Mercenary
AP Value: 202 adventure points
Prerequisites: INT 13 (for the special ability Alertness), 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 6 AP; Skill Specialization Warfare, Alertness, Forceful Blow I, Inured to Encumbrance I
Combat Techniques: Brawling 10, Crossbows 10, one of the following combat techniques 10: Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, Two-Handed Swords
Skills:
Physical: Body Control 3, Carousing 5, Feat of Strength 3, Self-Control 4
Social: Empathy 2, Fast-Talk 3
Nature: Orienting 4, Survival 3
Knowledge: Myths & Legends 5, Religions 3, Warfare 6
Craft: Commerce 3, Treat Wounds 4
Suggested Advantages: Direction Sense, Improved Regeneration (Life Points), Increased Life Points
Suggested Disadvantages: Negative Trait (Superstition, Short Temper)
Unsuitable Advantages: None
Unsuitable Disadvantages: Principles, Weak Regeneration (Life Points)
Variants:
- Lightly Armored (217 AP): Feint 1
- Heavily Armored (222 AP): Takedown
- Skirmisher (218 AP): Crossbows 12 instead of 10, Thrown Weapons 12 instead of 6
Publication: Core Rules page 136