====== Paramilitary ====== Paramilitaries are people employed as guards or military support staff, who do not have full military training. Mainly composed of Commoners, there are a few Experts and Adepts who serve as paramilitaries. Warriors serve in the military, Aristocrats or PC classes might be officers - but are rarely fond among the ranks of the paramilitaries. ===== Security Guards ===== Civilians are often employed by Towns and Nobles to provide basic everyday security. The town watch, patrols the streets on the lookout for fires or raises the alarm if they see a crime. Security Guards might patrol a building or 'advise' customers or clients in a commercial area, while Footmen might serve a noble as doorman and as a personal guard when the family go out and about. This might be a starting point for commoners who would want to prepare for career with the military. However, it is also a dead end job, and the vast majority of Civilian Security Guards stay in this role for life - it is (generally) easy work and it pays a regular salary. It is better than being a farm, or dock, labourer. ++Standard Security Guard Profile| \\ * Civilian Guard, Human Commoner1 \\ * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; \\ * Saves: Fort +2, Ref +0, Will +0; \\ * AC 10 (touch 10, flatfooted 10), HD (1d6)+3(Toughness); hp 9;\\ * MELEE\\ * Truncheon +0(1d6)\\ * RANGED\\ * Truncheon +0(1d6) \\ * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 \\ * Skills: Diplomacy +4, Intimidate +4, Perception +4 \\ * Feats: Great Fortitude, Endurance, Toughness \\ * Weapon proficiencies: Club (Truncheon)++ Some security guards might be trained into one of the following Traits - which allows them to be more supportive, and is a stepping stone towards promotion. (see the Auxiliaries section). ^Trait ^ Advantage ^ Note | |Auxiliary 1 |Proficient with Light Crossbow & Dagger: Prof(Soldier) +1 |Military Assistant / Missile Support | |Auxiliary 2 |Proficient with Buckler (only) & Boarding Pike: Prof(Soldier) +1 |Naval Support | |Militia 2 |Proficient with Light Crossbow & Long Spear: Prof(Soldier) +1 | House Guard | |Hunter | Proficient with Light Crossbow & Dagger: Survival +1 | Game Warden etc | ===== Auxiliary ===== Auxiliaries are commoners or experts who have joined the military to benefit from a permanent job. They are normally L2 characters with some basic military training (The Auxiliary Trait), and skills in either a craft or a profession that is relevant to the military - sailor, cook, farrier, blacksmith, stable master, clerk or anything else that might benefit their home base. In normal circumstances, they carry out their main job and stand watch, as required. Auxiliaries are trained (and equipped with) some basic military equipment and are expected to stand watch and help with defence, if required. They may be in charge of some L1 NPCs who assist with the basic duties. Most Auxiliaries serve in land bases. ++++Example Auxiliary (Commoner-2) Cook | * Auxiliary, Male Human Commoner2 (**Cook**) * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; * Saves: Fort +2, Ref +0, Will +0; * **AC 12 (touch 10, flatfooted 12), HD (2d6)+4; hp 11;** * **MELEE** * Dagger +1 (1d4 19-20/x2), Club +1 (1d6) * **RANGED** * Crossbow, Light +1 (1d8 19-20/x2), Dagger (Thrown) +1 (1d4 19-20) * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 * //Skills//: Diplomacy +4, Intimidate +4, Perception +4, Profession (Cook) +4, Profession (Herbalist) +4, Profession (Soldier) +4, (+1 skill for personalization) * //Feats//: Great Fortitude, Endurance, Toughness * //Trait//: Auxiliary (proficient with LXB, Dagger, prof[soldier] +1) * //Possessions//: 1x Leather Armour; 1x Crossbow (Light), 1x Truncheon, 1x Dagger, 10x Crossbow Bolts; ++++ For other Land Based Auxiliaries, swap the skills ... Here are some examples * //Blacksmith//: Diplomacy +4, Intimidate +4, Perception +4, //Craft (Weapons) +4, Craft (Armour) +4//, Profession (Soldier) +4, (+1 skill for personalization) * //Stable Master//: Diplomacy +4, Intimidate +4, Perception +4, //Prof (Stablemaster) +4, Ride +4,// Profession (Soldier) +4, (+1 skill for personalization) * //Administrator//: Diplomacy +4, Intimidate +4, Perception +4, //Prof (Clerk) +4, Prof (Scribe) +4,// Profession (Soldier) +4, (+1 skill for personalization) ==== Naval Auxiliaries ==== While the Navy employs 'normal' auxiliaries at its bases, it needs specialist to serve in its dockyards and ships. Longshore Auxiliaries carry out the day-to-day work of naval ports, they oversee the loading and unloading of vessels, move cargoes and guard them as required. They manage many of the workboats found in a military harbour, and can move goods round between vessels standing away from the dockside. It is good, regular, work and pays a stead wage - without being particularly high-risk. Naval Rowers, on the other hand, are the engine power of naval galleys. Surprisingly, it isn't too onerous. Galleys are generally used to carry out short, local patrols, and are often only away from home for a day or two at a time. Even then, they mainly travel under sail, and the rowers carry out standard shipboard deck duties. They are armed and equipped to help defend their ship, should it be attacked - although many follow the marines aboard the enemy vessel in the hope of claiming some of the plunder for themselves. ++++Marine Auxiliary (Commoner2 ) | * Auxiliary, Male Human Commoner2 * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; * Saves: Fort +2, Ref +0, Will +0; * AC 13 (touch 10, flatfooted 12), HD (2d6)+4; hp 11; * MELEE * Boarding Pike +1 (1d6 20/x3), Club +1 (1d6) * RANGED * None * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 * Skills: Diplomacy +4, Intimidate +4, Perception +4, Profession (Porter) +4, Profession (Sailor) +4, Profession (Soldier) +4, (+1 skill for personalization) * Feats: Great Fortitude, Endurance, Toughness * Trait: Auxiliary 2 (proficient with Buckler, Boarding Pike: Prof[soldier] +1) * Possessions: 1x Leather Armour, 1x Bracer; Boarding Pike), 1x Truncheon ++++ ++++ Naval Rower (Commoner 3) | * Auxiliary, Male Human Commoner3 (**Naval Rower**) * Init 0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; * Saves: Fort +3, Ref +1, Will +1; * AC 12 (touch 10, flatfooted 12), HD (3d6)+6; hp 19; * MELEE: Boarding Pike +1 0(1d8 20/x3); Dagger +1 (1d4 19-20) * RANGED: Dagger +1 (1d4 19-20) * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 * Skills: Climb +4, Diplomacy +4, Intimidate +4, Perception +4, Profession (Porter) +4, Profession (Sailor) +4, Profession (Soldier) +4, Swim +4, (+1 skill for personalization), * Feats: Great Fortitude, Endurance, Toughness * Trait: Naval Rower (proficient with Buckler, Boarding Pike: Prof[soldier] +1) * Possessions: 1x Leather Armour, 1x Bracer; Boarding Pike), 1x Truncheon ++++ ===== Militia ===== Militiamen are the locals that the army can call on to help defend their town or village or to join in searches, hunts and other civic duties of that type. Most militiamen (and women) are L2 commoners who have attended training sessions at their local Watchtower / Barracks / Garrison etc. ++ Why do it? | Think of the various volunteer 'emergency services', in the UK we have: The 'Special' Constabulary, RNLI, Coast Watch, Mountain Rescue Teams, and others as well. In this environment, it probably has a minor tax relief and gets him a bit of extra work because he is an 'upstanding member of the community'. Or it might just be because of the free bread and soup given out on training night. ++ ++++ Example Militia Profile| * Note: A jobbing carpenter, who has a second job as a farm labourer and attends militia practice regularly * - * Militiaman, Male Human Commoner2 CR 1/2 ; * Init +0 (+0 Dex, +0 Misc); Spd Walk 30 ft.; * Saves: Fort +2, Ref +0, Will +0; * AC 11 (touch 10, flatfooted 11), HD (2d6)+2; hp 12; * Melee * Spear +0 (1d8 20/x3), Club +0 (d6) * Ranged * Spear (Thrown) +1 20 ft./P (1d8 20/x3) * Dart +1 20 ft./P (1d4 20/x2 Carried M ); * * STR 11, DEX 11, CON 11, INT 11, WIS 11, CHA 11 * Skills: Craft (Carpentry) +5, Perception +5, Profession (Farmer) +4; Profession (Soldier) +4 * Feats: Endurance, Great Fortitude * Possessions: 1x Spear, 1x Outfit (Artisan's), 1x Padded Armour, 5x Darts * Trait: Militiaman (proficient with Spear, Dart: Prof(Soldier) +1) * ++++ ===== Commoner Traits ===== These traits are taken at L2 by commoners or after they have trained at a sword school of some type. |Auxiliary|Proficient with Light Crossbow & Dagger|Military Servant / Reserve Guard| |Militia|Proficient with Spear & Darts: Prof:Soldier +1 |P/T Reserve Guard / Posse|