Justice Bringer
Although many towns use their local priests as judges for their disputes, the
more advanced areas are just as respectful of the Justice Bringers. The
Justice is a modern knight (although there are still schools for the older
kind), who has studied the law and some technology. Sometimes these judges are
little more than thugs sent by the local government, but more often they are
former knights who have accepted the marvels of technology.
Special Skills:
- Family Background - Same as the Knight OCC
- Way of the Horse - Effectively Horsemanship: Knight, however the
Justice can fire a projectile weapons from horseback (normally a flat roll) at
half the usual strike bonus (cannot be a called shot until level 7).
- Better Accuracy - The Justice gains a +3 to disarm with any melee
weapon they have a proficiency in. Also, when armed with a rifle, the justice
may make an aimed, called shot to Disarm.
- Quick Reflexes - automatically gets a +2 to initiative, with an
additional +1 to iitiative for every 4 points of P.P. above 16 to a max of +5.
OCC Bonuses: +2 to P.P.
Alignments: Any,
Attribute Requirements: I.Q.: 10, P.E.: 10, P.P.: 12
OCC Skills
WP: one modern and two ancient of choice
Language: two of choice (+20)
Literacy of choice (+15)
Law (General, +15)
Law (Home kingdom, +20)
Racial History (+10)
General Repair (+20)
Chemistry (+10)
HtH: Expert (or Martial Arts for 2 skills)
OCC Related skills:
Select 7, and another 3 at level 4. Select 1 at levels 7, 10, and 15.
Communications: Any (+10)
Domestic: Any (+5)
Espionage: Detect Ambush, Detect Concealment, and Tracking only (+10)
Horsemanship: exotic only
Medical: first aid and Holistic medicine only
Military: any (+10)
Mechanical: none
Physical: any, except acrobatics.
Piloting: any
Pilot Related: navigations only.
Rogue: any, except pick pockets.
Science: any (+5)
Technical: any (+5 to lore, language, and literacy)
Weapon proficiencies: any
Wilderness: any
Secondary Skills:
Select 4
Starting Equipment: one rifle, and three weapons of choice, a total
of 30 + 5D6 rounds of ammunition, light armor, traveling bag, 2D4 pairs of
manacles/handcuffs, 2D4 small pouches, canteen, sleeping roll, badge of office
(usually doubles as a small holy symbol and informs those with Heraldry who's
word is backing the Justice), tinder box, oil lamp or a handful of torches.
50% will start with a horse.