Coral Guard 5 (15)

Tidal Blades

Coral Guard squadron leaders are typically level 6, and inflict a moderate wound (6 points).

Master Goro is the head of the Coral Guard. His direct chief of command is Iran Toru, 27th Arcanist and leader of the city.

Coral Guards are the Navirian police and military force, tasked with securing the docks against monster attacks and keeping law and order in the Floating Islands. They dedicate several years of their life as an Initiate of the Trigon before becoming a Coral Guard. They are well trained, deeply loyal to their leaders and to the city, and willing to take on almost anything or anyone in a fight to keep the peace.

Most Coral Guards are turtles. The second most represented species is tyros.

Motive: Protect against monsters, keep scampers outside the city, maintain law and order

Environment: Usually posted in the various Coral Towers around Naviri, but can be found anywhere

Health: 15

Damage Inflicted: Moderate wound (5 points)

Armor: 2

Movement: Short

Modifications: Perception and knowledge of the city as level 6; resist bribery and corruption as level 7

Combat: Trinite or quildion hooks are the Coral Guards' typical weapon of choice, but they may also employ something with more range, such as a heavy crossbow.

If a threat seems large enough or the situation seems about to escalate, Coral Guards almost always call for the help of other guards. If two or more guards attack the same target with at least one melee attack in the same round, the target is hindered against those attacks.

Interaction: Interacting with a guard typically involves one issue: does the PC want to do something that is a threat o the city or its citizens in some way? If so, the PC could have a difficult time. On the other hand, PCs who attempt o do good might find a Coral Guard offering to help.

Use: To the PCs, Coral Guards can be allies, obstacles, or both.

Having one or more guards as a friend or ally could be a huge boon to the PCs. Characters who are deemed suspicious or a danger by the Coral Guard, however, are likely to have a difficult time moving through the city with ease. The vast majority of guards cannot be bought, bribed, or otherwise tempted to change their loyalty or look the other way.

Loot: 1d6 shells in addition to weapons, armor, and basic gear. They may also have a cypher or two.

GM Intrusion: A group of local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's foes.