STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 1 (1d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 15
HEALTH 30SOAK 5; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
Shortsword or stun baton 4d6 (2d6+3 piercing or blunt/electricity damage)Crossbow or pistol 4d6 (2d6 piercing or ballistic damage; range 8)
Skills swords 1 (1d6), light armor 1 (1d6), law 1 (1d6), thievery 1 (1d6), interrogation 1 (1d6), perception 4 (2d6), running 3 (2d6), local knowledge 3 (2d6), tactics 1 (1d6), dodging 3 (2d6), Gear shortsword, ringmail, light crossbow; or stun baton, pistol, riot armor
Alert. Guards are difficult to surprise and hard to fool. Their dice explode when making checks involving ambushes or deception.