Town Guard Patrolman

Overview: These are the people who patrol medium-to-large sized urban areas in roughly TL3 areas. They are well trained but they are rarely exceptional fighters. However, they are usually armed with spears, chainmail, short swords, and daggers -- and can be a serious threat to anyone. They usually patrol in groups of 3+, and in a fight they prefer to use their spears and fight as a disciplined group. Because they have the advantage in the vast majority of conflicts likely to arise, they usually subdue and capture offenders rather than kill them outright. But, they don't usually lose any sleep over killing someone who attacks them (and a spear through the chest is usually quite fatal, even to a seasoned adventurer). In most places where they exist, they have broad legal enforcement powers and relatively little oversight on patrol. As a result, they can range anywhere on the spectrum of corruption and integrity. Mages are very rare in Nool and most of the Portal Network, and it is vanishingly rare to find Town Guard who are prepared for dealing with magic (or who have access to a Mage), although it does happen. They are not usually trained in throwing their spears, and almost always use them in melee as a group. The answer to a difficult situation for them is usually to bring more numbers to bear.

(Note that skill values include bonuses and penalties from traits. Defenses include bonuses from armor. Relative skill level for Spell Skills includes Magery. As these are quick examples, individual instances of an NPC will have slightly different stats. "Quick" NPCs which become important characters will gain additional skills (and other things) when made full NPCs. These quick example NPCs only contain statistics for what is likely to be relevant while they are in play. Their point values thus mostly serve as an indicator of direct combat potential. More important NPCs may have a lot of points in non-combat skills which specifically reflect their potential to influence the plot if their agenda should be in conflict with the players, which isn't reflected as much here in the Bestiary.)

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10]

Secondary Characteristics: Damage 1d-2/1d; BL 20; HP 10 [0]; 10 Will [0]; Per 10 [0]; FP 11 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]

Advantages: Law Enforcement Powers (Town Guard) [5]; Rank (Police) 0 [0];

Disadvantages: Duty (Town Guard; Hazardous; always) [-15]

Skills: Knife (E) DX+2 [4]-11; Shortsword (A) DX+2 [8]-12; Spear (A) DX+2 [8]-12; Criminology/TL3 (A) IQ+2 [8]-12; Detect Lies (H) PER [4]-10; Interrogation (A) IQ+1 [4]-11; Observation (A) PER+2 [8]-12; Cloak (A) DX+2 [8]-12;

Spell Skills:

Hand Weapons: Dagger (Reach C; Damage thr-1 imp; Concealed); Shortsword (Reach 1; Damage sw cut/thr imp); Spear (Reach 1, 2*; Damage thr+3 imp)

Ranged Weapons:

Armor: Heavy Cloak (DB 2; DR 1; HP 5); Chainmail Shirt + Helm (DR 4/2*)

Defenses: DR 1; Dodge 10; Parry (Dagger) 9; Parry (Shortsword) 11; Parry (Spear) 11

Other Possessions: A small amount of coin on their person, and maybe some other small items.

Rough Point Value: 52, but they are much more dangerous than their point value implies because they usually operate in groups and are well-equipped, while having the support of local laws and institutions.