Hero Abilities Package - Juicer Warrior

Juicer Warrior

Juicer Warrior Occupational Package (Cost 147-45=102)

Conversion Notes: This package is based on the juicer warrior occupation from Rifts role playing game. I based this package deal on the absolute minimum of abilities of a first level juicer warrior. This write-up uses Champions 5th edition rules. The Characteristics cost for the SPD takes into account the bonus from the DEX.

Juicer Warrior In man's search to create the ultimate human, it was inevitable that, sooner or later, someone turned to chemical enhancement. The creation of the chemical man came from Eastern Europe, where was seen the rise of the super athlete/warrior. At first, drugs were used to build the natural body through the use of synthetic hormones, such as steroids to build muscles, and EPO to increase blood flow and physical performance. However, it soon became apparent that the chemical condition was too difficult to maintain at peak level over long periods of time. Unless the individual was carefully monitored and drug intake adjusted, the person would experience severe performance drop-offs, lulls, and highs. A consistent level of optimum performance was necessary in order to create the perfect human super-machine.

New designer drugs were combined with a computerized biological monitoring and drug dispensary system with incredible results. The computer system monitored every aspect of the body: blood flow, air intake, oxygen levels, adrenaline release, sugar levels, hormone levels, respiration, neurological responses and stimuli, digestion, and other aspects of the functioning human body. Microscopic implants placed in the vascular system, brain, and muscles mapped out the body in unimaginable detail. Nano-technology and chemical advancement would herald the day of the super-human without the extreme mechanical augmentation of bionics.

The first step in creating the chemical super man is the implantation of two tiny mega-computers called the bio-comp system. The postage stamp sized devices are implanted in the subject's head and/or chest. The dual system served as a fail-safe feature that enables one bio-comp system to override the other in case of malfunction. Only one system operates at a time, although both are neurologically linked to hundreds of microscopic sensors implanted throughout the body. These tiny implants constantly relay data about the subject's physiology as the body reacts and changes in response to stimuli like drugs, stress, pain, and combat. The bio-comp system is also designed to trigger different natural and artificial chemical responses to thousands of specific conditions. For example: If the body needs a jolt of adrenaline, the bio-comp system triggers a microscopic implant to release it precisely when needed. If it needs more than the natural amount of adrenaline, the system sees to it that more is delivered. If the body is feeling fatigued, a form of super EPO synthetic hormone is injected to increase the oxygen flow into the blood, which decreases fatigue and increases physical performance by an amazing 16 to 21 percent! Other sensors, implants and chemicals are utilized to negate pain, clot blood, and stimulate chemical reactions.

An injection collar around the neck, wrists, upper arm, and legs deliver the needed synthetic chemicals. The man-made drugs are contained in a soft, padded harness worn under clothing and battle armor, Tubes run from the central dispensary system of the harness to the specific injection collars. This is especially useful in the immediate treatment of specific areas of the body, especially for pain and muscular disorders.

In addition to initiating or countering specified chemical reactions, the bio-comp system also maintains the body at maximum levels of efficiency. All aspects of optimum physical conditioning are monitored and maintained. The individual's body weight, calorie intake, breathing, muscles, bulk, flexibility, reflexes, alertness, vision, and sensitivity are all maintained on a constant basis.

But there is still more! The same nano-technology that make the bio-comp system possible is also responsible for the IRMSS Internal Robot Medical Surgeon System a battery of microscopic robots programmed to performed internal surgery! The juicer has two IRMSS housing units, one external housing and one internal housing. The external robots are similar to the IRMSS portable kit. The medical robots are released by injecting them into the bloodstream, where they will navigate to the trouble zone and affect repairs. Unlike the portable kit, the Juicer has a circular chest place over his heart that will inject the robots by pounding on the plate. The robots are injected directly into one of the main heart arteries so that they are rushed into the circulatory system. They can reach a torn vein or artery anywhere in the body within 60 seconds.

The internal system is located in the neck and is controlled by the bio-comp system. Unlike the IRMSS kits (and chest unit), whose robots cease to function after a while and are flushed from the body, these tiny medical units can be guided back to their housing and recharged by the body's own electro-magnetic energy, to be used over and over again. All IRMSS units are designed to stop bleeding, suture veins and arteries, and aid in the internal repair and healing of the body. The bio-comp system assists by increasing or decreasing blood flow, the number of red or white blood cells, and by dispensing natural and synthetic painkillers, sedatives, antibiotics, and so on.

The end result is a super man! The chemically "juiced-up" subject is 10 times faster, stronger, and more alert than the average human. One reason is that the controlled metabolism is actually increased to such a level during combat that perceived time and movement are slowed down. The Juicer sees the world much the same as a fly, with everything moving in slow motion while he moves with lightning speed and agility.

Despite these apparent marvels, the subjects of this chemical enhancement pay a terrible price: an early death. The chemical and physical demands placed on the body are horrendous. The strain on all systems is so terrible that the body literally burns out, both internally and externally. The heart of a 20 year old juicer can just explode one day. The chemicals have all kinds of side effects, making the blood too thick, too many or not enough red or white blood cells, muscle spasms, crumbling bones, deterioration of internal organs, destruction of the immune system, neurological disorders, and complete and total drug dependency. The price of physical and, to a lesser degree, emotional perfection. Without exception, a Juicer over five years old will die of a stroke or heart failure before his eighth year of service. The average life expectancy of this warrior is six years!!!

In today's world of Rifts, Juicers are generally psychopathic killers who don't care if they die young, the foolish who don't believe the stories they hear, or the desperate who believe they must become a Juicer to support a family or extract revenge. On occasion, slaves and captives are unwillingly turned into Juicers by unscrupulous warlords. One can become a juicer by enlisting in an army of a feudal state that offers Juicer technology. The usual deal is Juicer conversion, big bucks (40,000-160,000 credits a year), and two years of loyal service in their army. After the two years service, they are free to stay or go. Juicer mercenaries are among the most highly paid and feared in the Americas. The Coalition has outlawed Juicer technology and will not hire Juicer mercenaries. Anyone convicted of creating a Juicer is executed. Still, an occasional Body-Chop-Shop will offer juicer conversion at a staggering three to four hundred thousand (400,000) credits. And still, people submit themselves to the punishment of drugs to attain, what they see as, a brief periods of perfection.

The juicer warrior occupation is generally limited to humans and extremely human-like mutants and dimensional beings. Other races that can become juicers include ogres, elves, true Atlanteans and dwarves. Mutants with any superhuman powers or master psychic abilities generally cannot become juicers.

Occupation created by Palladium Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - September, 2003

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