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Generic Bandit

Role: Ambusher, extortionist, opportunist
Threat Layer: Intentional → Persistent
Design Goal: Dangerous when prepared, fragile when surprised, motivated by survival

Bandits do not seek fair fights. They seek advantage, control, and exit routes.
A bandit encounter should feel avoidable, negotiable, or suddenly violent.


Attributes

Attribute Sum: 9 (competent survivor, not a professional)

Attribute Value Justification
Vigor 2 Hard living, endurance
Finesse 2 Movement, ambush, weapons
Will 1 Cracks under pressure
Cunning 2 Opportunistic thinking
Presence 1 Threats, not charm
Influence 1 Quick intimidation, bluff
Sorcery None (usually)

This spread makes bandits dangerous in motion, weak in prolonged confrontation.


Skills

Bandits are practical. If it doesn't help them eat or escape, they don't train it.

Core Skills

  • Melee (Finesse): Novice (+2) or Apprentice (+4) for veterans

  • Ranged (Finesse): Novice (+2)

  • Stealth (Finesse): Apprentice (+4)

  • Survival (Cunning): Novice (+2)

  • Intimidation (Vigor): Novice (+2)

Optional Skill (pick one):

  • Skullduggery (+2)

  • Athletics (+2)

  • Society (+2)

  • Con (+2)

Untrained skills: +0


Fixed Action Benchmarks

Bandits use fixed values when they believe they control the situation.

  • Ambush strike (prepared)
    12.5 + Finesse 2 + Melee 2–4 ≈ 16.5–18.5
    Treat as 16–18, often with a bonus die

  • Ranged harassment from cover
    12.5 + Finesse 2 + Ranged 2 ≈ 16.5
    16

  • Threatening travelers
    12.5 + Vigor 2 + Intimidation 2 ≈ 16.5
    14–16, depends on numbers and posture

  • Avoiding detection (Stealth)
    12.5 + Finesse 2 + Stealth 4 ≈ 18.5
    18 in familiar terrain

If the bandits lose control of the encounter, rolls replace fixed values.


Equipment

  • Light armor or layered clothing

  • Simple melee weapons, bows, or crossbows

  • Traps, caltrops, ropes

  • Stolen goods, local tokens, disguises

Bandits invest in terrain, not gear.


Health

Uses standard PC wound rules.

Bandits:

  • Disengage when wounded

  • Drag injured allies if possible

  • Abandon loot without hesitation

Dead bandits are mistakes. Living bandits learn.


Behavioral Doctrine

Default Posture

  • Hidden

  • Watching

  • Counting

Bandits assess before acting.


Combat Behavior

  • Strike first

  • Focus fire

  • Retreat early

  • Break contact decisively

Bandits do not chase. They vanish.


Disengage Triggers

  • First serious wound

  • Loss of surprise

  • Target fights back effectively

  • Authority appears

They scatter rather than hold ground.


What Bandits Punish

  • Isolation

  • Fatigue

  • Predictable routes

  • Visible wealth

Bandits punish habits, not heroics.


What Bandits Reward

  • Paying quickly

  • Negotiating calmly

  • Showing preparedness

  • Making them feel unnecessary

Bandits prefer profit to bloodshed.


Scaling the Template

Desperate Bandits

  • -1 Will

  • Reckless behavior

  • Ignore first disengage trigger

Veteran Bandits

  • +1 Cunning

  • Stealth fixed 20

  • Coordinated retreats

Organized Bandit Cell

  • One member with Strategy (+2)

  • Signals, fallback points

  • Escalates to Persistent Threat if ignored


Bandit Compared to Others

Aspect Guard Militia Bandit
Motivation Order Fear Survival
Authority Legal Social None
Violence Controlled Emotional Tactical
Memory Institutional Short Practical
Aftermath Political Chaotic Recurrent

Bandits are how roads become dangerous.


GM Guidance

  • Bandits should teach preparation.

  • Repeated bandit encounters escalate regionally.

  • Killing bandits solves symptoms, not causes.

A bandit that escapes is future pressure.


Design Summary

  • Opportunistic, not brave

  • Tactical, not honorable

  • Persistent, not personal

Bandits are the world responding to scarcity.