Guard, Common
Species: As the Race he or she is. Breed: As the race he or she is.
Class: Monster (races are considered "Monster" class).
Align: %Roll: 01-30: Evil, 31-00: Good (see: Disposition in the Description below).
Gender: 01-50: Female, 51-00: Male.
Level: 21 + 1-D10 See: "Note" below in the description.
Damage-Points: 1-D8 x level.
Number encountered: 3-D6 +6 (this is up to the Game Master. Special: At least 1-D2 Guards will be a Shadow Guard (discretion of the Game Master).
Experience-Points: 50 x level. Game Master: If you make a character sheet for Common Guards, the XP will be 100 per level.
Characteristics:
Awareness: Hearing: 24, Sense of Smell : 20, Sixth Sense: 15, Taste: 22, Touch: 24, Vision: 24,
Charisma -: Appearance: 19, Speech: 19, Constitution: 26, Coordination: 30, Dexterity: 30, Intelligence: 18, Mental-Strength: 26, Strength: 27, Wisdom: 18.
Movement:
Flying: Can't. Grounded: 11. Swimming: 3.
Luck: 1-D6 per level.
Oxygen-Points: 78.
Blood-Points: 78.
Attacks:
Long Sword - : 1
Damage ------ : 2-D8 (+1-D8 per 2 levels advanced).
Range -------- : 2 spaces (10').
Attack type - : Sharp.
Special ------- : G.M.: It is up to you to give guards multiple weapons types.
Defense: 30. Offense: 30.
Treasure: %Roll needed to have money and treasure:
60+ to have 1-D4 item checks.
Begin rolling on the UnCommon chart.
Check each guard for treasure (a guard will ALWAYS know and use the treasure items he or she has).
Description:
Annihilation Strike?: Yes. Sudden Death Strike?: Yes.
Description - : Discretion of the game master (mostly, a Guard is a warrior type). Commonly found among a group of Guards will be a spell-casters to enhance the success of the group (discretion of the G.M.).
Dislikes ----- : If they be good, they dislike evil. If they be evil, they dislike good. Either way, guards will always do their job in the publics eye.
Disposition - : This type of person is honor-bound to protect and serve the city, town, or village he or she works to watch over (discretion of the Game Master).
Fears -------- : Discretion of the Game Master.
Habitat ------ : Guards are found in all regions.
Immunities - : Depending upon the race and what the G.M. wishes to give the Guard. Sometimes a guard will have treasure items which will help with this.
Life-span --- : Depends on his or her race.
Likes -------- : Discretion of the Game Master.
Needs ------- : Discretion of the Game Master.
Note --------- : Remember that each guard may be the same race, or a different race. It is wise to create Guards in advance who are more than just a basic creature sheet.
Concerning the Guard Captain:
1. Will be maximum level.
2. Add +2-D6 to every characteristic.
3. Will automatically have 1-D6 +1 extra treasure items. At least 1 item will be Rare, and the guard will have a 20% chance of possessing 1 Legendary item check.
4. Will always have a long sword that is at least Rank-5 (your discretion). Make sure you boost the Guard Captain. After all, he or she is a Captain for a reason. I would make a full character just for this purpose.
Special Abilities:
As race type (discretion of the Game Master).
Proficient in Riding (horses). The Guard Captain will be trained to ride all forms of mounts. Each guard will also be a Medic.
Special Defenses:
As "Special Abilities" and armors worn. Guards will ALWAYS be wearing armor. You may wish to give each guard a shield as well. If you create a character for each guard, you may wish to multi-class a few. Either way, Warrior will be their main class.
Special Offenses:
As "Special Abilities".
Susceptibilities and Weaknesses: As race type (discretion of the Game Master).
Weapon Susceptibilities : Rank-0 non-magical weapon to harm. Note to G.M.: If you roll up a random race, be aware that "Weapon Susceptibilities" may change.