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Guard

AP Value: 246 adventure points

Prerequisites: CON 13 (for the special ability Inured to Encumbrance I), STR 13 (for the special ability Forceful Blow I).

Special Abilities: Languages and Literacy totaling 10 AP; Skill Specialization Streetwise, Forceful Blow I, Inured to Encumbrance I

Combat Techniques: Brawling 8, Crossbows 10, two of the following combat techniques 10: Impact Weapons, Polearms, Swords

Skills:

Physical: Body Control 3, Perception 5, Self-Control 4

Social: Empathy 3, Fast-Talk 2, Etiquette 3, Intimidation 4, Streetwise 6, Willpower 4

Nature: Orienting 5, Ropes 4

Knowledge: Law 5, Religions 4, Warfare 2

Craft: Driving 4, Treat Wounds 4

Suggested Advantages: Increased Life Points, Increased Toughness, Improved Regeneration (Life Points)

Suggested Disadvantages: Obligations II (mayor, council, town, noble, etc.), Personality Flaw (Arrogance)

Unsuitable Advantages: None

Unsuitable Disadvantages: Weak Regeneration (Life Points), Frenzy, Mute

Variants:

  • Jailer (239 AP): no Inured to Encumbrance; Intimidation 7 instead of 4, Persuasion 2 instead of 0, Ropes 7 instead of 4
  • Overseer (234 AP): no Inured to Encumbrance; Driving 0 instead of 4, Intimidation 7 instead of 4, Tracking 2 instead of 0.
  • Tollkeeper (258 AP): Empathy 7 instead of 3

 

Publication: Core Rules page  132