Sandmen

The City of Domes is defended, and it’s laws are enforced, by the elite Sandmen. I’ve provided stats to treat them as creatures, or as a playable class.

Sandman (as a Class)

Logan's Run -- Sandman Francis

Requirements: DEX 9
Ability Adjustments: None
Prime Requisite: DEX
Hit Dice: 1d8
Maximum Level: 7
Attack As: Gorilla Soldier
Save As: Astronaut
Sandmen may use any weapons and armor.

Urban Tracking
Sandmen are highly trained in tracking down runners inside the city. If they’re tracking a runner with a palm-flower within the city the base chance is 70% + 5 percent per level (maximum 95 percent.) If they are tracking someone who has an altered palm-flower or no palm-flower at all, the base chance is 25% + 5 percent per level (maximum 95%)

The AM can modify this roll for any unusual circumstances.

Wilderness Tracking
More experienced and trusted Sandmen are allowed to leave the City to track runners. The base chance is 20% +5 percent per level. Outside the city the palm-flowers cannot be tracked.

The Gun
The Sandmen are issued a special weapon commonly called “The Gun“. It fires several kinds of specialty ammunition. Sandmen are trained to use these weapons.

Omnite Martial arts
+2 for all unarmed attacks

Armor
The black uniforms of the Sandmen are similar to Underdweller silksteel. They will provide a -2 Attack Modifier

Sandmen (as an Encounter)sandmen2

Encountered: 1d6 (2d8x5 inside the City)
Movement: 120’ (40’)
Intelligence: Average
Psionic Potential: 2d4, inactive
Hits: 1d8
Armor: -2
To-Hit: 12
Save: H1
Attacks: 1
Damage: 1d2 or by weapon (Usually a Sandman Gun)
Morale: 9
XP: 10

 

Giant Beavers

Beaver, Giant (Castor Giganteus)

Encountered: 1d6Giant Beaver
Movement: 90’ (30’) (Swimming) 150′ (50′)
Intelligence: Animal
Psionic Potential: 1d4, inactive
Hits: 2d8
Armor: -2
To-Hit: 13
Save: G4
Attacks: 2
Damage: 1d8 (bite)/1d4 (Tail Slap)
Morale: 7
XP: 35

This mutant beaver is 10′ long, with brown fur, and huge extended incisor teeth. Unlike their smaller relations, giant beavers are omnivorous, and will attack animals and people.

They make their home on rivers where they build massive wooden dams to create small lakes. They use the freshwater lakes as hunting grounds, where they attack anything coming near the water. If a beaver spots a victim, it will slap its tail against the water to alert its fellow beavers, and attack.

Giant beavers lumber awkwardly on land, but can glide easily through the water, propelled by their powerful tails. They can stay underwater for over 20 minutes.

Their primary form of attack is their powerful bite. If a victim is bitten, it will need to make a muscle check to free itself. If in the water, the beaver will attempt to submerge with his prey, to try to drown it. A muscle check will need to be made to avoid being submerged.

While submerged, the victim must make a resist trauma roll each round, or take 1d6 pts of damage.

The beaver can also use its powerful tail to hit a victim. In addition to 1d4 damage, the victim must save vs. Stun to avoid being incapacitated for 1d3 rounds.