Marshal
Description: The Marshal's duty is to enforce the laws of the Realm, protect its citizens and track down threats to the peace. He is adept at facing Medium or Heavy opponents, but against Tremendous monsters he needs a heavier weapon, and is ill-suited to taking on the most powerful of beasts.
Symbol: Marshal's Star
Weight/Vulnerability: Medium
Watchman
Helmet, Spear
Fight M5 Fight M5 Move M5
Deputy
Helmet, Breastplate, Spear
Fight M4* Move M4* Move M4*
Sheriff
Helmet, Breastplate, Shield, Spear
Fight M4* Fight H5* Move H5*
Marshal
Helmet, Breastplate, Shield, Spear
Fight M3** Fight H4** Move M3**
Begins at: Inn, House or Guardhouse
Special Advantages:
1. Agent of the Crown: Not all native groups respect or like him, but his authority is another matter. Natives are more than willing to help the Marshal complete his business quicker (if only to get him out of their hair), and thus he may execute an extra phase under the same conditions as the Captain.
2. Defender of the Citizenry:
a) The Marshal is the protector of those who inhabit the Realm and as a result he may not initiate combat with any unhired native or native group. He may defend himself however, if he is attacked by a hired native or an unhired native group that has Insulted, Challenged or Block/Battled him.
b) In addition, in order to more effectively hunt down dangerous Monsters and Characters, he frequently forms posses and may subtract 1 from his die rolls when performing the Hire activity.
Relationships:
Allies: Patrol
Friendly: Guard, Soldiers, Crone
Unfriendly: Bashkars, Shaman
Designer: Deric Page
Designer's notes:
I created this character because the natives really need someone on their side. With his hiring advantage, he should be well suited to "campaigning" and will probably need to rely on natives for taking out the Tremendous monsters that hang out at treasure sites. He may also want to trade in his spear for a weapon that can do damage while unalerted.