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.
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.
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.