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¶
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Melee (Finesse): Novice (+2) or Apprentice (+4) for veterans
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Ranged (Finesse): Novice (+2)
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Stealth (Finesse): Apprentice (+4)
-
Survival (Cunning): Novice (+2)
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Intimidation (Vigor): Novice (+2)
Optional Skill (pick one):
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Skullduggery (+2)
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Athletics (+2)
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Society (+2)
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Con (+2)
Untrained skills: +0
Fixed Action Benchmarks¶
Bandits use fixed values when they believe they control the situation.
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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¶
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Light armor or layered clothing
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Simple melee weapons, bows, or crossbows
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Traps, caltrops, ropes
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Stolen goods, local tokens, disguises
Bandits invest in terrain, not gear.
Health¶
Uses standard PC wound rules.
Bandits:
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Disengage when wounded
-
Drag injured allies if possible
-
Abandon loot without hesitation
Dead bandits are mistakes. Living bandits learn.
Behavioral Doctrine¶
Default Posture¶
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Hidden
-
Watching
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Counting
Bandits assess before acting.
Combat Behavior¶
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Strike first
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Focus fire
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Retreat early
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Break contact decisively
Bandits do not chase. They vanish.
Disengage Triggers¶
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First serious wound
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Loss of surprise
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Target fights back effectively
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Authority appears
They scatter rather than hold ground.
What Bandits Punish¶
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Isolation
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Fatigue
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Predictable routes
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Visible wealth
Bandits punish habits, not heroics.
What Bandits Reward¶
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Paying quickly
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Negotiating calmly
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Showing preparedness
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Making them feel unnecessary
Bandits prefer profit to bloodshed.
Scaling the Template¶
Desperate Bandits¶
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-1 Will
-
Reckless behavior
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Ignore first disengage trigger
Veteran Bandits¶
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+1 Cunning
-
Stealth fixed 20
-
Coordinated retreats
Organized Bandit Cell¶
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One member with Strategy (+2)
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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¶
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Bandits should teach preparation.
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Repeated bandit encounters escalate regionally.
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Killing bandits solves symptoms, not causes.
A bandit that escapes is future pressure.
Design Summary¶
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Opportunistic, not brave
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Tactical, not honorable
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Persistent, not personal
Bandits are the world responding to scarcity.