DISCIPLINE

Guard

                   

CIRCLE

TALENT AVAILABLE

Discipline Talent

CIRCLE

TALENT AVAILABLE

Discipline Talent

1

KARMA RITUAL

 

13

SPECIAL ABILITY: +1 Spell Defense

Melee Weapons

 

Multi-Strike

 

Shield

D

OPTIONAL

 

Forage

 

14

SPECIAL ABILITY: + 1 Recovery Test / Day

Buckle Down

 

Guts

 

OPTIONAL

 

OPTIONAL

 

2

DURABILITY

 

15

SPECIAL ABILITY: + 1 Social Defense

Blank Stare

 

Spirit Strike

 

Hack

D

OPTIONAL

 

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.

OPTIONAL

 

4

SPECIAL ABILITY: True Grit

THREADWEAVING

 

Shift

D

5

SPECIAL ABILITY: + 1 Initiative

Encamp

 

Command Voice

 

6

SPECIAL ABILITY: +1 Social Defense

Shrug

D

Sergeant

 

7

SPECIAL ABILITY: Lucky Charm

Grunt

D

OPTIONAL

 

8

SPECIAL ABILITY: + 1 Physical Defense

Quick Nap

 

OPTIONAL

 

9

SPECIAL ABILITY: + 1 Recovery Test / Day

Head Down

D

Judge Character

 

OPTIONAL

 

10

SPECIAL ABILITY: + 1 Initiative

Carry On

 

Discipline Description

Focus

A 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

OPTIONAL

 

11

SPECIAL ABILITY: Surge of Strength

Walk it Off

 

OPTIONAL

 

12

SPECIAL ABILITY: + 10 Karma Point Maximum

Spell Shield

 

OPTIONAL