Core Rulebook
The zhev are robotic entities who often serve as the peacekeeping force in technologically advanced cities. They are cylinders 6 feet (2 m) high and 3 feet (1 m) in diameter, and they typically hover 3 feet (1 m) off the ground.
The zhev have three triangular eyes that appear to be organic. The eyes usually stay together in a larger triangle formation, moving inside the cylinder, peering through a slit near the top that goes all the way around. The eyes can also separate, each looking in a different direction, but they do this rarely. Although the zhev are essentially automatons, they have organic interior components as well as mechanical parts.
The zhev usually patrol in pairs but sometimes do so alone, preventing infractions of the law and acting to keep order, keep the peace, and protect the lives of innocents. When forced to choose between options, they always make the choice that saves the most people from the greatest harm. Protecting innocents takes priority over enforcing laws. Some people assume they were manufactured for their role as a peacekeeping force, but their origins aren't clear.
Motive: Maintain order
Environment: Anywhere the zhev have been retained to keep the peace
Health: 20
Damage Inflicted: Moderate wound (6 points)
Armor: 4
Movement: Long
Modifications: Attacks as level 6; perception and knowledge of local law as level 7
Combat: The zhev usually begin a fight by firing stun gas canisters at long range that explode and impede actions for creatures within immediate range of the blast. Affected targets can take no actions for 1d6 rounds unless they make a Might defense roll to resist the gas. The zhev also project nets within short range that immobilize struck targets unless they can break or wriggle free (a Might or Speed task). If the gas and nets fail, zhev attack with their metallic arms that are 10 feet (3 m) long and jointed like tentacles. The zhev have three such arms and can attack three different foes as a single action if they are all within reach.
Unlike many robots, the zhev retreat if faced with a more powerful foe (unless they have been commanded to stay and fight). They usually try to get reinforcements and then return to engage the enemy.
Interaction: The zhev obey the orders given to them by their superiors, if any. More important, they follow codified law in the area and may use a special interpretation of a law to supersede a command, especially if someone offers them such an interpretation. Otherwise, they are relentless and merciless, although they are ordered to capture criminals rather than use violent or lethal force if at all possible.
Use: The zhev are dangerous, capable law enforcers and protectors. Where they are deployed, they are well respected but not always well liked. PCs who run afoul of them have likely done something very wrong.
Loot: The body of a zhev can be scavenged for 1d6+1 cyphers, and perhaps an artifact.
GM Intrusion: The zhev grabs a character with its metallic arms and holds them fast, immobilizing them.