Mastergene Special Security Guard

The material below is Open Game Content

MasterGene Special Security Guard

Strong Ordinary 1 (CR ½); Rural; 1d8+1

Initiative −1 BAB +1 STR 12 (+1)
Defense 10; touch 10; flat-footed 9 Melee +2 DEX 9 (−1)
Hit Points 5 Ranged +0 CON 13 (+1)
FORT +2 Grapple +2 INT 10 (+0)
REF −1 Dmg Threshold 13 WIS 8 (−1)
WILL −1 Action Points 0 CHA 11 (+0)

Attacks: unarmed: Atk +2 melee; Dmg 1d3+1; Crit 20; Bludgeoning (nonlethal)
HK MP5 submachine gun: Atk +0 ranged; Dmg 2d6;
Crit 20; Range 50ft; Ballistic
tonfa: Atk +2 melee; Dmg 1d4+1; Crit 20; Bludgeoning
stun gun: Atk +2 melee; Dmg 1d3; Crit 20; Fort save (DC 15) or be paralyzed for 1d6 rounds; Electricity
concussion grenade: Atk +0 ranged; Dmg 2d6; Crit –;Rng 10 ft; Burst 10 ft; Concussion
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Climb +3; Drive +3; Jump +2; Knowledge (current events) +2; Swim +5; Languages: English (native)
Feats: Drive-By Attack; Personal Firearms Proficiency; Run; Simple Weapons Proficiency
Occupation Skills: Drive; Swim
Wealth: +0
Reputation/Allegiances: +0 / Jack Thorne
Possessions: HK MP5 Submachine Gun (box magazine [×3], 9mm ammunition [100]); tonfa; 2 concussion grenades.

The MasterGene Special Security force is loyal to Jack Thorne and only Jack Thorne. He chose them for their ruthlessness and willingness to do illegal acts to please him. They are local thugs who would be in gangs or in prison if Thorne had not hired them. While the Special Security force is loyal to Thorne, they are not fanatics. If a group is attacked, then every time one of their own goes down, the remainder must make a Will save (DC 8) at −1 for each man down. Roll once for the entire group. On a failure, the entire group breaks and flees.

Character Speak
“Stop and raise your hands. I will shoot!”

The material below originates in a 3rd party source (License).

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