Judicator Enforcer OCC
(Version 1.00 - Last Modified: 08/13/2002)
The Judicator Enforcers are an elite unit of warriors trained in the Judicator caste. The Judicator
Enforcers are used to control the Templar caste and to ensure that the will of the Conclave is
followed to the letter. Usually the most powerful psychics are taken by the Templar caste, but the
Conclave has directed certain powerful Protoss should remain in the Judicator caste and be trained
to be powerful warriors for the Conclave. The Judicator caste acquires these powerful psychics in
secret and before the Templar caste can attempt to recruit them. If the Templar caste had ever
learned that the Judicator caste was purposely breaking the Khala by retaining control of powerful
psychics, which are required to join the Templar caste, they would be furious and it might have
led to a revolution.
The enforcers are powerful psychics and receive training that combines elements from the Zealot
Warrior and High Templar training. They possess powerful psychic abilities in addition to
formidable combat abilities.
O.C.C. Abilities:
- Psionics:
In addition to the psionic powers known to all Protoss, the Judicator Enforcer knows
Psi-Bolt and Psi-Storm at first level and specializes in one area of Psionics. Enforcers
can choose any one of the following areas of specialization:
- Burster O.C.C.
- Mind Bleeder O.C.C.
- Mind Melter O.C.C.
- Psi-Slayer O.C.C.
- Shocker O.C.C.
- Other O.C.C. with the permission of the Conclave
The Enforcer gains all O.C.C. abilities of their chosen class, including all ISP, psionic
powers, OCC bonuses, and special abilities, such as the natural fire abilities of the
Burster.
- ISP:
The enforcer possesses MEx3 ISP, which is in addition to the ISP provided by their chosen
area of specialization and their starting amount of ISP.
- OCC Bonuses:
Add +1D6 to ME, PS, and PE, +1D4 to PP, +2D4x10 S.D.C., +1D4x10 hit points, +1D6x10
M.D.C., +4 to save vs. horror factor, +3 to save vs. all types of magic, and +4 to
save vs. psionics.
Attribute Requirements:
O.C.C. Skills:
- Language: two of choice (both at 80%)
- Literacy: two of choice (both at 60%)
- Lore: Aliens (+25%)
- Lore: one of choice (+15%)
- Land Navigation (+15%)
- Hand-to-Hand Combat: Judicator
O.C.C. Related Skills:
- Select six other skills. Select two additional skills at level 4, 8, and 12. All
new skills start at a level one proficiency.
- Communications: Any (+15%)
- Domestic: Any (+10%)
- Electrical: None
- Espionage: Any (+5%)
- Mechanical: None
- Medical: First Aid or Paramedic only (+10%)
- Military: Any (+10%)
- Physical: Any (+10% where applicable)
- Pilot: Any (+5%)
- Pilot Related: Any
- Rogue: None
- Science: Any
- Technical: Any (+15%)
- W.P.: Any
- Wilderness: Any
Secondary Skills:
- Select four other skills with no bonuses. Limited to the list provided above.
Standard Equipment:
- A Judicator Enforcer starts with Heavy Combat Armor, and basic supplies and equipment for their
own survival, such as camping gear and similar things. Also the Protoss are given enough
nutritional patches and water rations to survive for about two months. Enforcers are also
allowed to choose 1 ancient melee weapon of their choice; these weapons are made of an M.D.C.
material and have same M.D.C. value as their original S.D.C. value.
Money:
- Prior to the invasion of Aiur, the Protoss had a rudimentary capitalist system. Each Judicator
Enforcer starts with 2D4x1000 credits, 1D6x1000 in trade goods, and receives a monthly salary of
1000 credits. Room and board is provided by the Judicator caste.
- After the invasion of Aiur, the Protoss economy is shattered. Most colonies will maintain the
same level of monthly pay, but the Protoss will have only 2D6x100 credits and 2D4x100 in trade goods
to start. Room and board is provided by a surviving Protoss colony.
Cybernetics:
- Starts with none and refuses to receive any cybernetic or bionic implants that would interfere
with its psionic abilities.