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)
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.
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.
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 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
The black uniforms of the Sandmen are similar to Underdweller silksteel. They will provide a -2 Attack Modifier
Sandmen (as an Encounter)
Encountered: 1d6 (2d8x5 inside the City)
Movement: 120’ (40’)
Psionic Potential: 2d4, inactive
Damage: 1d2 or by weapon (Usually a Sandman Gun)