Dragon Juicer

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The_Marshall
Posts: 80
Joined: Mon Dec 31, 2018 10:00 am

Dragon Juicer

Post by The_Marshall »

WIP

Rolls
Training: [dice:349coqcj]53182:0[/dice:349coqcj] Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Martial Warrior, if he already had the former), as well as the Brawler Edge.

Training: [dice:349coqcj]53182:1[/dice:349coqcj] Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).

Underworld & Black Ops: [dice:349coqcj]53182:2[/dice:349coqcj] Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Athletics, Stealth, and Thievery as he chooses.

Edge list
Human Edge: Martial Artist,
From Hindrances: Bruiser, Split The Seconds
From HJ: Brawler, Martial Warrior, Two-Fisted, Thief
Dragon Juicer: Alertness, Quick, Fleet-Footed, Brawny
First Advance: Ambidextrous

Skill Thoughts
1d10 Fighting(4), 1d6 Shooting(2), Athletics 1d8(1), Stealth 1d10(2), Notice 1d6(1), Thievery 1d6(1) Common Knowledge 1d6(1), Persuasion 1d4(0), Research, Riding, Driving, and Survival at d4

Hindrances:
Wanted Major (Cult of Dragonwright)
Minor Suspicious (Most people are members of this Cult trying to kill me)
Minor Delusion: I am this strong because I was born to a dragon.
Vow: Killing non ally/evil dragons and supernatural
Death Wish:

Stats
Strength: d12
Agility: d10
Smarts: d6
Spirit: d6
Vigor: d10
User avatar
The_Marshall
Posts: 80
Joined: Mon Dec 31, 2018 10:00 am

Re: Dragon Juicer

Post by The_Marshall »

Vorag
Rank: Novice Advances: 1 Advances Left: 0
Race: Human
Iconic Framework: Dragon Juicer
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10
Pace: 8; Parry: 7; Toughness: 18(5); Strain: 0; PPE: 10

Skills:
  • Fighting d10(4) +2 w/ unarmed
  • Shooting d6(2)
  • Athletics d8(1) +1 Urban
  • Notice d6(1) +2
  • Thievery d6(1) +1 Urban
  • Common Knowledge d6(1)
  • Persuasion d4(0)
  • Research d4(1)
  • Riding d4(1)
  • Driving d4(1)
  • Survival d6(2)

Hindrances
  • Hindrance (Major): Wanted (Cult of Dragonwright)
  • Hindrance (Major): Vow: Killing non ally/evil dragons and supernatural
  • Hindrance (Minor): Suspicious (Most people are members of this Cult trying to kill me)
  • Hindrance (Minor): Delusion: (I am this strong because I was born to a dragon)
  • Hindrance (Minor): Death Wish

Edges
  • Martial Artist: Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
  • Martial Warrior: Unarmed Fighting +2, increase damage die type a step.
  • Brawler: Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
  • Bruiser: Increase unarmed Strength damage a die type and Toughness another +1.
  • Split the Seconds: Ignore 2 points of Multi-Action penalties each turn
  • Two Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
  • Thief: +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
  • Alertness: +2 to Notice rolls.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Fleet-Footed: Pace +2, increase running die one step.
  • Brawny: Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Ambidextrous: Ignore –2 penalty when making Trait rolls with off-hand.



Gear
Item
  • Juicer Vibro-Spike EBA, +5 Armor, +3 Toughness, Notes: Covered in vibro-spikes dealing Str+1d4 Mega Damage AP 4 on unarmed attacks and grapples
  • TW Longsword
  • Wilk’s 457 Pulse Laser Rifle
  • NG-S2 SurvivalPack

Credits: 6d6 × 100 credits.


Contacts

Advances
Iconic Framework
Bonuses
  • Armored Hide: The transformation caused by dragon blood gives the Dragon Juicer +4 M.D.C. Armor; this does stack with worn armor.
  • Dragonborn Senses: Gain Infravision against targets generating warmth, the Alertness Edge, and the ability to detect arcana at will, with no PPE cost, as a free action.
  • Healing Factor: The blood of dragons grants the Dragon Juicer the Regeneration ability. He can make a natural healing roll once per minute and recover permanent injuries
  • Inherently Magical: Dragon Juicers possess a natural pool of 10 PPE and can use any Techno-Wizard devices. They cannot acquire any Arcane Backgrounds, though
  • Super Endurance: Dragon Juicers begin with +2 Vigor die types, with no Trait maximum. They sleep half the normal amount, gain +2 on all Fatigue checks and are immune to Cold, Disease, and Heat
  • Super Reflexes: Dragon Juicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge.
  • Super Speed: Dragon Juicers cover enormous ground quickly, they have the Fleet-Footed Edge and Jump +6" horizontal, +3" vertical
  • Supernatural Strength: Dragon Juicers begin with +3 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
Complications
  • Cybernetics: Unlike normal Juicers, Dragon Juicers can never take on cybernetics of any kind. Their bodies instantly reject such things (and the operation may kill them).
  • Death Wish: Dragon Juicers walk the same end-is-near path of all Juicers. They have the Death Wish Hindrance
  • Dragon Blood is Life: The worst part of being a Dragon Juicer is the need for a supply of dragon blood for the TW bio-comp system. Dragon Juicers require a gallon of dragon blood at the end of every six months to sustain them, extracted from an unwilling (or slain) dragon or donated by a n ally dragon. For the first three months of going without, the Dragon Juicer suffers a permanent Fatigue level; for the following two months, the Dragon Juicer is Exhausted (two Fatigue levels). During the sixth month of going without dragon blood, the Dragon Juicer is Incapacitated (in a coma), dying at 4 the end of that last month. Nothing treats the Fatigue levels or the coma except a new supply of dragon blood. Fortunately for any Dragon Juicer in good standing in the Tomorrow Legion, draconic allies stand by willing to volunteer the needed blood.
  • Dragon-Related Disorder: The mix of Techno-Wizard alchemy and the dragon blood itself leaves the Dragon Juicer forever altered on a mental as well as physical level. Select one of the following Hindrances (for no added benefit): Delusional (Major), Phobia (Major), or Vow (Major). The delusion or fear must be related to dragons in some way. If Vow is chosen, the Dragon Juicer has a strong urge and commitment to hunt and slay (non-ally/evil) dragons and other supernatural creatures
  • Psionics and Magic: The alchemical cocktail inside the Dragon Juicer makes it impossible for him to use magic or psionics in any way
  • Weakness: Any attack dealing extra damage to dragons will have the same effect on a Dragon Juicer .
Hero’s Journey
  • Training (5): Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Martial Warrior, if he already had the former), as well as the Brawler Edge.
  • Training (16): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
  • Underworld & Black Ops (11): Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Athletics, Stealth, and Thievery as he chooses.



Advances
  • Initial Advances: (From Hindrances): Bruiser, Split The Seconds
  • Hero’s Journey: Brawler, Martial Warrior, Two-Fisted, Thief
  • Iconic Framework: Alertness, Quick, Fleet-Footed, Brawny
  • Free Edge (Human):Martial Artist
  • Novice 1 Advance: Ambidextrous
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
User avatar
The_Marshall
Posts: 80
Joined: Mon Dec 31, 2018 10:00 am

Re: Dragon Juicer

Post by The_Marshall »

Stuff from old Federation of Magic book about the cult.

The Cult of Dragonwright.

The Cult of Dragonwright has a fairly wide following in the Magic Zone, Dweomer, Tolkeen, Lazlo, New Lazlo, and within the Federation of Magic - a fact that greatly disturbs Lord Al­istair Dunscon who sees the Cult as a serious competitor. It is believed that 48% of all magical societies and Brotherhoods have at least one member who is secretly (in many cases, openly) a member of the Cult of Dragonwright. They do not fight against any faction, but rather try to subvert the members of each group towards the worship of dragons. This has not been terribly successful, since many factions, like Lord Dunscon, consider the Dragonwrighters to be subversives, spies, and/or rivals and tend to be harsh in their treatment of the cultists. This is a bit more than unfounded paranoia. The majority of cultists would like to unite the various magic factions under Dragon­wright. The cult is popular because of the relative commonness of dragons on Rifts Earth and the fact that many dragons serve as protectors, leaders and rulers and often encourage dragon worship. The Cult of Dragonwright has become especially prominent in the area dominated by the Federation of Magic. Many humans and D-bees in the smaller towns have taken to dragons as saviors and gods. These people willingly worship these power­ful creatures in hopes of gaining protection and power in return. Cultists can be found in half of every town and village, including Dweomer City and the City of Brass. They are usually a minority, or even lone individuals, but in those places not dominated by a greater power, the cults have sprung up to dominate that realm. Three or four Fadetowns are ruled by powerful adult dragons, and even hatchings can often form a cult for personal gain
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