Tuesday, February 9, 2021

Rifts: To Juice Or Not To Juice?


What is it that you need...?

Revenge?

Money?

Freedom?

Adventure?

What price are you willing to pay...?                                                                                                               

And so you paid...

And now your body, filled with nanobots and cabled with drug-pumping tubes, is capable of astounding feats that defy the limits of humanity. You are cold and efficient -- very efficient. You're so fucking fast. The battlefield around you moves in slow-motion. It's almost too easy. 

So hard to kill. You don't tire for days and when you do sleep, well, it's barely a nap.

The juice has made you the perfect super-soldier.

And after 5 years your heart will explode.

Thanks for your service.

Juicer.

Hope it was worth it.


And now, some Juicer death mechanics, for which, there really are none. Juicer Uprising has a table to roll on when you reach your final year, detailing symptoms of the end such as the shakes and memory loss, but nothing that signifies death itself or even when that final year actually arrives. Savage Rifts has Burn mechanics -- which aren't bad, but I prefer...

Burn-Out in 3...2...

  • Burn-Out utilizes a usage die. Anyone reading this should know what that is, but just in case: If you roll a 1 or 2 on a usage die, that die becomes the next lower die, e.g., d20 becomes d12, which would become d10, then d8, then d6, and finally a d4.

1st level Juicers begin with a usage die of d20. At the end of every session, roll your usage die, if you roll a 1 or 2, it falls to the next die. If a session sees no or very minimal combat, the GM may wave your burn-out roll for that session. You should theoretically have many sessions (absolute, extreme bare minimum of 6) before reaching a burn-out die of d4.

Death Is Imminent...

Once you roll a 1 or 2 on a burn-out die of d4, death is imminent starting the following session. At which point -- after every single round of combat, you need to make a burn-out save against target number 20. Juicers already have a +8 vs. toxins which can be applied to this roll along with any bonus received from a high P.E. stat. Subtracted from this roll is your level.

Burn-Out Roll = +8, +P.E. bonus, minus your level vs. 20

If you fail this roll, your heart will explode and strange chemicals will froth forth from your mouth as your well-used and smoking body falls dead. If combat is still ongoing however, you immediately get one last free round of actions before you expire, wherein any damage you do is doubled as you burn out in a wild blaze of glory.

Just a thought.

Afterthought...

  • You want to play extreme? Roll the burn-out die after every combat instead of every session from the very beginning.

So cool.

5 comments:

  1. RIFTS is still cutting edge in its horrific imagination. This guideline for juicers should work very well. I would probably recommend the default mechanic for campaigns, and the extreme one for a game involving a single adventure.

    ReplyDelete
  2. This is an awesome mechanic for this, thank you.

    ReplyDelete
  3. Very nicely done! Love the additional rules options! We need an OSR "Rifts".

    ReplyDelete
    Replies
    1. I would just like the rules a little cleaned up, but yeah, Rifts is too good to be left behind.

      Delete
    2. Completely agree with you Ynas, I have fond memories of playing Rifts back in the '90s but these days it SO needs a good clean up and engine tune up. It remains one of my favorite settings ever.

      Delete

I Salute You Dark MAGA