Guron
Created by Brett Hegr
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The Guron are a race of beings who have flourished as
interdimensional mercenaries. They are naturally aggressive, so this
profession suits them well. Also posessed by an intellectual streak, they
have developed superior technology, delved into magic, and have also struck
upon techno-wizardry. Unlike most races, they have little problem with
becoming cyborgs and most would not hesitate if given the opportunity to
trade flesh for steel. Their bionic technology is also fairly advanced and
they have integrated nanotechnology and force field generators into their
bionic converison systems. Psychics and mages still shy away from conversion,
preferring to rely on the abilities they have dedicated themselves to
discovering.
Historically, Guron have always preyed on weaker races of beings whether
weaker physically or technologically. To regard a race as equals they must
be aggressive, active, and posess a level of technology at least a few steps
behind theirs if not equal or better. These beings are a presence in Phase
Worldtm. There are two companies of Guron mercs that operate out of
Centertm, four planets populated by Guron who are allied with the
Transgalactic Empire, around 100 Guron techs who work for Naruni
Enterprisestm, and a large force of Guron pirates who travel the spacelanes
of the Three Galaxies looking for planets and ships to plunder.
Appearance: They have a rather alien-esque appearance. They have long,
thin bodies, elongated heads with small eyes set into the sides of the skull,
sharp predatory teeth and claws, a pair of human-like arms near the torso
area, and a pair of stubby legs near the midsection. There are three fingers
on each hand and one thumb on each side of the hand, giving them superior
manual dexterity. In appearance and body motion they are very reptilian, but
they have an insect-like exoskeleton and head movements. The eyes are one
solid fluorescent hue of just about any color, while the skil/exoskeleton
is a dark shade of gray, blue, green, black, or rust red.
Natural R.C.C. Powers:
- Special Abilities: The Guron are an advanced civilization equal
to Earth of the 22nd century. They have developed cybernetics, energy
weapons, robotic technology, and spacecraft. They are currently experimenting
with spatial rifts, nanotechnology, techno-wizardry, and temporal manipulation
(via magic and technology). Guron characters can be created by rolling on the
chart below or choosing one category.
- 01-08 Super abilities: Use Heroes Unlimitedtm to create,
select a non-magic O.C.C. and reduce the number of 'other' skill selections
by half.
- 11-12 Experiment: Use Heroes Unlimitedtm to create, select
a non-magic O.C.C. and reduce any skill bonuses by -5%
- 13-21 Minor psionic: I.S.P.tm is equal to M.E.+3d6 plus 1d4+1
per additional level of experience and choose three powers from any one minor
category. Also choose an O.C.C. with no modifications.
- 22-26 Major psionic: I.S.P.tm is equal to M.E. times two plus
2d6 per additional level of experience, choose eight powers from one category
or six from among all three minor ones. Also select a non-magic O.C.C. but
reduce the number of 'other' skill selections by half.
- 27-30 Master psionic: Choose a psionic R.C.C.
- 31-40 Magic: Choose a magic O.C.C.
- 41-60 Cyborg: Automatically the Borg O.C.C. Guron cybernetics
are more advanced than the norm and have 20% more range and M.D.C.tm.
Extra limbs, vibro-tails, and particle beams are the rage among young
Guron borgs.
- 61-00 No special abilities, pick a non-magic O.C.C. and may
have 1d4 cybernetic implants if so desired.
- Adhesion and Chameleon: Same as the minor super abilities found
in Heroes Unlimitedtm. Any Guron with master psionic abilities or more
than 50% bionic conversion loses these abilities.
Alignment: The vast majority (85%) are evil. The rest are probably
anarchist and a rare unprincipled, principled, or scrupulous.
Attributes: I.Q.: 3d6+1, M.E.: 3d6+2, M.A.: 2d6, P.S.: 3d6+10,
P.P.: 2d6+10, P.E.: 3d6+6, P.B.: 1d6+4, Spd.: 4d6+6, all attributes
considered supernatural.
M.D.C.tm: Equal to P.E. times four, plus 2d6 per additional level
of experience.
Hit Points and S.D.C.tm: S.D.C.tm is equal to P.E. times three and
they gain no S.D.C.tm bonuses from physical skills. Hit Points are P.E.
plus 2d6 per additional level of experience. Has an A.R. of 10 in S.D.C.tm worlds.
Horror Factor: 14
Permanent P.P.E.tm Base: 3d6 normally, more if a magician.
I.S.P.tm: None unless psionic.
Natural Abilities: All Guron automatically have climb at +25%, have
thermovision for 1000ft, and has fast reflexes (see bonuses). They are also
able to track by smell at 30% +5% per level of experience, or get a bonus
of +15% to the tracking skill.
Average Level of Experience(NPC): 1d4+1. Use the Dragon experience
table.
Combat Skills & Attacks Per Melee: As per O.C.C. Bite does 2d6 S.D.C.tm
damage (or M.D.C.tm in a Rifts® world) and claws do an extra +1d6 in
addition to punch damage. Cannot kick (back legs are too short), but a tail
strike is the equivalent of a kick and a power tail strike is equal to a
power kick or a jump kick. They can also entangle or sweep using their tail.
Bonuses: Gain a +1 on perception, +2 on initiative, and one extra
attack per melee. They also have an extra +10% to piloting skills and a +5%
bonus to skills requiring manual dexterity like pick pockets, electronics,
palming, etc...
Avaliable O.C.C.s: Any except Glitter Boytm pilot & similar O.C.C.s
They cannot be power armor pilots due to their body structure. Most lean
towards combat O.C.C.s, so any Coalitiontm equivalent or any of the classes
out of Rifts Mercenariestm or Phase Worldtm is avaliable. Psychics can
be Psi-Stalkerstm, Phase Mysticstm, Mind Bleederstm, Bursters, or Mind
Melters. Magic using Gurons are commonly Shifters, Temporal Warriors or
Wizards, Necromancers, or Techno-Wizards. Most use their abilities as
mercenaries, pirates, and espionage agents. The guron have a language of
their own, but most use the simpler Trade Five more often.
Size & Weight: When born, young are about five feet long and weigh
100 pounds or so. By maturity (in ten earth years) they are usually 8+1d4
feet long and weigh 4d6x10+300 pounds.
Average Life Span: Normally live around 150 earth years.
Natural Habitat: Prefer forests and tropical temperatures, but can
live in temperate forests also. Hate the cold, and will not live (or survive)
where temperatures are below 50 degrees Fahrenheit.
Allies: Rare. Would probably work with any technological evil creature.
Enemies: Hate Darclons (Villains Unlimitedtm) with a passion; Their
distant evolutionary cousins enslaved many Guron eons ago. They also dislike
humans, wolfen, elves, and dwarves and are quite prejudiced against traditionally
non-technological races like troglodytes and grimbor. They usually attack
these beings when raiding/pirating.
Guron Technology
The Guron have developed several technological devices that are posessed
only by the advanced galactic races. Their weapons are configured to utilize
the same e-clips as weapons found in Phase Worldtm, to promote their
ease of use. They are colored a sleek black, and have an almost organic
appearance to them. In all cases, Guron technology is not availiable to most
people and only infrequently on the black market.
- GT-100 Particle Beam Pistol: A marvel of miniturization, the
GT-100 PBP can fire a light particle beam blast. When fired, the energy
pulse from these weapons causes the air around the particle stream to
vibrate at a high frequency. This causes a loud, pulsating hum that can be
heard over 1000ft away, thus dubbing Guron particle beam weapons as
'screamers' or 'hummers.'
Weight: 3 lbs.
Mega-Damagetm: 3d6+2 M.D.
Rate of Fire: Standard
Maximum Effective Range: 1200ft
Payload: 18 shots
Black Market Cost: 20,000 credits
- GT-170 Particle Beam Rifle: A rifle version of the GT-100.
Weight: 5 lbs.
Mega-Damagetm: 1d4x10 M.D.
Rate of Fire: Standard
Maximum Effective Range: 3000ft
Payload: 36 shots
Black Market Cost: 30,000 creidts
- GT-337 Autolaser: This is one of the few laser weapons employed by
the Guron, and only because of it's devastating effectiveness. It fires short
laser bolts that can be repeatedly fired to attain massive damage. Extremely
long bursts from this weapon have the possibility of burning out the weapon
and requiring extensive repairs (2d4x1000 credits). It is about the size of
a sawed-off shotgun and has a second hand grip near the barrel of the weapon
for added stability.
Weight: 4 lbs.
Mega-Damagetm: 1d4 M.D. for one shot, 3d6+6 M.D. for a burst of
four shots, 1d4x10 for a burst of ten shots (10% chance of burnout), or
2d6x10+30 M.D. to empty an e-clip (50% chance of burnout).
Rate of Fire: Standard
Maximum Effective Range: 400ft
Bonus: +1 to strike on a burst.
Payload: 40 shots
Black Market Cost: 35,000 credits
- Guron Environmental Armor: Due to the long bodies of the Guron,
few armors will fit them. They have designed their own body armor for
protection, and it is useable only by them. Races with a long body (like
dragons and similar creatures) can wear most pieces of it. This does not
provide full environmental protection and only 65 M.D.C.tm.
M.D.C.tm: 90
Weight: 30 lbs.
Mobility: Great, only a -5% prowl penalty.
Colors: Purchased in glossy black, chrome, camouflage (desert, water,
or forest), flame red, midnight blue, and black with light green tiger stripes.
Market Cost: 50,000 credits, sold primarily to Guron and races with
similar body structures.
- Guron Cyborg Armor: Gives greater protection than the GEA but can
be used only by partial or full conversion cyborg Guron.
M.D.C.tm: 240, +10 M.D.C.tm can be added for an additional 12,000
credits per, up to an extra 120 M.D.C.
Weight: 60 lbs.
Mobility: Fair, only a -10% prowl penalty.
Colors: Purchased in glossy black, chrome, or camouflage (desert, water,
or forest).
Market Cost: 120,000 credits, sold almost exclusively to Guron borgs.
- Cyborg Nanotech Repair Unit: A cyborg system that sends out
millions of miniature robots designed to repair the bionic systems of a
Guron cyborg. They can operate for six hours before requiring ten hours of
recharge time. Each hour, they restore 2d6 M.D.C.tm to damaged bionic
systems. This system is a prized secret of the Guron, who never share it.
They do, however, sell a less sophisticated version for 300,000 credits.
This repairs 1d4+1 M.D.C.tm per hour, with the same operation time.
- Reflex Boosters: A series of implants that decreases the delay in
nerve signal transfer. This results in a +4 bonus to P.P. (minimum of 17),
+4 on initiative, +2 to dodge and parry, +4 to roll with punch/impact, one
additional attack per melee, and a +1 on perception. Unlike other reflex
enhancing technologies like M.O.M. and juicer conversions, there are little
or no side effects. Cost is 80,000 credits.
- Plasma Visor: This is a bionic implant that augments vision in
addition to providing a powerful weapon. The character gains thermovision,
infravision, and ultravision equal to normal sight range but loses the
ability to see the visible wavelength of light. The visor is not impaired by
intense bursts of heat or light and has a range of 1000ft underwater. Most
beings using invisibility or chameleon abilities become visible as plain as
day. The IR and UV vision makes up for those beings who have low heat
signatures, but only so much. Seeing creatures without a heat signature is a
Read Sensory Equipment roll with a -20% penalty. The visor can also generate
a plasma beam, but requires linking to an e-clip port (implanted in the
character) or a nuclear generator. Each e-clip provides ten plasma blasts of
either type. A focused beam has a range of 800ft, +2 bonus to strike, and
does 4d6+6 mega-damagetm. A wide beam can hit 2d4 targets within a 50ft
range, +1 bonus to strike, and does 1d6 mega-damagetm to each target. Cost
is 60,000 credits.
- Energy Reduction Shield: A specialized forcefield that nullifies
a majority of the power of energy attacks directed against the cyborg.
However, it does not inhibit fire, cold, or kinetic energy. Plasma, ion beams,
lasers, particle beams, and most other forms of energy attacks are blocked by
the shield. An energy blast of less than 8 M.D.C.tm intensity does no
damage whatsoever - it's totally absorbed. Anything more than that does only
half damage to the cyborg. It can only be engaged for a maximum of two hours
before automatically shutting down for a mandatory eight hour cool down
period. Costs 100,000 credits to install in a cyborg.