Provincial toughs
soldiers, pyrates, mercs, etc.
Headcount
2d4+1
Vitals
- com
- d12
- mov
- d10
- rea
- d6
- wil
- d8
- cha
- d6
- hea
- 22
- grt
- 14
- DR
- 1
- (provincial livery)
Habits
- Harassing some kids
- Arguing over an order of overcooked meat-loops
- Playing dice
Dogma
- The status quo
Attacks
- Gun (a wheellock "puffer"), 2d10 damage; can be fired every other round
- Sword or fist, d12 damage
Powers
- Explode CRB111
- Reconnoiter CRB111
- Steal CRB061
Gear
- 2d20 gl
Story notes
Toughs use call shot to double their damage and disarm opponents. If presented with an overwhelming threat, a patrol of toughs will seek to make it back to their barracks and alert dozens or even hundreds of other toughs.