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Generic Militia Member

Role: Emergency defender, local muscle, mob-in-waiting
Threat Layer: Ambient → Intentional → Persistent
Design Goal: Dangerous in the moment, unreliable over time, socially combustible

Militia members are civilians who have been armed, organized, and pointed at a problem.
They are motivated by fear, loyalty, anger, or survival, not law.

They escalate fast and remember poorly.

Attributes

Attribute Sum: 8–9 (armed civilian, not a professional)

Attribute Value Justification
Vigor 2 Physical labor, toughness
Finesse 1 Awkward with weapons
Will 1 Stress cracks morale
Cunning 2 Street-smart, situational
Presence 1 No institutional weight
Influence 1 Emotion-driven persuasion
Sorcery None

Compared to guards: less polish, more instinct.

Skills

Militia members are unevenly trained. They know a few things well and improvise the rest.

Core Skills

  • Melee (Vigor or Finesse): Novice (+2)
  • Athletics (Vigor): Novice (+2)
  • Intimidation (Vigor): Novice (+2)
  • Survival (Cunning): Novice (+2)

Optional Skill (pick one): - Skullduggery (+2) - Society (+2) - Ranged (+2)

Untrained skills: +0

Fixed Action Benchmarks

Militia numbers are less consistent than guards. Fixed values represent confidence, not discipline.

  • Threatening or bullying civilians
    12.5 + Vigor 2 + Intimidation 2 ≈ 16.5
    Treat as 14–16, swings with mood and numbers

  • Standard melee strike
    12.5 + Vigor 2 + Melee 2 ≈ 16.5
    Treat as 14–16, reckless, rarely defensive

  • Spotting outsiders or suspicious behavior (Survival or Society untrained)
    12.5 + Cunning 2 + 0 ≈ 14.5
    14 if alert, 12 if distracted

  • Resisting provocation or panic (Resolve untrained)
    12.5 + Will 1 + 0 ≈ 13.5
    Often rolled, failure escalates behavior

Equipment

  • Spears, clubs, axes, or farm tools
  • Improvised shields or bucklers
  • Minimal or mismatched armor
  • Local colors, armbands, charms

Weapons are personal. Discipline is not.

Health

Uses standard PC wound rules.

Militia members:

  • Panic when wounded
  • Flee, freeze, or lash out
  • Rarely fight to the death unless cornered or enraged

Behavioral Doctrine

Default Posture

  • Nervous
  • Territorial
  • Reactive

They watch people, not procedures.

Combat Behavior

  • Aggressive opening
  • Poor coordination
  • Overcommitment
  • Morale collapse if things turn

Militia members fight like storms: loud, brief, and destructive.

Disengage Triggers

  • First serious wound
  • Loud, decisive retaliation
  • Loss of perceived numerical advantage
  • Clear authority intervenes

They flee individually, not as a unit.

What Militia Punish

  • Outsiders
  • Rumors
  • Ambiguity
  • Fear

Militia violence is often misdirected.

What Militia Reward

  • Familiarity
  • Shared identity
  • Immediate compliance
  • Reassurance

Appealing to fear works. Appealing to reason sometimes does.

Scaling the Template

Veteran Militia

  • +1 Will
  • One Apprentice (+4) skill
  • Slower to panic, faster to escalate

Fanatical Militia

  • +1 Influence
  • Resolve treated as Novice (+2)
  • Disengage conditions delayed

Desperate Militia

  • No armor
  • Reckless behavior
  • Ignore first wound for one exchange

Guard vs Militia (At a Glance)

Aspect Town Guard Militia
Authority Institutional Social
Discipline High Low
Escalation Slow Fast
Memory Long Short
Violence Controlled Emotional
Aftermath Political Chaotic

This contrast is intentional. Use both in the same settlement to create tension.

GM Guidance

  • Militia encounters should feel unstable.
  • Violence spreads socially.
  • The danger isn't one militia member.
  • It's who joins next.

Militia are how Ambient Threat turns Persistent.

Design Summary

  • Not trained soldiers
  • Not cowards
  • Not reliable
  • Extremely human

They are what happens when fear gets organized.