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SATI Guard 4 (12)

Predation

SATI guards tend to be slightly better trained and better equipped than general non-SATI guards. They may or may not believe strongly in the work that they do, but most do believe that SATI—and consequently, they—are doing work that matters. Even if they don't know exactly what that work is. At the very least, they're doing work that pays well, and that's nothing to sniff at.

Motive: Protect and serve; do the work they were hired to do

Health: 12

Damage Inflicted: Moderate wound (4 points)

Armor: 1 or 2

Movement: Short

Modifications: Each guard has one non-combat specialty, such as healing, sneaking, perception, and so on. Handles tasks related to that specialty as level 5.

Combat: SATI guards typically have training in both melee and ranged weaponry. They likely carry both and switch back and forth as needed.

Interaction: SATI guards are good at their job and are typically loyal to their mission at hand. SATI comes first, but the people come second, and they can be helpful as long as it doesn't conflict with their job. There are, of course, guards who are open to various types of bribes.

Use: The PCs break into what seems to be an abandoned storage facility only to discover that it's actually under the protection of a small group of SATI guards.

Loot: Average SATI armor, plus one melee weapon, one ranged weapon, and 1d6 nautils.

GM Intrusion: During an altercation, one of the SATI guards calls one of the SATI higherups in as backup.