14 June 2015

Human Antagonists in Xenoterror

 The underworld expanded along with the rest of humanity out into the stars, and so run ins with with the seedy underbelly of the colonies can strike at nearly any time.

Low-life (mook)
Other then a few strictly regulated paradise worlds, people will fall through the cracks. Perhaps they are victims of political or social injustice, doing what they can to survive in a society that doesn't want them. Regardless of their origins, some have turned to violence either solo or joining larger gangs. They are the rank and file of the criminal underworld.
Close Defense: 10
Ranged Defense : 10
Armor: 1 (gang leathers)
Hit Dice: 1 (1hp)
Initiative: +0
Movement: 10m
Attack: 1
Damage: 1d4
Saves: 5
Skills: Intimidate 1


Smuggler (general)
Though truly privately owned starships are far and few between, the supply of confiscated contraband grows larger very year, a which is no doubt merely a fraction that passes from planet to planet. Smugglers are the lynchpin of the interstellar underworld getting valuable commodities from Earth out to the colonies, and then taking xeno fauna and flora back to earth for collectors, and corporations alike.
Close Defense: 12
Ranged Defense : 12
Armor: none
Hit Dice: 2 (4hp)
Initiative: +0
Movement: 10m
Attack: 1
Damage: 1d4
Saves: 5
Skills: Sneak 2, Shipwright 1,


Enforcer (elite)
Assassins, legbreakers, and lieutenants these are the made-men of the underworld. These are the trusted henchmen who aren't afraid to get their hands dirty for their boss. If a gang of low-lifes can't get the job done, an enforcer will take on the matter with a personal touch of brutality, targeting friends and family if they have to.
Close Defense: 14
Ranged Defense : 14
Armor: 1d4
Hit Dice: 4 (16hp)
Initiative: +0
Movement: 10m
Attack: 1, +3
Damage: 1d6
Saves: 6
Skills: Athletics 3, Intimidate 2, Sneak 1.


Gang Leader (master)
The top of the heap as far as the colonies are concerned. The gang leader fought their way to the top, and held it against all comers. They most likely sit in the center of a large criminal enterprise connected to one of the larger mafia organizations on Earth. But so far away from Earth the gang leader has nearly free reign in how to rule their little plot of the underworld.
Close Defense: 12
Ranged Defense: 14
Armor: 1d4+1 (concealed ballistic vest)
Hit Dice: 6 (20hp)
Initiative: +2
Movement: 10m
Attack: 1; +2
Damage: 1d8 handcannon, 1d6 grenade
Saves: 6, Toughness 8, Charm 7, Will 7
Skills: Intimidate 3, Carouse 2, Athletics 2, Sneak1, Search 1, Scrounge 1

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