[Index]
Numenera Destiny
If a community has guards, they report to a captain (also called a commander or some similar title of authority). Captains of the guard are tacticians, they lead sorties, and they are part of a community's final defense. A guard captain is usually accompanied by several town guards.
Motive: Keep the community and those who report to the captain safe.
Environment: In or near a community in association with five to twenty other guards
Health: 20
Damage Inflicted: Moderate wound (5 points)
Armor: 2
Movement: Short
Modifications: Defends as level 5 due to shield. Intimidation and ability to detect deception as level 5.
Combat: The captain uses swords, spears, and shields. A captain fights ably on their own, but hey can also use an action to give anyone in the chain of command who can see and hear the captain—such as a town guard or any ally working on the community's behalf—an action that the target can take immediately. The target can still take their regular action on that turn.
A captain might have one or two defensive or offensive cyphers given to them by the community wright.
Interaction: Captains never give up, though they may tactically withdraw in order to attack on another flank. They have some authority to treat with outsiders, but they generally follow their standing orders honorably and loyally, though corrupt captains are possible.
Use: If invaders seek to get past the walls, they must contend with the captain of the guard and those who follow. Guard captains can be powerful warriors or glaives, leading a large group of bandits or soldiers (use town guard stats for their troops). You can also use the guard captain stats to create a single, mighty opponent.
Loot: Besides their armor, weapons, and shield, a captain of the guard likely has one or two cyphers.
GM Intrusion: By using a martial maneuver the PCs have never seen, the captain of the guard blocks all incoming attacks in a given round of combat.