Package Type: Basic
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Package Source: WHFRPG2e
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Originally, cities and towns were responsible for recruiting and maintaining their own watch organizations. Corruption was so widespread however that the Emperor gave the job to the Army instead. Now, certain regiments on garrison duty must serve as the town watch. This has cut down dramatically on corruption, though the army itself is not immune. |
Watchmen are responsible for maintaining law and order and are empowered to make arrests. They also double as fire fighters in smaller towns. For some Soldiers, watch duty is a temporary assignment, but others make a career out of it. |
NOTE: Watchman Weapon Group is: Quarterstaff, Blades, Sap, Bola |
Cost | Ability |
3 | Academic Knowledge (Law): KS: Law |
5 | Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-)) |
3 | Follow Trail: Tracking |
3 | Gossip: Conversation |
3 | Intimidate: +3 PRE |
3 | Perception: +1 All PER |
3 | Search: Concealment +2, Only To Detect (-1 1/2) |
Select One |
6 |
Coolheaded: +3 EGO |
Savvy: +6 INT |
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Select One |
6 |
Disarm: Either (+3 with Disarm) or (Martial Disarm and +1 with Martial Disarm) |
Street Fighting: Either (+1 HtH) or (Defensive Strike), and Reputation ("Scrapper", Small Group 11-) |
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6 | Strike Mighty Blow: Either (+15 STR, Only For Damage (-1 1/2), No Figured Characteristics (-1/2)) or (Offensive Strike and 1 Weapon Element of Choice) |
6 | Strike to Stun: Either (+3 Penalty Skill Levels to Offset Striking with Side of Blade Penalties and +1 OCV when Striking with Side of Blade) or (Martial Strike and +1 OCV with Martial Strike) |
6 | Specialist Weapon Group (Watchman): WF Watchman Weapons and +1 OCV with Watchman Weapons and Reputation ("Master of Watchman Weapons", Small Group 11-) |
53 | Total Cost Of Abilities |
Value | Disadvantage |
0 | None |
53 | Total Cost of Package |
Cost | Options and Miscellaneous Information |
var | Trapping: Leather Armour |
var | Trapping: Lantern and Pole |
var | Trapping: Lamp Oil |
var | Trapping: Uniform |
var | Trapping: Sap |
var | Trapping: Hand Weapon |
var | Career Entry: Jailer |
var | Career Entry: Soldier |
var | Career Exit: Mercenary |
var | Career Exit: Racketeer |
var | Career Exit: Roadwarden |
var | Career Exit: Sergeant |
var | Career Exit: Soldier |
var | Career Exit: Tradesman |