GUARD 2 (6)

Core Rulebook

Guards aren't true law enforcement, and they're certainly not detectives. Ultimately, they do as they're ordered by their superiors, regardless of legality.

Motive: Keeping the peace; following orders

Health 8

Damage Inflicted: Minor wound (3 points)

Armor: 2

Movement: Short

Modifications: Perception as level 3.

Combat: Guards are armed with weapons appropriate to their recursion. Guards are not often wily, but they do understand strength in numbers. They always call for help, if possible.

Interaction: Although guards range from minor, self-satisfied tyrants to genuinely helpful sentinels, interacting with them typically involves one issue: does the PC want to do something that the guard has been told to prevent? If so, the PC will have a difficult time. Of course, some guards accept bribes or can be persuaded or tricked, but unless the guard is new at the job, he has probably heard most excuses or cons before.

Use: Every urban area has at least a few guards, and the larger the urban area, themore guards are scattered about defending the community or, just as likely, keeping the residents in line. To the PCs, guards can be allies, obstacles, or both. The important thing to remember is that if the characters happen upon a crime or a threat to the community, the guards aren't just a way to pass along the responsibility. They have their own duties and aren't interested in doing the PCs' work for them.

Loot: Any given guard has a minor amount of money appropriate to his recursion (1d20 units) in addition to weapons, medium armor, and basic gear.

GM Intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's foes.

GM Intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's foes.