Package Type: Basic
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Package Source: WHFRPG2e
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Militias are part-time local defence forces, formed largely from rural peasantry. Members agree to spend a certain amount of time each year -- usually seven days -- practicing together on common land. Even this small amount of training can be the difference between life and death on the blood soaked battlefields of the Old World. |
Militai Captains are either civil leaders or retired military types. Some militias must provide their own equipment, while the local nobility equips others. This means that while some militia groups appear for duty in smar uniforms and well maintained equipment, others have little more than patchwork clothing and hunting bows. |
Cost | Ability |
3 | Animal Care: Animal Handling |
5 | Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-)) |
Select One |
3 |
Drive: TF: Wagons, Carts, Chariots |
Swim: +3" Swimming |
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Select One |
3 |
Gamble: Gambling |
Gossip: Conversation |
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3 | Outdoor Survival: Survival |
3 | Perception: +1 All PER |
3 | Search: Concealment +2, Only To Detect (-1 1/2) |
3 | Trade (Choose one): PS: Choose one |
Select One |
6 |
Specialist Weapon Group (Two-handed): WF Two-handed Weapons and +1 OCV with Two-handed Weapons and Reputation ("Master of Two-handed Weapons", Small Group 11-) |
Rapid Reload: Either (Fast Draw +8, Only to Reload (-2)) or (6 Points of Partial Buy Off for "Extra Time To Reload" Limitation) |
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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) |
38 | Total Cost Of Abilities |
Value | Disadvantage |
0 | None |
38 | Total Cost of Package |
Cost | Options and Miscellaneous Information |
Select One |
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Trapping: Halberd |
Trapping: Bow with 10 Arrows |
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var | Trapping: Light Armour |
var | Trapping: Uniform |
var | Career Entry: Artisan |
var | Career Entry: Bailiff |
var | Career Entry: Burgher |
var | Career Entry: Fisherman |
var | Career Entry: Merchant |
var | Career Entry: Peasant |
var | Career Entry: Tradesman |
var | Career Entry: Woodsman |
var | Career Exit: Artisan |
var | Career Exit: Fieldwarden |
var | Career Exit: Mercenary |
var | Career Exit: Messenger |
var | Career Exit: Outlaw |
var | Career Exit: Sergeant |
var | Career Exit: Thief |