Setrakian — Dragon Juicer.
- Build options: Make character as per RAW with standard forum rules. Re-trapping may be allowed on a one off basis, but no 'special' characters.
- Advancement: Character will begin with 3 total advancements (7 if MARS). This already includes site bump and all other factors.
- MARS F&G Roll: MARS characters may select their Fortune and Glory results, however the same option may not be selected multiple times.
- Hero's Journey: You may roll the dice, then select from your character's allowed Hero's Journey tables to apply the die roll to.
HERO’S JOURNEY (TWO ROLLS)
Dragon Juicers gain two rolls on any tables except Magic & Mysticism or Psionics. They can roll on the Enchanted Items & Mystic Gadgets chart, as dragon blood allows them to use TW and magic items (re-roll items that don’t make sense).
- 1d20: [2] = 2 Training +3 skill points into Fighting
- 1d20: [8] = 8 Training Woodsman Edge
DRAGON JUICER POWER AND ABILITIES
- Armored Hide: The transformation process grants +2 MDC Armor, which does stack with worn armor.
- Blood of Dragons: Dragon Juicers may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
- Burning Blood: The alchemical conversion process is grueling on the Dragon Juicer's body, and has destabilizing effects on the bio-comp system's effects. His starting Burn Rating is reduced by two points.
- Dragonborn Senses: Dragon Juicers have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations, and may Notice supernatural beings within line of sight. They also have Infravision, halving Illumination penalties against warm targets.
- Inherently Magical: Dragon Juicers possess a natural pool of 10 PPE and can use TW devices, though they cannot take Arcane Backgrounds.
- Speed: Dragon Juicers increase Pace by +2 and their running die by a die type.
- Strength of Dragons: Dragon Juicers begin with +2 Strength die types— with no Trait maximum—and begin with the Brawny Edge. They deal Mega Damage with all melee attacks.
- Super Endurance: Dragon Juicers begin with +2 Vigor die types; increase the Trait maximum accordingly. They sleep half the normal amount, gain +2 on Fatigue checks, and have Environmental Immunity to the Hazards of Cold, Disease, and Heat.
- Super Reflexes: Dragon Juicers begin with +1 Agility die type and increase the Trait maximum accordingly. They also begin with the Quick Edge.
- Uncanny Reflexes: Dragon Juicer reflexes are superhuman, granting −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
- Cybernetics: A Dragon Juicer' s body rejects cyberware and implants.
- Death Wish: Walk the same end-is- near path of all Juicers, begin with Death Wish (Minor).
- Dragon Blood is Life: The TW bio-comp system requires a pint of adult dragon blood every month to function, which must be either extracted from an unwilling (or slain) adult dragon, donated by an allied one, or purchased. The blood must be fresh and inserted directly into the TW bio-comp (which can store up to three pints of blood). If it can be purchased, a fresh pint of adult dragon's blood costs 2d4×5000 credits (−8 availability).
However, most adult dragons have a bitter hatred for slayers of their kind, and loathe auctioning their life's blood to a techno-freak vampire. Instead of selling his blood for credits, an adult dragon is much more likely to trade it in exchange for services and favors—terrible ones. The first month without fresh blood, the Dragon Juicer suffers a permanent Fatigue level and must check Spirit or lose a point of Burn. The second month he is Exhausted and loses a Burn. The third month he loses another point of Burn and is Incapacitated (in a coma), dying at the end of that month. Nothing treats the Fatigue levels or coma except a fresh dose of adult dragon's blood.
- Dragon-Related Disorders: Dragon's blood has a pernicious effect on the mental state. Select one of the following Hindrances (for no benefit): Bloodthirsty, Delusional (Major), Driven (Major), Greedy (Major), Habit (Major), Jealous (Major), Overconfident, Phobia (Major), Ruthless (Major) or Vengeful (Major). Delusions or Phobias must be related to dragons in some way. If Driven, he has an urge to hunt and slay (non- ally/evil) dragons and supernatural creatures. Dragon Juicers gain a random new Hindrance from the list each time they achieve a new Rank (roll d10, reroll repeats).
- Drug-induced Euphoria/ Tranquility: The bio-comp supplies a combination of drugs and chemicals to keep Juicers living in a state somewhere between mildly ecstatic and stoned. This 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.
- Many Enemies: Dragon Juicers are targets for the Coalition and those who violently reject all forms of the supernatural. They also draw the ire of the Federation of Magic and other societies holding dragons in high regard, where many view Dragon Juicers as vampiric abominations.
- Psionics and Magic: The alchemical cocktail in Juicers makes any use of magic or psionics impossible.
- Weakness: Anything dealing extra damage or effects to dragons has the same effect on a Dragon Juicer.
- Standard Starting Gear substituting Dragon Skin Combat Armor
- TW Longsword
- TK Submachine Gun.