enhanced as per the normal Juicertm. Bonuses: +4 to roll with punch/fall, +4 on perception, +4 on initiative, +2 attacks, automatic parry and dodge on all attacks (even surprise and from behind), add two attacks per melee, and add 2d4+1 to the P.P. attribute (minimum of 22). Penalties: Same as normal Juicerstm.
  5. Super Abilities: The player may select or roll on the table found on page 162 of Heroes Unlimitedtm to determine the number and type of super abilities. The following minor and major super abilities cannot be posessed: Extraordinary Physical Strength, Extraordinary Physical Prowess, Extraordinary Physical Endurance, Immortality, Transferral/Posession, Shapeshifting, and Animal Metamorphosis.
  6. Saving Throw Bonuses: +4 vs psionics and mind control, +4 vs horror factor, and +8 vs toxins/poisons/drugs of all kinds. Due to the altered genetic structure, the character suffers only half the penalties (and bonuses) from the effects of drugs.
  7. Enhanced Healing: Heals five times faster than normal, +20% to save vs coma/death, and virtually impervious to pain (as per the normal Juicertm).
  8. Low Life Span: 6 years plus 3d6 months. They live longer, but detox is also more difficult for them.
O.C.C. Skills:
Language (two of choice; +10%)
Radio: Basic (+5%)
Wilderness Survival (+5%)
Land Navigation (+5%)
Pilot (two of choice; +10%)
W.P. (two of choice)
Hand to Hand: Expert

Hand to Hand: Expert can be changed to Martial Arts or Assassin for two "other" skills.
O.C.C. Related Skills: Select seven other skills. Select two additional skills at level three and one at levels six, nine, and twelve. New skills start out at first level proficiency.
Communications: Any
Domestic: Any
Electrical: Basic only
Espionage: Any except Disguise and Forgery.
Mechanical: Any (+5%)
Medical: First Aid only.
Military: Any (+5%)
Physical: Any (+5% where applicable)
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+5%)
Science: Advanced Math and Chemistry only.
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: Also select six secondary skills from the previous list with the same restrictions, but do not apply any of the bonuses in parenthesis.
Standard Equipment: Portable IRMSS kit, some street clothes, two sets of fatigues, sunglasses, backpack or knapsack, a canteen, and some personal items.
Weapons and Armor: Begins with a vibro-knife, an energy pistol and energy rifle of choice (1d4+2 e-clips for each), and two other S.D.C.tm weapons of choice. The character also gets one suit of light or medium armor of choice (40-70 M.D.C.tm)
Money: 4d6x100 credits in cash and 2d6x100 in trade items.
Cybernetics: Starts with none and rarely gets any.