NPCs
GUARD/WATCHMAN
GUARD/WATCHMAN
Medium sentient humanoid (4d6)
Peacekeepers and jailers.
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 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 15
HEALTH 30
SOAK 5; VULN none
IMMUNE none
INITIATIVE 4d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)
REACH 5-ft
ACTIONS 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.