Legendary Mega Juicer (Dred)

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Legendary Mega Juicer (Dred)

Post by Dred »

Rifts Legends
Character Creation
  • This is a chance to pull an old character from retirement, remake them in SWADE and see how things go.
  • If your character had less than 16 Advances bring them up to 16 (20 if MARS).
  • Gain 2 additional Hero's Journey rolls over those listed for your Iconic Framework.
  • When remaking your character no rolls are required during creation.
  • Starting Gear: Your character will be issued the standard starting gear for your iconic framework, and an additional 200K in requisition authority.
    Each character will also be issued an Amulet of Arcane Protection. Patron Gear, EP expenditures and Signature items are allowed.
  • Amulet of Arcane Protection
    These amulet where commissioned to help with high risk missions where opponents are known to have access to excessive arcane power. They only work while work around the neck and in direct contact with you skin. They can be doffed or donned in 1d6 actions if the character is wearing a helmet with their armor, or 1 action without a helmet. A character in power armor would need to exit the armor to doff or don the amulets. Unfortunately the amulets will not work for full conversion borgs, or automatons. Mechanics: Wearer gains arcane protection (+4 as if cast with a raise) while worn.
Original HJ Roll: +2 to Armor set
Original HJ Roll: ̷P̷i̷c̷k̷ ̷S̷t̷a̷r̷t̷i̷n̷g̷ ̷A̷r̷m̷o̷r̷ ̷ Edge: Freshly Juiced
Legends HJ Roll: Training +3 skill points (AFS)
Legends HJ Roll: Training Ace Edge & Piloting

ImageDrawn by Vince Martin, Colors by Dan (Lars)
Name: “Dred” Andrew Edwards
Player: Dan (Lars)
Rank: Legendary 1 Advances Left: 0
Race: Human
Iconic Framework: Mega Juicer
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 14 with a d8 running die; Parry: 10; Toughness: 10; Strain: -
Burn + Tracker
Burn: Started with 10, 🔥 3 left. 🔥
Burn die d8

Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of every single Agility, Strength, or Vigor-based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled after a Trait roll. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point.

The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result).

Last Call: Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out—with the Juicer inevitably entering Last Call as his body finally succumbs to the stresses placed on it by the bio-comp system.

The lower a Juicer’s Burn Rating the closer he is to death, and paradoxically the more dangerous he becomes. When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it's a d10, and at a Burn Rating of one it's a d12. Since a result of one on the Burn Die is required to lower his Burn Rating, a Juicer in Last Call has a chance to perform superhuman feats...and eventually bring his story arc to a fittingly triumphant close.

Burning Out (SEE MEGA-JUICER): The minor tremors, the hot skin, the strange glow just at the edge of vision...the last days are upon this Juicer. A Juicer reduced to a Burn Rating of zero dies by the end of the current adventure, and will probably want to go out in a Blaze of Glory (see Setting Rules on page 115 TLPG).
In Armor 20 (7) NE FF active: 24 (7) plus [Uncanny Reflexes]
Tougher Than Nails: 5 Wounds before Incapacitated

Some beings, by virtue of sheer durability, can absorb massive blows. Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.

For the sacrifice of a long, normal life (or at least as close to one achievable in a Rift-ravaged world), the Juicer gains some amazing powers and gifts.

„Internal Repair System: The bio- comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.

Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.

„Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).

„Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.

„Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Requirements: Novice, Juicer Mega-Juicers are super-soldiers
created by combining the powers of the bio-comp nanites with sub-dermal nanotech relays channeling ambient psychic energy through their body in a loop, turning them into nearly indestructible juggernauts! Mega-Juicers are Unstoppable. Permanently. Until they explode.

The Juicer reduces his Burn by one as his life-force fuels the creation of an energy dynamo within. When a Mega-Juicer reaches the end of his lifespan due to Burn, his eyes begin to glow blazing white and his skin becomes scorching hot to the touch. Whether he goes out in a Blaze of Glory or is Incapacitated by an enemy attack, he combusts—dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template.
In addition to their abnormally short lifespan, Juicers have to deal with the following challenges.
Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.

„Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
B̶L̶A̶Z̶E̶ ̶O̶F̶ ̶G̶L̶O̶R̶Y̶ ̶

Not in use for thus game.

Rifts® is full of incredible heroes and mighty villains, overwhelming dangers and terrifying monsters. Against such odds, the choice to sacrifice for the greater good should be a powerful and meaningful one. It is rarely the dream or goal of any player to see his character die inconsequentially from a random hit by an unnamed minion, after all.

Any time a hero would be killed by an attack, instead of rolling for Incapacitation he may declare he’s going out in a Blaze of Glory.

Declaring Blaze of Glory means the hero chooses the moment he is ready to die, and he expends everything he has left in a stunning display of power and determination for one last great ride into the sunset. This must happen before the end of the current session.

In game terms, this manifests in the following ways:
„Any and all effects of the attack triggering Blaze of Glory are completely negated. This includes being Shaken.
Once declared, the player receives three Bennies. He should use these sparingly, as they are his insurance for lasting the rest of the session until his chosen moment comes.

The player continues to play, taking actions as normal. Once his Blaze of Glory scene and all of its circumstances are resolved, his character dies.

At the moment Blaze if Glory is stated, the action pauses while the player and the Game Master discuss the end goal for the character. The player should give a clear vision of what he would like to see happen, and the GM should indicate what is and is not on the table. For example, if the main villain of the campaign is present, and the GM is not prepared to simply have her killed outright, the two can discuss alternate roads to a meaningful defeat while still leaving her in play.

Alternately, some players may simply wish to say, “Make it good, please,” and let the GM come up with an appropriate ending that suits the hero's story arc. The moment should be more about story and less about rolling dice; Game Masters should not let a bad die roll ruin this last act.

While a final soliloquy—in the aftermath of the battle with his dying breath—is completely called for, the hero’s death is unavoidable, irrevocable, and final. Not even magic can bring him back.
  • Athletics d10
  • Common Knowledge d6
  • Notice d6
  • Persuasion d4
  • Stealth d6
  • Piloting d6
  • Fighting d12
  • Shooting d12
  • Survival d6
  • Deathwish (Minor)
  • Coalition Exile (Minor)
  • PTSD (Minor)
  • Heroic (Major)
  • Split the Seconds
  • Brawler
  • Take ‘em Down
  • Quick
  • Fleet Footed
  • Brawny
  • Freshly Juiced
  • Marksmanship
  • Sharpshooting
  • Block
  • Giant Killer
  • Improved Block
  • Level Headed
  • Burn Brighter
  • Charge
  • Elan
  • Lucky
  • Tough as Nails
  • Ace (Pilot)
  • Combat Ace (Pilot)
Edges Expanded
This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet.
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Re: Legendary Mega Juicer

Post by Dred »

Standard Starting Gear substituting Juicer Assassin Plate Medium Armor and an NG-56 Light Ion Pistol, plus a JA-9 Variable Laser Rifle and Vibro-Shortsword.

Note: TeD = Take ‘em Down Edge

Juicer Assassin Medium Plate
+5 Armor, +3 Toughness, HJ +2 Armor, NE FF +4 Toughness (8 hours per clip, 6 clips).

NG-56 Light Ion Pistol
10/20/40, 1-3d8 AP 0, RoF 1, 12 shots [TeD +4 AP]

JA-9 Variable Laser Rifle
30/60/120, 4d6 AP 3, RoF 1, 30 shots, ignores laser resistance, integrated Multi-Optics scope. [TeD +4 AP]

NG-S2 Survival Pack

Str+d10 AP 10 [TeD +4 AP]

WI-C8 “Juicer Chainsaw” Chain Weapon
STR+3d6+3 AP 6, two handed, -1 Parry, raise add d12 damage [TeD +4 AP]

1000 Universal Credits
30,000 in pre-Rift stuff

Legendary Game Additional Gear

NE-4 Plasma Pistol
Range: 10/20/40, Damage: 3d10+3, [TeD +4 AP], RoF: 1, Shots: 10, Min Str: d10, Weight: 6, E-Clips: 10
Notes: Mega Damage, It Burns.
Laser/Red Dot Sight: Weight: 1
Notes: +1 to Shooting at Short and Medium Range.

Anti-Personnel Ion Blaster 15/30/60, 3d8 AP 4 RoF 1

Patron Gear

Rail Gun
CM-RG-15X Manpack Electromagnetic Rail Gun (OOC: Patron Item, IC: Stolen)
The Coalition has copies of the infamous Glitter Boy, and have used its cannon to great effect in developing naval cannons, heavy installation rail guns, and a variety of man portable and power armor rail guns. It also uses them in testing armor and the like. But this miniaturized version has the flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. It is being tested for eventual implementation for the forces that will be put in contact with the invading demons. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 50/100/200
• Dmg: 3d12+3, AP: 12 [TeD +4 AP]
• ROF: 1
• Shots: 12, Helical magazine containing APDS rounds (Armor-Piercing Discarding Sabots)
• Minimum Strength: d10 (20 lbs).
• Notes: Integrated Multi-Optics Scope, Hyperkinetic, MD, Snapfire
• • Helical magazines must be custom made by regional supply and have a base item rarity of Rare (see Requisition Setting Rule).
• • APDS rounds must also be custom made, but are easier to come by. They are considered Uncommon and are given out in lots of 12. Silver rounds are considered Rare.
• •Clips: 6 Standard, 2 Silver.
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Re: Legendary Mega Juicer

Post by Dred »


My first character here in 2016 was a Juicer (Fell). He is dead. Blazed and came back as undead / GM tool to terrorize the rest of his previous party (Original 1st SET). I can’t play him, but I am interested in trying out another Juicer.

Heroic, Ex-Coalition exile with PTSD, Mega Juicer.
During the Juicer Uprising in 105 PA Lieutenant Andrew Edwards betrayed the CS platoon he was assigned to and saved the Juicer Army of Liberation’s leader, Julian.

As a low ranking officer at the time and CS Sky Cycle Pilot, Edwards was ordered to attack civilians that were in the way of the CS getting to the JAL leader. It wasn’t planned, not by the JAL, Julian or anyone. It just happened that the CS assault was going to have to kill kids, D-Bee’s and other civilians to get Julian.

Lt. Edwards couldn’t force himself to kill the innocents in order to get to the target. His heart wasn’t really in the effort to start with. If anything the whole Uprising was rumored to be a fiasco of that Intel Black Ops Colonel Lyboc.

So the Sky Cycle Pilot turned on the CS when they wouldn’t stop killing innocents. He betrayed the CS. When asked why, he simply states, it was the right thing to due on that particular day. His CS career over at the end of the battle Edwards left with the JAL.

Further background and Interlude located here: https://savagerifts.com/sr/viewtopic.php?f=133&t=5179
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Re: Legendary Mega Juicer

Post by Dred »

  • Initial Advances: (From Hindrances): Split the Seconds, Brawler
  • Free Edge (Human): Take ‘em Down
  • I.F. Juicer: Quick, Fleet Footed, Brawny
  • N1/PBP: Freshly Juiced (sacrificed HJ Roll)
  • Novice 2 Advance: Increase Agility
  • Novice 3 Advance: Marksmanship Edge
  • Novice 4 Advance: Level Headed
  • Seasoned 1 Advance: Increase Spirit
  • Seasoned 2 Advance: Sharpshooting Edge
  • Seasoned 3 Advance: Block
  • Seasoned 4 Advance: Giant Killer
  • Veteran 1 Advance: Increase Strength
  • Veteran 2 Advance: Improved Block
  • Veteran 3 Advance: Combat Ace
  • Veteran 4 Advance: Burn Brighter
  • Heroic 1 Advance: Increase Vigor
  • Heroic 2 Advance: Charge
  • Heroic 3 Advance: Elan
  • Heroic 4 Advance: Lucky
  • Legendary 1 Advance: Tough as Nails Edge
  • Legendary 2 Advance: Tougher Than Nail (7-1-2020)
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Legendary Mega Juicer

Post by Dred »

Bennies (Lucky)
4 used one for swimming
Earned 1

Also has: Conviction
Discord: Daniel (Lars)

  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
  • Dred - Mega JUICER
  • Shelia - Fallen Cyber Knight PA
  • Grid - Ley Line Walker
  • Sir Mahan - Cyber Knight
  • Krysesia - Shifter
  • Maggie & Steven - Psi Operator & PA Construct
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Location: Skagit County, Washington

Re: Legendary Mega Juicer (Dred)

Post by Ndreare »

For a juicer to represent the dangers of becoming a legend we will reduce him to 3 Burn. This will increase his burn die.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players

Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players


Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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