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