Marshal

A Marshal is a law enforcement officer in the wild west, empowered by provincial agreements between towns and cities to bring justice to the frontier. They are known for their incorruptibility and their unwavering commitment to justice. They are always in demand, as lawlessness and crime are rampant on the frontier, especially after the fall of the Wall. Marshals are highly skilled and well-trained, proficient in the use of firearms and hand-to-hand combat. They have the power to arrest, investigate, and prosecute, and they often work with local law enforcement to bring criminals to trial. They can also serve as a mediator between towns, dealing with disputes and ensuring that peace is maintained.

Marshals are usually well-armed, carrying a revolver and a rifle, as well as other equipment such as a badge, a set of manacles, and a lasso. They may also wear a distinctive uniform to mark them out as law enforcement officers.

Marshals are led by a provincial High Marshal who manages his or her forces and interacts with local law enforcement and city governments. These High Marshals are almost universally respected and feared for their knowledge of the law and their ability to maintain order in the frontier. They have years of experience in dealing with the toughest criminals and the most difficult situations.

Class Benefits

Aspect Bonus: +1 [SS]

Combat Value Bonus: +1 <PA>

Starting Skills: Assessment, Discipline, Investigation, Knowledge: Criminology and Law, Notice [SP], Any one other skill

Starting Proficiencies: Light Armor, Simple Melee, Martial Melee, Pistols, Any one other proficiency

Starting Money: $100.00

Sample Starting Equipment: Light armor, sturdy clothing, traveling pack, shortblade, dagger/knife, pistol, pistol ammo (50 rounds), $11.15 left

Talents

Rank 1: Justice for All

  • When someone initiates an opposed skill check against you and it involves your Assessment skill, that person cannot use Specialization in the flip.

Rank 2: Condemnation

  • Your weapons gain the Crit: Slowed keyword.

Rank 3: Iron Will

  • Whenever someone makes a Persuasion check against you, before you make your Assessment flip, you may discard a card from your Hand of Fate to automatically win the opposed check. The person who attempted to persuade you cannot do so again until at least a day has passed.

Rank 4: Arbiter of the Law

  • You may take a zero-cost action to mark a target. You may subtract 1 phase from the time it takes to perform Attack-related actions when attacking your marked target.

Rank 5: Relentless Pursuit

  • During an encounter, you gain +1 <SPD> while your marked target is present and conscious.
  • You ignore any conditions that would be imposed on you by your marked target.