:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: John Givler Re: THE GENDARME KIT ---------------------------------------------------------------------- The Gendarme Description: Gendarme are policeman, and guards working for the government, or an aristrocrat. He is a protector of the innocent, prosecurator of the guilty. The Gendarme is a crime stopper and will do this within the limits of the law. The main attributes are strength and dexterity. Charisma is also an important factor.. Any character choosing to be a Gendarme needs at least a 14 in both strength and dexterity, and at least a 12 in charisma. Role: The Gendarme is a defender of the law, and it is his job to protect the innocent, and bring criminals to justice. It is his job to stop thieves, murderers, and other crimes. Some often wonder what are the Gendarme's legal issues. The Gendarme are the law, whether they uphold this in a good or evil manner is no concern, because it is their job to defend the law. Secondary Skills: Armorer, Bowyer/Fletcher, Gambler, Hunter, Limner/Painter, Navigator, Weaponsmith, are the prefered secondary skills for the Gendarme. Skill Progression: The only skill not favored by the Gendarme is Pick Pockets, but the character is evenly distributed among the remaining skills. Weapon Proficiencies: The Gendarme may be proficient in any weapon that the thief class is allowed. The prefered weapons of the Gendarme are the: hand crossbow, dagger (normal & throwing), longsword, and the quarterstaff. Nonweapon Proficiencies: Bonus proficiencies are: Tracking, and Reading lips. Recommended: (Rogue) Blind-fighting, disguise, jumping, set snares, tightrope walking, tumbling; (General) Direction sense, etiquette, riding land-based, rope use, and swimming. Equipment: The Gendarme uses equipment that will aid in his survival, and to help him capture thieves. They need the usual lock picks, and the other prefered weapons. The Gendarme will have over a dozen crossbow arrows or bolts, and a number of throwing daggers. Special Benefits: The Gendarme gets many benefits that are not available to a normal thief. The Gendarme recieves the fighter exceptional strength bonuses. Also the Gendarme gets multiple attacks per round. Level Attacks 1-6 1 7-13 3/2 14+ 2 Special Hindrances: The Gendarme only recieves his multiple attacks per round, and fighter exceptional strength bonuses, with two weapons one of which must be the hand crossbow. The other is the characters choice. The Gendarme must be either Lawful Neutral, or Lawful Good. Most of the Gendarme are Lawful Neutral, so that may get away with some of their action, in the attempts to stop crime. The Gendarme does not recieve the 10% bonus to earned experience. While the gendarme can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must be converted to a portable form, or donated to a worthy institution (an NPC group, not a player character.) Races: Although almost any race can be a thief, the Gendarme is only recommended for humans. The DM may wish to change this rule since crime is in almost every civilization. Notes: As stated earlier the Gendarme is an anti-thief, and a crime stopper. So it goes to say that thieves do not like them, and attempts may be made on the character's life. The Gendarme should not be mistaken for a fighter, or a thief. Although it may have some of the abilities of both classes, it is different, and is a kit for the thief class. The main goal of the Gendarme kit is to stop thieves, because there is to much crime and chaos going on in the world, and something must be done to stop it. That is the Gendarme's job. * Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)