Bite: Orcs have canine-like teeth that cause Str+d4 damage and can be used on a Bound or Entangled foe.
Brawny Brutes: Orcs are burly and built for physical power—begin with the Brawny and Brute Edges.
Disagreeable D-Bee: Orcs are infamous throughout the Megaverse®. Due to their violent appearance and history, orcs suffer a −4 penalty on Persuasion checks when dealing with human supremacists plus most elves and dwarves. With more tolerant or unfamiliar groups, their reputation for destruction and mayhem incurs only a −2 Persuasion penalty. Their brutish mannerisms are offputting to comrades as well, earning a −1 to Persuasion checks made amongst allies...and even other orcs!
Instinct Over Intellect: Orcs act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
Low Light Vision: Orcs ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology: Those unfamiliar with orcish physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
Physical Strength: Orcs start with a d6 Strength, which increases Trait maximum accordingly.
Juicer Abilities and Bonuses:
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). As well, 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 16 with a d10 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.
Juicer Complications:
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.