Mekham/Unaligned
Posted: Wed Apr 21, 2021 2:02 am
Soldier of the City Guard (Warrior)
The most enduring institution of the Jewel, the City Guard has served the Caliph since its inception. A purely volunteer organization for most of its history, the City Guard forms the core of the Jewel's standing army as well as policing the streets. The City Guard is also the only organization that is allowed to carry swords and heavy weapons legally. Since all it takes to join the Guard is volunteering two days of the week, many organizations such as the Houses of Dahab and the Ebonites enroll their warriors in the City Guard to allow them the privilege of carrying weapons. This list of technique represents the training given to Guardsmen with no other affiliation.
Trait: +1 Reflexes
Integrity: 5.5
Skills: Athletics, Defense, Lore: Law, Investigation (Search), Spears, Swordsmanship, Any one Skill
Outfit: Longsword, shortsword, composite bow, 20 arrows, light armor, clothes, traveling pack, boots, 3 copper
Techniques
Rank 1: Trained For War
Add your Class Rank to rolls that attempt to sway your mind from your duties (this includes Fear Rolls and many Contested Social Rolls such as Intimidation or Temptation). Subtract your Class Rank from your Wound penalties. When attacking using a Class Skill, if you spend a Void Point to enhance the roll, you gain a +2k1 bonus instead of the usual +1k1 bonus.
Rank 2: Strike With Fury
You receive a +1k0 bonus to Initiative Rolls. You receive a +1k0 bonus to Attack Rolls while in the Full Attack Stance.
Rank 3: Implacable Foe
Choose any one weapon skill you possess: you receive a free Emphasis of your choice in that skill. When attacking with a melee weapon for which you possess the relevant emphasis you may make attacks as a Simple Action.
Rank 4: Instrument of the Caliph
Add twice your Class Rank to rolls that attempt to sway your mind from your duties (this includes Fear Rolls and many Contested Social Rolls such as Intimidation or Temptation). When spending Void to reduce damage any remaining wounds incurred from that strike are not applied until the Reactions Stage of the current round.
Rank 5: The Sublime Warrior
You may spend a Void Point to negate all TN penalties for one round, including Wound penalties. When spending a Void Point to increase your Armor TN or to add to your Initiative score (see the book of Earth) the benefit is increased by 5.
The most enduring institution of the Jewel, the City Guard has served the Caliph since its inception. A purely volunteer organization for most of its history, the City Guard forms the core of the Jewel's standing army as well as policing the streets. The City Guard is also the only organization that is allowed to carry swords and heavy weapons legally. Since all it takes to join the Guard is volunteering two days of the week, many organizations such as the Houses of Dahab and the Ebonites enroll their warriors in the City Guard to allow them the privilege of carrying weapons. This list of technique represents the training given to Guardsmen with no other affiliation.
Trait: +1 Reflexes
Integrity: 5.5
Skills: Athletics, Defense, Lore: Law, Investigation (Search), Spears, Swordsmanship, Any one Skill
Outfit: Longsword, shortsword, composite bow, 20 arrows, light armor, clothes, traveling pack, boots, 3 copper
Techniques
Rank 1: Trained For War
Add your Class Rank to rolls that attempt to sway your mind from your duties (this includes Fear Rolls and many Contested Social Rolls such as Intimidation or Temptation). Subtract your Class Rank from your Wound penalties. When attacking using a Class Skill, if you spend a Void Point to enhance the roll, you gain a +2k1 bonus instead of the usual +1k1 bonus.
Rank 2: Strike With Fury
You receive a +1k0 bonus to Initiative Rolls. You receive a +1k0 bonus to Attack Rolls while in the Full Attack Stance.
Rank 3: Implacable Foe
Choose any one weapon skill you possess: you receive a free Emphasis of your choice in that skill. When attacking with a melee weapon for which you possess the relevant emphasis you may make attacks as a Simple Action.
Rank 4: Instrument of the Caliph
Add twice your Class Rank to rolls that attempt to sway your mind from your duties (this includes Fear Rolls and many Contested Social Rolls such as Intimidation or Temptation). When spending Void to reduce damage any remaining wounds incurred from that strike are not applied until the Reactions Stage of the current round.
Rank 5: The Sublime Warrior
You may spend a Void Point to negate all TN penalties for one round, including Wound penalties. When spending a Void Point to increase your Armor TN or to add to your Initiative score (see the book of Earth) the benefit is increased by 5.