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Deadly Future - Juiced

Friend or Foe?
Juiced is another optional sub-category of Experiments, like the Supersoldier. Juiced is the closest to Juicers (See Rifts, a futuristic role playing system by Palladium, for more details on Juicers) that I have in my campaign world. Unlike Juicers, these characters do not die after a certain timeframe from the chemical use, unless that is the intent of those that conducted the experiment in order to keep the subject loyal or to keep the experiment from getting out of hand. I decided to create the sub-category to represent characters like the infamous Bane (DC comics villain that almost succeeded in killing Batman). The Juiced character is an experiment, accident or otherwise, that produced the ability to use super powers, but only if the correct combination of drugs are injected into the blood stream. If this sub-category is taken, do not roll on Tables A (we already know this is a chemical experiment) and D. Roll on all other Tables. The Side Effects Table below should be used, instead of Table D.

The Juiced character will have a special harness, suit, or armor that also injects them as needed, monitored by a bio-computer implanted into the character's body. As with a Juicer, two of the bio-computers will be implanted, as a fail safe. Each will have the ability to override the other if it starts to malfunction, but only one will be running at a time. Typical injection harnesses/collars are worn around the neck, a pair around the wrists or other part of the arms, a pair around the ankles or other part of the legs, chest, or back. The player may choose which type of injector harness that character is using.

This is an interesting character to play. On the one hand you have to rely on being able to get the chemicals to keep your powers, but on the other hand what if you don't like the people that are supplying you with the chemicals? Also, how does the character feel about being stuck wearing a harness that delivers chemicals into his/her system? Does the character feel less of a hero because the powers come from a chemical reaction and not at will? All of these questions, and many others, should be thought about when creating this type of character.

Juiced characters may also have the unique ability to change their powers at some point, if the chemicals are available and produced. But, changing initial powers supplied does have some potentially hazardous side effects, as well as high costs. Every time a Juiced character tries to add or change a power, the Effects of Changing Powers Table should be checked for side effects. Also, with each change the character adds to their existing debt to the agency, or they start a new debt with the new agency attempting the process. The cost of changing/adding powers is $100,000 per minor power and $400,000 per major power.

Note: If a major power is taken away to add a minor power, the cost would be the greater of the two. In other words, even if the character is ridding themselves of a major power in exchange for a minor one, the conversion cost would be $400,000 and not $100,000.

Side Effects (Permanent)
01-20 No side effects.
21-25 Odd Skin Pigmentation
01-10 Two toned, one light and one dark. Splits the body right down the middle (left and right sides of the body.)
11-24 Changes colors under stress and/or different emotions. (Player's choice of colors and what they mean.)
25-30 Light Purple
31-42 Pale White
43-55 Dark Red
56-64 Dark Green
65-77 Light Blue
78-89 Light Grey
90-95 Bluish White
96-00 Bright Yellow
26-35 Hair Growth Stimulated: All body hair tripled.
36-44 Hair Permanently Falls Out: All hair on the head, face, and body falls out and never grows back.
45-58 Chemical Resistance: The chemicals that produced the powers, have also built up the character's immune system to fight off all other drugs, including the process off adding/changing powers. There is an automatic saving throw at +5 to save against all chemicals, drugs, toxins and pollution (only +2 vs magic potions). This saving throw is not applied for the chemicals that produce the super powers. Even if the character fails the saving throw, all penalties, effects, duration and damage are half normal. Unfortunately, this also applies to good, lifesaving chemicals and drugs, as well as deadly ones.
59-67 No Need For Rest/Sleep: The character no longer requires sleep to function. Characters with this side effect also tend to be irritable. It also takes those around the character awhile to get use to this character always being awake (Imagine waking up at 2 or 3 in the morning and having a teammate hovering over you wide awake. It's a bit unnerving.). -2 to M.A. attribute.
68-76 Weakened Immune System: The character, although now with super powers, has a weakened immune system that makes them more susceptible to illness. -3 to P.E. attribute, and an additional -5% to saves vs coma, disease, death, and poisons. Also it's at the GM's discretion to inflict the character with colds, flu, etc.
77-87 Chronic Pain: The character is constantly suffers from some form of pain and tends to push themselves. -1 to P.E. attribute, -1 to initiative, and -5% to all skills (pain is distracting and debilitating). Every cloud has a silver lining they say, so the small plus side to this painful side effect is that the character has a high threshold for pain. This means that the character can endure torture and severe injury, fighting on up to -32 Hit Points, before collapsing (+5% to save vs. coma).
88-94 Breathe Without Air: The character does not need to breathe air, but still functions normally, even in airless environments. Impervious to gases. On the downside, the character has no sense of smell or taste.
95-99 No Identifying Marks: The process has left the character without identifying marks. The character no longer has fingerprints, moles, scars, tattoos, etc. The ink from existing, or additional, tattoos seems to get absorbed into the body. Any wound that heals, will not leave a scar. This does not give the character a Healing Factor though. Lost limbs will not be restored, etc.
00 Addiction: The process has created an addiction to chemicals, drugs or alcohol, for the character. See Addiction in the Heroes Unlimited, Revised Second Edition book.

Current Supply of Chemicals
01-40 1 month
41-80 3 months
81-90 6 months
91-99 12 months
00 24 months
Note: Just because the character has a certain supply of chemicals, doesn't mean that the supplier won't call on the character to perform tasks as payment or attempt to hunt down the character if the character has broken away from the supplier (depending on status with sponsoring organization).

Effects of Changing Powers (Roll for each power change. Becomes Permanent)
01-10 No side effect.
11-18 Save vs coma, at a -10%. It the character fails the save, falls into a coma for 1D6 months.
19-26 Loses all other powers, except one just gained. The chemicals no longer work for the powers the character was trying to retain.
27-34 Loss of Agility and Dexterity: -4 to P.P. attribute.
35-42 Loss of Strength: -4 to P.S. attribute.
43-50 Loss of Memory: Randomly loses 1D4 known skills (and all associated bonuses).
51-58 Chronic Pain: Same as above, if the character already suffers from Chronic Pain, effects are cumulative.
59-66 Roll on Insanity Table found in the Heroes Unlimited, Revised Second Edition book.
67-74 Character becomes a Crazy Hero. See Heroes Unlimited, Revised Second Edition for more details.
75-82 Vulnerable to Radioactivity (even the smallest levels): Reduce all physical attributes by half while exposed to radioactivity.
83-93 Weakened Immune System: Same as above, if the character already suffers from Weakened Immune System, effects are cumulative.
94-99 Blindness: The character is blinded in the process. Loses eyesight, but all other senses are heightened (Gains 1/3 bonuses, rounded up, from Heightened Sense of Hearing, Taste, Touch, and Smell minor powers.). Rolls on the Insanity Table, found in the Heroes Unlimited, Revised Second Edition book, due to the trauma of sudden blindness.
00 Death: Do you really need it explained? ;-}
Note: This table is only used if the character attempts to change their initial powers. When first creating the character, this table is not used.
Can You Trust Her?

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