Profession: Guard
Starting Gear: A basic set of steel plate body armor, steel bracers, a steel buckler, and steel half helmet. A standard steel short sword.
Pay Rate: 100 shillings per game week
Starting Bonuses: 25 character points at character creation
Bonuses:
  • 10% reduction in prices for items or services
  • Start with Defense Proficiency at Level 1
  • Start with either Cloth Armor, Chain Armor, Plate Armor, or Scale Armor at Level 1
  • Start with either Self Defense Techniques at Level 1 or Reactive Guard at Level 1
Penalties:
  • Negative morality removes price reduction bonus
  • -1 Initiative
  • Thief skills cost 25% more
Weapon & Armor Types:
  • Uses weapons that have parry value
  • Can use any armor or shield

Being a noble guard, member of the city watch, or patrolman (depending upon your campaign and setting) means that you belong to a group of dedicated servants to society. You are there to protect the peace and are rightly equipped to do so. You know how to defend yourself and others, are decent in a fight, and have great investigative abilities. You can't tolerate thievery and have no stomach for policy making and backroom deals.

The Guard Profession is all about defending others.It is the profession of the City Watch, the Kings' Guard, and other related professions. The Guard makes a great tank character.

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1) Starting Bonuses and Penalties

You already know that playing as a guard grants you company issued equipment, 25 character points during character creation, and a 100 shillings per week salary. However these are not the only benefits a guard receives.

  • A guard is regarded well by society and typically receives a small reduction in prices, typically 10%.
  • A guard starts with Defense Proficiency at Level 1.
  • A guard starts with either Cloth Armor, Chain Armor, Plate Armor, or Scale Armor at Level 1.
  • A guard can choose to start with either Self Defense Techniques at Level 1 or Reactive Guard at Level 1.
  • Guards are expected to always be upright citizens, therefore any negative morality will remove the price reduction bonus.
  • Guards are by definition defensive characters who usually don't go first, therefore they have a -1 penalty to their initiative. 
  • Thief skills cost 25% more.
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2) Effects on Weapon Usage

Guards are defenders, not warriors. Therefore they use only weapons that have a block value.

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3) Effects on Armor Usage

Guards can use any armor or shield.

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4) Character Point Rate

Guards train so that they can protect others. They don't care as much about scholarly things or being sneaky. Instead, they want to know how to absorb and handle the most damage. Defense is the way to go for them.

The Guard's character point rate is:
  • Mental x 0.02; with an additional +0.2 for every skill obtained in the Block or Parry skill chain, at level 1.
  • A guard who gets all chained skills to an armor skill at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A guard who gets all chained skills to an armor skill at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A guard's End of Session Bonus rate is your character point rate increased by 1/2 Fortitude. So if your character point rate is 1.5 and your Fortitude is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 
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5) Skills

Guards specialize in defense skills. For a guard, any skill listed below has its character point cost cut in half. Thief skills have their cost increased by 25%.

5.1) 5.1 Guard Skills Progression

5.2) Guard Skills

Skill Stat Cost Description Level Effects Cost to Acquire
Area of Effect Defense N/A

+5 to Defense and Spirit against explosions and other area of effect attacks.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Block or Parry Chance 5 EP

First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less. 

Level 1: 20, 5 EP
Level 2: 40, 10 EP
Level 3: 60, 15 EP
Level 4: 80, 20 EP

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Block or Parry Proficiency N/A

Increase shield's block value or weapon's parry value by 10%.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Break Chance 8 EP

5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill.

Level 1: 5%; 8 EP
Level 2: 10%; 16 EP
Level 3: 15%; 24 EP
Level 4: 20%; 32 EP

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Cloth Armor N/A

+1 to Evade, +2 to Defense and Spirit per level of mastery when wearing cloth armor. 

Level 1: +1, +2
Level 2: +2, +4
Level 3: +3, +6
Level 4: +4, +8

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Control Defense N/A

5% chance of immunity to possession or control per level of mastery.

Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Damage Absorb 5 EP

Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal. 

Level 1: 5%; 5 EP
Level 2: 10%; 10 EP
Level 3: 15%; 15 EP
Level 4: 20%; 20 EP

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Daze or Stun Defense N/A

10% chance of immunity to daze or stun per level of mastery.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Defense Proficiency N/A

Increase Defense while in Defensive Stance by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Defense with is 10, this skill will make it 11. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Deflect 1-Target Spell 5 SA

10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you.

Level 1: 10%; 5 SA
Level 2: 20%; 10 SA
Level 3: 30%; 15 SA
Level 4: 40%; 20 SA

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Deflect Hit Chance 5 EP

10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you.

Level 1: 10%; 5 EP
Level 2: 20%; 10 EP
Level 3: 30%; 15 EP
Level 4: 40%; 20 EP

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Disarm Chance 5 EP

10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain.

Level 1: 10%; 5 EP
Level 2: 20%; 10 EP
Level 3: 30%; 15 EP
Level 4: 40%; 20 EP

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Heightened Senses 5 SA

+5 to Perceive and Detect for 1d4 hours

Level 1: +5; 5 SA
Level 2: +10; 10 SA
Level 3: +15; 15 SA
Level 4: +20; 20 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Keep Self N/A

+5 to Will against fear, rage, or loss of self for 1 hour.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Knock Down Defense N/A

10% chance of immunity to knock down per level of mastery.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Mortal Guard N/A

Increases Saving Grace by 5 per level of mastery. An instant death kill allows for 3 free saving grace checks. 

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Pierce Defense N/A

+2 to Pierce modifier per level of mastery. This means that your armor will reduce pierce damage by 2 more. 

Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Plate Armor N/A

+1 to Evade, +2 to Defense and Spirit per level of mastery when wearing plate armor.  This skill also grants the ability to wear plate armor if your profession normally can't wear it (usually). You will need to refer to your profession though about any potential handicaps involved with wearing this armor. 

Level 1: +1, +2
Level 2: +2, +4
Level 3: +3, +6
Level 4: +4, +8; removes any profession armor handicap

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Poison or Sickness Defense N/A

15% chance of immunity to poison or sickness per level of mastery.

Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Reactive Guard N/A

+5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Runic Block 5 SA

Allows for block value using shields to be used to block magic.

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Runic Defense N/A

Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase. 

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Scale Armor N/A

+1 to Evade, +2 to Defense and Spirit per level of mastery when wearing scale armor.  This skill also grants the ability to wear scale armor if your profession normally can't wear it (usually). You will need to refer to your profession though about any potential handicaps involved with wearing this armor. 

Level 1: +1, +2
Level 2: +2, +4
Level 3: +3, +6
Level 4: +4, +8; removes any profession armor handicap

 

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Self Defense Techniques 5 SA

+2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds.

Level 1: +2, 1d4 rounds; 5 SA
Level 2: +4, 2d4 rounds; 10 SA
Level 3: +6, 3d4 rounds; 15 SA 
Level 4: +8, 4d4 rounds; 20 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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6) Guard Growth

As you develop and master skills within your guard profession, you will become a more capable guard. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Defender

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Defender

To reach this tier, you must acquire 5 of the skills in the Defense Proficiency Chain at level 1. As a novice defender you benefit from the following bonuses:

  • You can make a Saving Grace throw for an additional defense, should you be out of actions, with no affect to your mortality.
  • You gain 10% of your Fortitude as a modifier to Fortitude.
  • +0.5 to Character Point Rate

6.3) Tier 3: Skilled Defender

To reach this tier, you must acquire 5 of the skills in the Defense Proficiency Chain at level 2. As a skilled defender you benefit from the following bonuses:

  • Your mortality is doubled so that you have a longer chance to recover and be revived.
  • +0.5 to Character Point Rate
  • You gain 10% of your Fortitude to your HP as a modifier
  • You gain 10% of your React to your React as a modifier

6.4) Tier 4: Master Defender

To reach this tier, you must acquire 5 of the skills in the Defense Proficiency Chain at level 3. As a master defender you benefit from the following bonuses:

  • Defense and Spirit scores increased by 20%.
  • +0.5 to Character Point Rate
  • You gain 10% of your Fortitude to your HP as a modifier
  • You gain 10% of your Fortitude as a modifier to Fortitude
  • Armor no longer gives you initiative penalties
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7) Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to progress in the combined professions more easily, but make other professions more difficult. The combo professions allowed for guard are: paladin, shield knight, and dark guard.

  • Shield Knight: Shield Knight can be opened up when you've acquired Deflect Hit Chance at level 3 and a Weapon Proficiency at level 2.
  • Paladin: Paladin can be opened up when you've acquired Keep Self at Level 3, Block or Parry Proficiency at Level 2,  and Religious Sanctuary at Level 2. Paladin will only count the cleric skills that are good in morality or neutral in morality as in profession skills.
  • Dark Guard: Dark Guard can be opened up when you've acquired Keep Self at Level 3, Block or Parry Proficiency at Level 2, and Negative Energy at Level 2. Dark Guard will only count the cleric skills that are dark in morality or neutral in morality as in profession skills.

With a combo profession, the skills in both professions count as in profession skills, granting you the benefits of both. Also you can use the weapons and armor requirements from the least restrictive profession. You'll be able to follow the growth of both professions, however you will only gain the extra actions from the first profession. Once you go into a combo profession however, any skills from other professions will have their maximum mastery dropped by 10 and cost 10% more to acquire.

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Submitted by mythus on Sun, 11/14/2021 - 23:04