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Generic Town Guard

Role: Local order enforcement, deterrence, first response
Threat Layer: Intentional → Political
Design Goal: Competent, predictable, outmatched individually, dangerous in numbers

Town guards are trained professionals who succeed at routine tasks, struggle under pressure, and escalate problems by remembering them.

Attributes (Corrected Terminology)

Attribute Sum: 9 (competent professional)

Attribute Value Justification
Vigor 2 Physical presence, endurance
Finesse 2 Weapon handling, movement
Will 1 Emotional steadiness
Cunning 1 Situational awareness
Presence 2 Institutional authority
Influence 1 Limited social maneuvering
Sorcery None

This keeps guards solid but unremarkable. No dump stats, no spikes.

Skills

Guards are trained, not versatile.
Use fixed values by default.

Core Skills

  • Melee (Finesse): Apprentice (+4)
  • Intimidation (Vigor): Novice (+2)
  • Society (Presence): Novice (+2)
  • Stealth (Finesse): Novice (+2)
  • Athletics (Vigor): Novice (+2)
  • Untrained skills: +0 (not -2)

Fixed Action Benchmarks

Base roll ≈ 12.5 + Attribute + Skill

These are expected outcomes, not ceilings.

  • Routine intimidation of civilians
    12.5 + Vigor 2 + Intimidation 2 ≈ 16.5
    Treat as 14–16, depending on circumstances
  • Standard melee strike
    12.5 + Finesse 2 + Melee 4 ≈ 18.5
    Treat as 16 for routine exchanges
  • Spotting obvious trouble (Society untrained)
    12.5 + Presence 2 + 0 ≈ 14.5
    12 if casual, 14 if alert
  • Spotting concealed danger (Stealth untrained)
    12.5 + Finesse 2 + 0 ≈ 14.5
    Roll only if contested

Guards notice what belongs and what doesn't. They are not investigators.

Equipment

  • Spear or baton
  • Short blade
  • Light or medium armor
  • Uniform, badge, or tabard
  • Whistle or horn (important)

The whistle is often more dangerous than the weapon.

Health

Uses standard PC wound and buffer rules.
No bonus wounds. No resilience Gifts.

A wounded guard withdraws or escalates politically.

Behavioral Doctrine

Default Posture

  • Watchful, not aggressive
  • Controls space and attention
  • Acts in pairs when possible

Combat Behavior

  • Attempts to contain, not kill
  • Uses positioning and reach
  • Withdraws early if injured
  • Calls reinforcements immediately

Disengage Triggers

  • A guard is wounded
  • Civilians are endangered
  • Outnumbered
  • Authority is publicly undermined

Guards are not paid to die well.

What Town Guards Punish

  • Public violence
  • Repeated disturbances
  • Humiliation of authority
  • Patterns of trouble

Guards remember faces, names, and stories.

What Town Guards Reward

  • Compliance
  • De-escalation
  • Respect for process
  • Quiet solutions

Being polite to guards is often mechanically optimal.

Quick Cultural Reskins

Sektarri Town Guard

  • Same stats
  • Spear + shield standard
  • Access to technological permissions
  • Often better positioned than visible

Dazhdvog Clan Guardian

  • +1 Vigor, -1 Finesse
  • Heavier armor
  • Strong territorial response

Qnassi Camp Guard

  • +1 Vigor, -1 Influence
  • Intimidation often treated as fixed 16
  • Less procedural, more reactive

GM Use Rule (Important)

  • 1 guard: manageable
  • 2 guards: problem
  • 4 guards: escalation
  • 8+ guards: political consequences

Never ask "can the guard win?"
Ask "what does this draw attention from?"