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?"