Juthurah's Guards


Juthurah's Guards. Despite his confidence in his personal abilities and the loyalty of his elite bodyguard, Juthurah always has a large number of troopers on the payroll, to provide the cannonfodder in case one of his rivals attempts a full scale attack, and also to keep out the more annoying and less capable members of general society.

Typical Guard

Criminal Guard

Stats:

Dexterity: 2D+2
Blaster 4D, Brawling Parry 3D+1, Dodge 3D+1, Melee Combat 3D+2, Melee Parry 3D+2
Knowledge: 1D
Streetwise 3D
Mechanical: 1D
Perception: 2D
Search 4D, Sneak 3D+1
Strength: 4D+1
Brawling 6D
Technical: 1D
Security 3D+1

Race: Krant
Special Abilities:

Natural Weapons and Armor: The hide of the Krants is quite thick, and it's plates are designed to turn attacks away from vital areas. They gain a 2D+2 bonus vs. physical attacks, and a +2 bonus vs. energy attacks. Their claws inflict STR+2D damage, and their bite, which is a combination of teeth, tusks, and corrosive saliva, inflicts STR+2D+2 damage.

Battle Rage: Similar to the elemental anger of Wookies, the Krant battlerage takes control of them after far less extreme provocation, especially when a Krant is inebriated.
Force Sensitive: No
Force Points: 0
Dark Side Points: 1
Character Points: Varies, typically 0-5
Move: 7

Personal Equipment: Blaster rifle, Jewelblade axe (STR+2D+2, Easy, 8D max. damage)

In addition to these guards, Juthurah has a personal bodyguard of 8 Durgur clansmen, whose battle prowess is legendary in the underworld.

Typical Durgur Clansman

Criminal Bodyguard

Stats:

Dexterity: 2D+2
Blaster 4D, Brawling Parry 6D, Dodge 4D+1
Knowledge: 1D
Streetwise 3D+1, Intimidation 5D
Mechanical: 1D
Perception: 1D+1
Search 5D
Strength: 5D
Brawling 7D+2
Technical: 1D

Race: Durgur
Special Abilities:

Natural Weapons and Armor: The Durgur have a powerful arsenal of natural weapons, making them one of the deadliest unarmed fighters in the sector. Their skin gives them a +1D bonus vs. physical attacks, and a +2 bonus vs. energy attacks. Their snake arm is highly effective in combat. When it scores a hit, it loops around a limb of the target, effectively immobilizing it, as well as exerting crushing pressure on the limbs it catches. (Use the hit location chart to determine where the arm hits on a successful roll. Once the arm hits, it remains on the limb that it has lodged on until the target dislodges it with an opposed strength roll. As long as the arm remains, it immobilizes that limb, and causes 3D damage a round. When it catches the torso, it does only 1D+1 damage, and does not immobilize the torso. When it lodges on the head, it causes 5D+1 a round, and the target must make a stamina roll each round to remain conscious. An arm can loop around up to two limbs at a time.)

Poor Manipulative Skills: Durgur's hands are not very well designed for usage of tools. They can only use specially modified weapons and equipment, and can never get more than 6D in any skill requiring fine motor control.
Force Sensitive: No
Force Points: Varies, typically 0-2
Dark Side Points: Varies, typically 0-2
Character Points: Varies, typically 0-5
Move: 11

Personal Equipment: Blaster rifle, modified to be used by Durgur.

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