Some of the modifications listed that these beings can create a genetic equivalent of say a Crazy or Juicer without drugs or implants. Does that mean they don't have the negative side effects as well? Is a Crazy still a Crazy without the delusions and insanity? Without the drugs a Juicer cannot detox before last call. Will they even have a last call? I noticed in the description this seems deliberately vague. For me part of the appeal of these OCC's is the negatives associated with them. Is this something left entirely up to the GM discretion. Logically speaking with their advanced technology the negatives could be reduced or possible eliminated.
I have a player that wants to be a Crazy and cooked up the idea of instead of going to a Body Chop Shop they were experimented on by Gene-Splicers. I know they are looking to loophole their way out of the negatives of the class. I am tempted to give it to them, with my own refinement. Maybe some implanted commands that when spoken completely override the characters free will or make them an agent of some unknown entity. They will have dreams about doing things they have no memories of. The longer this goes on the more intense they will be. This could develop into delusions or insanity later.
Any thoughts?
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Gene-Splicers/Gene-Tech Modification Questions
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Re: Gene-Splicers/Gene-Tech Modification Questions
I like these options.jtjr26 wrote: Wed Jul 02, 2025 3:33 pm I have a player that wants to be a Crazy and cooked up the idea of instead of going to a Body Chop Shop they were experimented on by Gene-Splicers. I know they are looking to loophole their way out of the negatives of the class. I am tempted to give it to them, with my own refinement. Maybe some implanted commands that when spoken completely override the characters free will or make them an agent of some unknown entity. They will have dreams about doing things they have no memories of. The longer this goes on the more intense they will be. This could develop into delusions or insanity later.
My feeling is that a Gene-modder could make someone with Crazy or Juicer abilities but without their downsides, with Gene-Splicers being a lot more competent at it than Bradford. But I also like the "Ok, but there are hidden hypnotic suggestions, too" as a replacement for the crazy problems.
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Re: Gene-Splicers/Gene-Tech Modification Questions
You could have it where the GeneSplicer can just say "fire" & suddenly the Crazy has pyrophobia or things like that. Doesn't have to be MK Ultra mind control, just a way to hack their brain with insanity especially if they need to
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Re: Gene-Splicers/Gene-Tech Modification Questions
Did that with the Eugenics tables in Powers Unlimited Two...created programs for Alt-Juicers and Alt-Crazies.....actually came out damned powerful if one didn't mind dropping a few million dollars(adjust for credits value in Rifts).jtjr26 wrote: Wed Jul 02, 2025 3:33 pm Some of the modifications listed that these beings can create a genetic equivalent of say a Crazy or Juicer without drugs or implants. Does that mean they don't have the negative side effects as well? Is a Crazy still a Crazy without the delusions and insanity? Without the drugs a Juicer cannot detox before last call. Will they even have a last call? I noticed in the description this seems deliberately vague. For me part of the appeal of these OCC's is the negatives associated with them. Is this something left entirely up to the GM discretion. Logically speaking with their advanced technology the negatives could be reduced or possible eliminated.
Munchkin? Short of Megadamage, one could argue nope....but using ALL the features under the Eugenics tables; you can easily end up with psuedo-Crazies that can outrun motorcycles, so some discretion is advised.
Last edited by taalismn on Wed Jul 02, 2025 11:51 pm, edited 1 time in total.
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Re: Gene-Splicers/Gene-Tech Modification Questions
Also from PU2 are the Brain Implant\Chemical Enhancement\Endoskeletal Replacement Supersoldier options, who each get a roll on a special enhancement table. One of the entries is Hypnotic Mental Conditioning, which could be refluffed into some mental defense + trigger phrases.
I wouldn't look to the Gene Splicers to find a loophole. The Ninja Crazy from Rifts Japan can offset things with meditation. How many skills would one think that's worth?
In a Megaversal game the Cure Insanity psychic power from PFRPG could be part of a Gizmoteer item, if not necessarily other items.
I wouldn't look to the Gene Splicers to find a loophole. The Ninja Crazy from Rifts Japan can offset things with meditation. How many skills would one think that's worth?
In a Megaversal game the Cure Insanity psychic power from PFRPG could be part of a Gizmoteer item, if not necessarily other items.
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Re: Gene-Splicers/Gene-Tech Modification Questions
With a Crazy, I'd argue that the effect is temporary, as it's the strain of the implants causing the mental instability. As long as they remain active, the M.O.M.'s going to be at risk and needing periodic refresher treatments.Curbludgeon wrote: Wed Jul 02, 2025 11:44 pm In a Megaversal game the Cure Insanity psychic power from PFRPG could be part of a Gizmoteer item, if not necessarily other items.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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Re: Gene-Splicers/Gene-Tech Modification Questions
Oh, if it even worked at all it would be a temporary effect. To make the cure permanent requires a permanent ISP expenditure. In a certain game I could see that being used such that the Crazy expends all their ISP, to the degree that they can't even activate TW items with a battery, but minimizes the M.O.M. side effects.