TW Juicers

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asajosh
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Re: TW Juicers

Unread post by asajosh »

Red Raven wrote:spell chain: super natural PS,PP,PE,SPD Armor of Eathan. need an bio comp and harness as a focus. i know there are holes in this somewhere can i get some help?


Ya I've been rattling this around for a few years now and the wall I always hit is this: Chemical juicers are enhanced all the time. TW "Juicers" need to spend time activating their harness, so that "Juicer initiative edge" is lost.

If you really wanna get nuts with a TW Juicer use SN Strength, SN Speed, Magical Adrenal Rush, and Time Warp: Slow Motion. You may not get initiative, but if you survive to your first combat action (to trigger the harness), you'll be fine! :D

Maybe later tonight I'll sketch something out and post in the Magic and Psionics forum.
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finn69
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Unread post by finn69 »

try one spell chain that uses the following 2 spells
fleet feet (cutting room floor is where you will find this one)
doubles attcks per melee
supernatural agility (combat spelll merc adventures) auto dodge

now if you have an extremely long duration for something like watchguard and alarm as an early warning system the above will do just fine or if you are a psychic sensitive with 6th sense you wont need the juicer bonus to init or the early warning system and the above 2 spells added to a tw harness system with apropiate gems etc should be all you need to become a whirling dervish of death :D
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Re: TW Juicers

Unread post by Killer Cyborg »

asajosh wrote:
Red Raven wrote:spell chain: super natural PS,PP,PE,SPD Armor of Eathan. need an bio comp and harness as a focus. i know there are holes in this somewhere can i get some help?


Ya I've been rattling this around for a few years now and the wall I always hit is this: Chemical juicers are enhanced all the time. TW "Juicers" need to spend time activating their harness, so that "Juicer initiative edge" is lost.

If you really wanna get nuts with a TW Juicer use SN Strength, SN Speed, Magical Adrenal Rush, and Time Warp: Slow Motion. You may not get initiative, but if you survive to your first combat action (to trigger the harness), you'll be fine! :D

Maybe later tonight I'll sketch something out and post in the Magic and Psionics forum.


Use Life Drain to power it, permanently on, the effects killing the subject in 5 years or so.
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finn69
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Re: TW Juicers

Unread post by finn69 »

Use Life Drain to power it, permanently on, the effects killing the subject in 5 years or so.[/quote]

that is actually a cool idea.
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Unread post by TechnoGothic »

Dragon Juicer
Maxi-Killer Juicer
Murder Wraith Juicers


You need another TW varient Juicer ??? :? ???

Really, why can't a Dragon Juicer or a Max-Killer Juicer work instead huh ??
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asajosh
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Re: TW Juicers

Unread post by asajosh »

Killer Cyborg wrote:Use Life Drain to power it, permanently on, the effects killing the subject in 5 years or so.

I'm thinking part of the plan is to get around that whole burn-out nastiness :)

EDIT: but if you meant the Life Source spell (Book of Magic, page 97), thats a good call, more juicer like.
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asajosh
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Unread post by asajosh »

TechnoGothic wrote:Dragon Juicer
Maxi-Killer Juicer
Murder Wraith Juicers


You need another TW varient Juicer ??? :? ???

Really, why can't a Dragon Juicer or a Max-Killer Juicer work instead huh ??

Dragon Juicers - Rare, expensive conversion and maintanence, don't get along with dragons.
Maxi-Killers - Splugorth Bio-Wizardry, need I say more?
Murder-Wraith - Undead NPCs.
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Re: TW Juicers

Unread post by Killer Cyborg »

asajosh wrote:
Killer Cyborg wrote:Use Life Drain to power it, permanently on, the effects killing the subject in 5 years or so.

I'm thinking part of the plan is to get around that whole burn-out nastiness :)



If they don't burn out, they're not Juicers.

EDIT: but if you meant the Life Source spell (Book of Magic, page 97), thats a good call, more juicer like.


Nope.
Life Drain.
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asajosh
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Re: TW Juicers

Unread post by asajosh »

Killer Cyborg wrote:
asajosh wrote:
Killer Cyborg wrote:Use Life Drain to power it, permanently on, the effects killing the subject in 5 years or so.

I'm thinking part of the plan is to get around that whole burn-out nastiness :)



If they don't burn out, they're not Juicers.

EDIT: but if you meant the Life Source spell (Book of Magic, page 97), thats a good call, more juicer like.


Nope.
Life Drain.


But Life Drain doesn't impart PPE. Life Source provides PPE (for activating the other spells as per your prior suggestion) as a trade off for SDC/HP.
Be at peace, my people. All shall be looked up.
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Re: TW Juicers

Unread post by Killer Cyborg »

asajosh wrote:
Killer Cyborg wrote:
asajosh wrote:
Killer Cyborg wrote:Use Life Drain to power it, permanently on, the effects killing the subject in 5 years or so.

I'm thinking part of the plan is to get around that whole burn-out nastiness :)



If they don't burn out, they're not Juicers.

EDIT: but if you meant the Life Source spell (Book of Magic, page 97), thats a good call, more juicer like.


Nope.
Life Drain.


But Life Drain doesn't impart PPE.


With the current TW rules, you can make spells do all sorts of things that they don't normally do.

Life Source provides PPE (for activating the other spells as per your prior suggestion) as a trade off for SDC/HP.


Life Source could work too, maybe better.
I just said the first spell that came to mind.
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asajosh
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Re: TW Juicers

Unread post by asajosh »

Killer Cyborg wrote:With the current TW rules, you can make spells do all sorts of things that they don't normally do.


That's true.
I'd still modify Life Source to inflict permanent long-term wear and tear, just like chemical juicers, to more fit your model (which I dig). :ok:
Be at peace, my people. All shall be looked up.
Carl Gleba wrote:My original line of thinking goes along with asajosh...
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Re: TW Juicers

Unread post by Mouser13 »

Red Raven wrote:spell chain: super natural PS,PP,PE,SPD Armor of Eathan. need an bio comp and harness as a focus. i know there are holes in this somewhere can i get some help?


M.D.C. I would use Giant. Though some may disagree because the no to juicers and cyborgs, but battle fury set the Standard that spells in the creation don't always have to follow the rules(speed weapon doesn't work on magic items).

And Beat Insurmountable Odds for it to auto trigger and auto dodge, but since their is a new spell for the auto-dodge I think you could not use this.

asajosh wrote:I'd still modify Life Source to inflict permanent long-term wear and tear, just like chemical juicers, to more fit your model (which I dig).

I would use soultwist if you wanted perm damage.

for Variants/upgrades you could included
And a Upgrade to the juicer they should get Magical-Adrenal Rush for improved speed and attacks. M.D.C triples S.D.C. WHich with giant. Though it would by only 5-6 times not 9 times. The x2 x2 rules being x3 not x4.

For like a megajuicer I used
Sorcerous Fury. No lighting bolts but the even more M.D.C and reg. And more attacks.

Longer life. Juicer I included restoration to heal the damage more has it happens. So the effects don't become perm. So the juicer would triple the time the juicer has left. Though it had to be within the first 4 years. Though it can be added after though only gives 3 months extra time.(Their are still many takers).


Also I just used the normal juicers chemicals set in with Talisman P.P.E. charged and then set at a ley-line for 1 week(mix with the talisman) and then destroy the Talisman and mixed it with chemicals. And have it sit for another month.(This was for one 6 month supply for a juicer).
Also you could mix it with dragon blood/ or the person own blood for extra year(2 if ancient dragon) of life, but if the person misses more then one with blood with the improved blood it will have no effect. And can't start back up. Note it stacks with longer life upgrade.
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Unread post by Prince Cherico »

you know if you put an elemental in the system it could run forever
off the elementals PPE
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
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Unread post by JTwig »

finn69 wrote:try one spell chain that uses the following 2 spells
fleet feet (cutting room floor is where you will find this one)
doubles attcks per melee
supernatural agility (combat spelll merc adventures) auto dodge



Don't forget Fighting Spirit, it would increase the amount of attacks to same as a Juicer but without the negative of the Adrenal spell mentioned in another post.

I would use the following spells: Superhuman PS, Supernatural Agility, Superhuman PE, Superhuman SPD, and Fighting Spirit.

This would give increased strength, durability, reflexes, and extra attacks. Like some of the other I would add a spell caused the user to take some damage, either short term or long term. Maybe the spell from Federation of Magic that allows you to trade hit points and S.D.C. for P.P.E., and make it so the only way to power the harness is to activate that spell first, thus taking some immediate though temporary damage.
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Unread post by finn69 »

which book is fighting spirit in i havent heard of that one and id liek to read it.
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Unread post by Talavar »

finn69 wrote:which book is fighting spirit in i havent heard of that one and id liek to read it.


Rifts: Merc Ops I believe. It's got a whole section on Combat Magic, which are largely fighting-utility spells.
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Unread post by JTwig »

Talavar wrote:
finn69 wrote:which book is fighting spirit in i havent heard of that one and id liek to read it.


Rifts: Merc Ops I believe. It's got a whole section on Combat Magic, which are largely fighting-utility spells.


Actually I think its Rifts: Mercenary Adventures, its one of those really skinny one similar to the Burbs Sourcebooks. It introduces the Combat Mage O.C.C., basicly a poor man's Battle Magus. It also has a lot of intersting spells. The only problem I have its that it descripes combat magic as being considered low-brow and barbaric by most spell casters such as the Ley Line Walker. I could see this with the spells that increased physical combat capabilities such as Haymaker and M.D. Haymaker, but other such as Starburst are no more low-brow and barbaric than Firebolt or Fire Ball.
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Unread post by asajosh »

Prince Cherico wrote:you know if you put an elemental in the system it could run forever
off the elementals PPE


It'd be crazy expensive if the thing ran off a bonded elemental, but could still be done i suppose.
Or, if money is no object, find a Nazca Line Maker to draw a permanent ley line on the harness (at the belt line maybe), and run it off that PPE :D
Be at peace, my people. All shall be looked up.
Carl Gleba wrote:My original line of thinking goes along with asajosh...
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Jesterzzn wrote:So just remember that its just the internet, and none of our opinions matter anyway, and you'll do fine. :)
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