Wardens GURPS Statistics
Rank: Conspiratorial Rank 0 to 3.
In Charge: Wilderness warriors and survivabilists, knights, and yeomen.
In the Ranks: As above, plus guards, native guides, skirmishers, and squires.
On the Payroll: Anyone else.
Influencing the AR: Carousing or Leadership. Professional goods include weapons, light and medium armor, and wilderness survival equipment suitable to the region. Common appeals to the Wardens include: Backup When the Wardens turn out, they show up in force. +3 to ARs, and add Rank x 2 to the number of people who show up.
Favor The Wardens are good for their word. +3 to effective frequency of appearance.
Hideout The Wardens know many hiding places in the woods. +3 AR
Lore The Wardens have information on what lurks deep within the local dungeons and can answer questions about their history. They can also answer questions about the surrounding wilderness with Area Knowledge-15.
Map One thing the Wardens have is knowledge of the wilderness, and that includes maps!
Mounts & Vehicles The Wardens keep horses, dogs, and sleds for travel. These can be made available on a successful AR.
Provisions As long as tasteless travel rations and hard tack that can chip teeth is your thing, the Wardens can provide rations aplenty.
Special Orders The Wardens give double the usual discounts, to a maximum of 80% off on survival gear, and AR is at +3.
Training The wardens can provide broad wilderness training: Animal Handling (virtually any), Boating (Sailboat or Unpowered), Camouflage, Cartography, Climbing, Hiking, Fishing, First Aid, Jumping, Knot-Tying, Naturalist, Navigation (Land), Observation, Riding (Equines), Skating, Skiing, Survival (Arctic, Forest, Mountain, Swampland), Swimming, Teamster (Dogs, Equines, or Horses), Tracking, Traps, and Weather Sense. AR is at +3
Other ARs are at -4 or worse.
In Charge: Wilderness warriors and survivabilists, knights, and yeomen.
In the Ranks: As above, plus guards, native guides, skirmishers, and squires.
On the Payroll: Anyone else.
Influencing the AR: Carousing or Leadership. Professional goods include weapons, light and medium armor, and wilderness survival equipment suitable to the region. Common appeals to the Wardens include: Backup When the Wardens turn out, they show up in force. +3 to ARs, and add Rank x 2 to the number of people who show up.
Favor The Wardens are good for their word. +3 to effective frequency of appearance.
Hideout The Wardens know many hiding places in the woods. +3 AR
Lore The Wardens have information on what lurks deep within the local dungeons and can answer questions about their history. They can also answer questions about the surrounding wilderness with Area Knowledge-15.
Map One thing the Wardens have is knowledge of the wilderness, and that includes maps!
Mounts & Vehicles The Wardens keep horses, dogs, and sleds for travel. These can be made available on a successful AR.
Provisions As long as tasteless travel rations and hard tack that can chip teeth is your thing, the Wardens can provide rations aplenty.
Special Orders The Wardens give double the usual discounts, to a maximum of 80% off on survival gear, and AR is at +3.
Training The wardens can provide broad wilderness training: Animal Handling (virtually any), Boating (Sailboat or Unpowered), Camouflage, Cartography, Climbing, Hiking, Fishing, First Aid, Jumping, Knot-Tying, Naturalist, Navigation (Land), Observation, Riding (Equines), Skating, Skiing, Survival (Arctic, Forest, Mountain, Swampland), Swimming, Teamster (Dogs, Equines, or Horses), Tracking, Traps, and Weather Sense. AR is at +3
Other ARs are at -4 or worse.
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