Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the
Fantasy Core Index.)
The Governor’s Bodyguards
We do not question
security until all privacy has been lost via suffocation. In other words, until
we have placed ourselves inside a cell.
In addition to the Imperial troops on the palace grounds and
the internal security in the palace, Governor Yu has his own small, private
mercenary force, the Governor’s Guardsmen.
They are an additional layer of personal security and are all
foreigners, totally loyal to him. These
troops can also deployed for personal tasks by the Governor, but generally only
if the use of Imperial troops would somehow be seen as improper. The Guardsmen are all famous for their
taciturn silence, though they do understand the language of the Empire. They’re even quiet amongst themselves. Needless to say, the Imperial military troops
feel nothing but contempt for them and will only work with them if
ordered.
They are a mixed forced of Mongolian horsemen (Nomads) and
Tibetan warriors (Barbarians), all experienced (at least 3rd level). They are recruited mercenaries, brought in
individually, among those who have come into the province looking for
work. They are well paid and well
treated, signing up for a year’s service.
Most leave after that with a full coin purse and an excellent
reference. Anyone even suspected of any
discretion is dismissed immediately (tortured and executed if necessary),
though this is a very rare event. They
are headquartered in a fairly posh barracks just behind the Palace.
Men built like towers
tend to attract more sieges, personally and professionally.
Hong
The Governor’s Personal bodyguard and leader of the
Guardsmen. He is a massively built tower
of a Tibetan warrior. Hong has been with
the Governor since his military days.
The story of their meeting is not known, but clearly there is a high-degree
of trust between the two. Hong is by the
Governor’s side at nearly all times, excepting some social events and other
personal matters. He’s slightly more
talkative than the other Guardsmen, but usually its snarling insults for anyone
getting in his or the Governor’s way.
Hong is a heavy drinker in his few off-duty hours. Reportedly, he can drink anyone in town under
the table.
7th level Barbarian, Hp 76, AC 16 (Chain Mail)
Fort +9, Ref +3, Will +2
Melee: Two-handed Battle-Axe +11 to hit 1d12+4
Ranged: +1 Javelin (Stinger) +7 to hit 1d6+1 + DC 18 Stun 1
turn
Should I discover all
of a woman’s secrets, then I will require another one to replace her.
Kasumi (Whisper)
Who is that woman? At
various social events and official functions, the Governor is always in the
company of a beautiful exotic woman. She
is introduced as Kasumi, his personal aide.
There is a good-deal of speculation in the court as to the nature their
relationship. Sometimes, she appears to
be his formal mistress. Other times,
when he is escorting another woman, Kasumi seems to just be his secretary. Kasumi has also displayed some martial skills
as well, so perhaps she’s his bodyguard.
There is even a wild rumor that she is an assassin, called the Whisper,
whom the Governor uses on his enemies.
Ever demurring, Kasumi herself seldom has anything
substantive to say on the subject and graciously returns the conversation back
to the asker. Even the Governor himself
is perhaps unsure of their relationship.
She was inserted into his court by the Emperor, shortly after the Yong
incident. Does she actually work for
Emperor, keeping an eye on Governor Yu?
Here are her stats, but Kasumi’s primary skill is that of being
mysterious.
8th level Ninja, Hp 37, AC 13 (None, but has
Shadowy ability) Enhanced initiative +3
Fort +2, Ref +9, Will +6
Melee: +4 Dagger (Venom) +12 to hit 1d4+4 + Poison (4 doses)
DC 18 Fort Sv or victim reduced to 0 hp and unconsciousness for 1 turn. Victim will recover to 1 hp, with all of
their stats zero’ed out, for a day. The
victim will also be highly susceptible to interrogation and mind control during
that time.
Ranged: Shuriken (6) +13 to hit 1d4 + Poisoned DC
18 Fort Sv or unconscious 1 turn.
Kill Shot ability
Shadowy: DC 12 Ref Sv to avoid first hit in rd, DC 18
afterward
Vanish ability
+6
Detection (Traps, ambushes), Detection (Trapped items)
+7
Stealth (Hiding, sneaking), Escape Artist
+6
Acrobatics (Balancing, jumping), Climb
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