DISCIPLINE |
Guard |
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CIRCLE |
TALENT AVAILABLE |
Discipline Talent |
CIRCLE |
TALENT AVAILABLE |
Discipline Talent |
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1 |
KARMA RITUAL |
13 |
SPECIAL ABILITY: +1 Spell Defense |
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Melee Weapons |
Multi-Strike |
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Shield |
D |
OPTIONAL |
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Forage |
14 |
SPECIAL ABILITY: + 1 Recovery Test / Day |
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Buckle Down |
Guts |
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OPTIONAL |
OPTIONAL |
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2 |
DURABILITY |
15 |
SPECIAL ABILITY: + 1 Social Defense |
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Blank Stare |
Spirit Strike |
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Hack |
D |
OPTIONAL |
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3 |
Retaliate |
Special Ability Descriptions True Grit: Can use Karma on TOU-only tests. For the cost of 2 permanent Damage Points, Karma may also be used on Recovery Tests and the Guard gains a +1 Step Bonus on each Recovery Test modified by True Grit. Lucky Charm: The Guard can create a Lucky Charm using any small amulet, ring or other item that has no use. The Charm increases the Guard’s Physical or Spell Defense by 1. To activate the Charm the Guard must make a Perception Test with a result of 5 or better. The Charm’s protection lasts for a number of rounds equal to the Guard’s current Circle. The Charm also allows the Guard to “store” up to 5 points of Karma in addition to his own personal maximum limit. To use one of these stored Karma points, the Guard must take 1 point of Strain and then successfully activate the Charm. Surge of Strength: Can use Karma on STR-only tests. For the cost of 2 permanent Damage Points, Karma may also be used on Knockdown Tests and the Guard gains a +1 Step Bonus on each Knockdown Test modified by Surge of Strength. |
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OPTIONAL |
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4 |
SPECIAL ABILITY: True Grit |
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THREADWEAVING |
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Shift |
D |
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5 |
SPECIAL ABILITY: + 1 Initiative |
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Encamp |
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Command Voice |
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6 |
SPECIAL ABILITY: +1 Social Defense |
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Shrug |
D |
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Sergeant |
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7 |
SPECIAL ABILITY: Lucky Charm |
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Grunt |
D |
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OPTIONAL |
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8 |
SPECIAL ABILITY: + 1 Physical Defense |
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Quick Nap |
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OPTIONAL |
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9 |
SPECIAL ABILITY: + 1 Recovery Test / Day |
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Head Down |
D |
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Judge Character |
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OPTIONAL |
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10 |
SPECIAL ABILITY: + 1 Initiative |
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Carry On |
Discipline DescriptionFocusA Guard is a fighter who reveres calm professionalism. Guards eschew flashy moves and witty dialogue in favor of a stoic work ethic. Wild bloodlust and berserk fury are not for them. Cool, cynical and savvy, Guards are devoted to rigorous discipline and are not afraid to impose this discipline on those around them whenever warranted.Racial Restrictions: Windlings, T’Skrang |
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OPTIONAL |
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11 |
SPECIAL ABILITY: Surge of Strength |
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Walk it Off |
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OPTIONAL |
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12 |
SPECIAL ABILITY: + 10 Karma Point Maximum |
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Spell Shield |
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OPTIONAL |
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