Security

Profession: Security
Starting Gear: A basic set of kevlar riot helmet, kevlar impact vest, and a CR-1 Revolver with a clip of 12 CR-1 bullets.
Pay Rate: 200 shillings per game week
Starting Bonuses: 25 character points at character creation
Bonuses:
  • 10% reduction in prices for items or services
  • Start with Defense Proficiency at Level 1
  • Start with Armor Proficiency of your choice at Level 1
Penalties:
  • Negative morality removes price reduction bonus
  • -1 Initiative
  • Thief skills cost 25% more
Weapon & Armor Types:
  • Uses weapons that have parry value
  • Can use any armor or shield

Being a body guard, member of the police force, or patrolman means that you belong to a group of dedicated servants to society. You are there to protect the peace and are rightly equipped to do so. You know how to defend yourself and others, are decent in a fight, and have great investigative abilities. You can't tolerate thievery and have no stomach for policy making and backroom deals.

The Security Profession is all about defending others.It is the profession of the Police Force, the Imperial Guard, and other related professions. The Security profession makes a great tank character.

Starting Bonuses and Penalties

You already know that playing as a security operative grants you company issued equipment, 25 character points during character creation, and a 200 shillings per week salary. However these are not the only benefits a guard receives.

  • A security operative is regarded well by society and typically receives a small reduction in prices, typically 10%.
  • A security operative starts with Defense Proficiency at Level 1.
  • A security operative starts with Armor Proficiency of your choice at Level 1.
  • Security operatives are expected to always be upright citizens, therefore any negative morality will remove the price reduction bonus.
  • Security operatives are by definition defensive characters who usually don't go first, therefore they have a -1 penalty to their initiative. 
  • Thief skills cost 25% more.

Effects on Weapon Usage

Security operatives are defenders, not warriors. Therefore they use only weapons that have a parry value.

Effects on Armor Usage

Security operatives can use any armor or shield.

Tier Levels and Costs to Acquire

The cost to acquire the skill depends on the level you are acquiring the skill, as well as the tier level of the skill.

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450

Character Point Rate

Security operatives train so that they can protect others. They don't care as much about scholarly things or being sneaky. Instead, they want to know how to absorb and handle the most damage. Defense is the way to go for them.

The Security operative's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level obtained in Defense Proficiency past level 1 (total of +0.6 bonus possible)
  • A security operative who gets all the skills in the Armor Proficiency chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A security operative who gets all the skills in the Armor Proficiency chain at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A security operative who gets at least 1 level in every security skill (one armor proficiency skill) gets their End of Session Bonus as extra character points.
  • A security operative's End of Session Bonus rate is your character point rate increased by 1/2 Fortitude. So if your character point rate is 1.5 and your Fortitude is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

Security operatives specialize in defense skills. For a security operative, any skill listed below has its character point cost cut in half. Thief skills have their cost increased by 25%.

5.1 Security Skills Progression

security skills.png

Security Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Area of Effect Defense N/A +5 to Defense and Spirit against explosions and other area of effect attacks. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Armor Proficiency N/A

+1 to Evade, +1 to Defense and Spirit per level of mastery when wearing the armor type you are proficient in.  This skill also grants the ability to different armor types if you are proficient in them.

The armor types are:

  • Light Armor
  • Medium Armor
  • Heavy Armor

Each armor type is its own skill.

Level 1: +1
Level 2: +2
Level 3: +3
Level 4: +4; removes any profession armor handicap
Block or Parry Chance 5 Endurance First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less.  Level 1: 20, 5 Endurance
Level 2: 40, 10 Endurance
Level 3: 60, 15 Endurance
Level 4: 80, 20 Endurance
Break Chance 8 Endurance 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. Level 1: 5%; 8 Endurance
Level 2: 10%; 16 Endurance
Level 3: 15%; 24 Endurance
Level 4: 20%; 32 Endurance
Bullet Defense N/A +2 to defense against bullet attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Control Defense N/A 5% chance of immunity to possession or control per level of mastery. Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%
Damage Absorb 5 Endurance Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal.  Level 1: 5%; 5 Endurance
Level 2: 10%; 10 Endurance
Level 3: 15%; 15 Endurance
Level 4: 20%; 20 Endurance
Daze or Stun Defense N/A 10% chance of immunity to daze or stun per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Defense Proficiency N/A Increase Defense while in Defensive Stance by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Defense with is 10, this skill will make it 11.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Deflect 1-Target Spell 5 Soul 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Deflect Hit Chance 5 Endurance 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Disarm Chance 5 Endurance 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Keep Self N/A +5 to Will against fear, rage, or loss of self for 1 hour. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Knock Down Defense N/A 10% chance of immunity to knock down per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Mortal Guard N/A Increases Vitality Save by 5 per level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Pierce Defense N/A +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more.  Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Poison or Sickness Defense N/A 15% chance of immunity to poison or sickness per level of mastery. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Reactive Guard N/A +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Resistance Empowerment 5 Endurance Increase Resistance by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Runic Block 5 Soul Allows for block value using shields to be used to block magic. N/A: only one level
Runic Defense N/A Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Self Defense Techniques 5 Soul +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. Level 1: +2, 1d4 rounds; 5 Soul
Level 2: +4, 2d4 rounds; 10 Soul
Level 3: +6, 3d4 rounds; 15 Soul 
Level 4: +8, 4d4 rounds; 20 Soul
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

Security Growth

As you develop and master skills within your security profession, you will become a more capable security operative. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Defender

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Novice Defender

To reach this tier, you must acquire all of the skills in one of the Defense Proficiency chains at level 1. As a novice defender you benefit from the following bonuses:

  • You can make a Saving Grace throw for an additional defense, should you be out of actions, with no affect to your mortality.
  • You gain 10% of your Fortitude as a modifier to Fortitude.
  • +0.2 to Character Point Rate

Tier 3: Skilled Defender

To reach this tier, you must acquire all of the skills in one of the Defense Proficiency chains at level 2. As a skilled defender you benefit from the following bonuses:

  • Your mortality is doubled so that you have a longer chance to recover and be revived.
  • +0.2 to Character Point Rate
  • You gain 10% of your Fortitude to your Vitality as a modifier
  • You gain 10% of your React to your React as a modifier

Tier 4: Master Defender

To reach this tier, you must acquire all of the skills in one of the Defense Proficiency chains at level 3. As a master defender you benefit from the following bonuses:

  • Defense and Spirit scores increased by 20%.
  • +0.2 to Character Point Rate
  • You gain 10% of your Fortitude to your Vitality as a modifier
  • You gain 10% of your Fortitude as a modifier to Fortitude
  • Armor no longer gives you initiative penalties

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Guards can open into the following combo professions: Duelist, Paladin, and Dark Guard.

  • Duelist: Duelist is a combo profession of Monk, Guard, and Thief
  • Paladin: Paladin is a combo profession of Guard and Cleric and requires a positive morality
  • Dark Guard: Dark Guard is a combo profession of Guard and Cleric and requires a negative morality

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

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