Sc.3: The City Watch Arrives
Plot points/Scenes
Reaction Table
The GM can use the table below to roll or choose a character or group’s initial attitude.
2D6 | INITIAL REACTION |
---|---|
2 | Hostile: The target is openly hostile. He may attack if possible, or otherwise betray, report on, or hinder the party at the first opportunity. He doesn’t help without an overwhelming reward or threat of some kind. |
3 | Unfriendly: The character isn’t interested in helping unless he has little choice and/or is offered a substantial payment or reward. |
4–5 | Uncooperative: The target isn’t interested in getting involved unless there’s a significant advantage to himself. |
6–8 | Neutral: The character has no particular attitude toward the group. He expects fair payment for any sort of favor or information. |
9–10 | Cooperative: The character is generally sympathetic. He helps if he can for a small fee, favor, or kindness. |
11 | Friendly: The individual goes out of his way for the hero. He likely does simple tasks for very little, and is willing to do more dangerous tasks for fair pay or other favors. |
12 | Helpful: The target is anxious to help the hero and probably does so for little or no reward. |
Structure
Resolution
Relations
Neutrals/Bystanders
Backdrops
Threats
Encounters
Sharn Watch Sergeant (Dwarf)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d10, Notice d8, Shooting d8
Pace: 5, (d4 running die), Parry: 7, Toughness: 10 (3)
Languages: Common d10, Dwarven d10, plus one other racial language
Edges: Block, Combat Reflexes, Command, Marksman
Gear: Chain mail shirt (+3), Pot helm (+2), Leather greaves (+2) symbol of the Sharn Watch, identification papers
Special Abilities:
- Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch Darkness).
- Stability: +2 bonus to opposed Strength rolls for resisting Push attacks.
- Stonecunning: Dwarves add 2 to Notice rolls related to unusual stonework.
Sharn Watch Guard (Human)
These are average town or city guardsmen. They are competent and brave, but not suicidal. Guards of the Sharn Watch are typically equipped with halberds and saps. When they patrol the city streets, they typically travel in pairs. A patrol that gets in trouble immediately summons the help of the nearest watch detail.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d6, Shooting d6
Pace: 6, Parry: 7, Toughness: 7 (2)
Languages: Common d10, and at least one other common racial language
Edges: First Strike
Gear: Leather armor (+2), Leather helm (+2) symbol of the Sharn Watch, identification papers
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