City/Town Guard
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 20 | Combat | 70 |
| Endurance | 40 | Wound Thr. | 11 | - | - |
| Agility | 35 | Magicka | 30 | - | - |
| Intelligence | 30 | Stamina | 3 | Observe | 75 |
| Willpower | 30 | Initiative | +9 | Stealth | 15 |
| Perception | 45 | Action Pts. | 3 | Knowledge | 30 |
| Personality | 35 | Speed | 10m | Social | 55 |
| Morale | 70 | Size | Std. | Physical | 60 |
Weapons & Armor
- Has one of:
- • Steel War Axe: 1d8+1; Splitting, Unwieldy; Reach 2m, 1H
- • Steel Broadsword: 1d8+1; Slashing; Reach 2m, 1H
- • Steel Mace: 1d8+1; Crushing, Unwieldy; Reach 2m, 1H
- May also have one of:
- • Wood Longbow: 1d8; (10/250/250)m Range; Reload(2)
- ▪ Includes 20 iron arrows; Slashing or Splitting
- • Wood Crossbow: 1d6; Crushing(4); (20/100/200)m Range;
- Reload(1)
- ▪ Includes 20 bolts
- May also have:
- • Steel Shield: 10 BR/5 MR; Medium
- Also has:
- • Partial Steel Armor: 4 AR; Medium
Special Abilities
- • Warning Shout (1 SP): When a guard shouts, they summon
- any additional guards within hearing range to their aid.
Traits
- • Dead or Alive: Guards gain +1 DoS to offensive and defensive
- Combat rolls when they have at least 2 other guards supporting
- them, and gain a +20 bonus to grapple or otherwise restrain
- their target without killing them.
- • Who did it?!: When investigating a crime, a guard cannot
- score less than 3 DoS on a successful Social skill test when
- interrogating witnesses.
- Healer
- Healers are equal parts herbalist and mage, using their knowledge
Encountering City/Town Guard
Legion Zero Watchman City guards in Cyrodiil are just like any other. Cyrodiil does feature, however, a unique kind: the Legion Zero watchman, bearing the iconic Imperial Plate. Their equipment is made from Silver and they are generally much better trained than the typical guard. Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 40 Hit Points 23 Combat 80 Endurance 40 Wound Thr. 11 Magic - Agility 35 Magicka 30 Evade 35 Intelligence 30 Stamina 3 Observe 75 Willpower 30 Initiative +9 Stealth 15 Perception 45 Action Pts. 3 Knowledge 30 Personality 35 Speed 10m Social 55 Morale 70 Size Std. Physical 60 Additional Skills • Persuade: 70 • Athletics: 70 Weapons and Armor • Silver Longsword: 1d8(1d10)+1; Slashing, Silvered; Reach 2m, 1.5H • Wood Longbow: 1d8; (10/250/250)m Range; Reload(2) ▪ Includes 20 Silver (+1 Damage, Silvered) arrows; Slash- ing or Splitting • Steel Shield: 10 BR/5 MR; Medium • Full Steel Armor: 6 AR; Heavy Special Abilities • Warning Shout (1 SP): When a guard shouts, they summon any additional guards within hearing range to their aid. Traits • Dead or Alive: Guards gain +1 DoS to offensive and defensive Combat rolls when they have at least 2 other guards supporting them, and gain a +20 bonus to grapple or otherwise restrain their target without killing them. • Who did it?!: When investigating a crime, a guard cannot score less than 3 DoS on a successful Social skill test when interrogating witnesses. 68