slaughterj Posted July 10, 2014 Report Share Posted July 10, 2014 Just started flipping through a few books lately, e.g., the 2 main 6e books, 5e fantasy hero, MMM, etc., looking for stats for typical fantasy town guards, scifi troopers, etc., but not having good luck, any suggestions on where to look appreciated. Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted July 10, 2014 Report Share Posted July 10, 2014 For Fantasy write-ups, check MMM again -- in the back of the book, there's Human Adversaries. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted July 10, 2014 Report Share Posted July 10, 2014 Guards are easy to design. Just take a base human template. Slap the bonuses from a package deal (template) on it (Fighter typically), equip them with some basic gear and you are good to go. Quote Link to comment Share on other sites More sharing options...
slaughterj Posted July 10, 2014 Author Report Share Posted July 10, 2014 For Fantasy write-ups, check MMM again -- in the back of the book, there's Human Adversaries. Thanks, I'll check again. Quote Link to comment Share on other sites More sharing options...
slaughterj Posted July 10, 2014 Author Report Share Posted July 10, 2014 Guards are easy to design. Just take a base human template. Slap the bonuses from a package deal (template) on it (Fighter typically), equip them with some basic gear and you are good to go. Yep, so easy that I usually wouldn't design them at all, just know in my head what OCV/DCV, Body/Stun, PD/ED, Armor Type, and Weapon they have and be done, takes no time at all and nothing to even write down, but it is handy to look at write-ups to see what else interesting might be worth considering sometimes. Quote Link to comment Share on other sites More sharing options...
Tasha Posted July 10, 2014 Report Share Posted July 10, 2014 Yep, so easy that I usually wouldn't design them at all, just know in my head what OCV/DCV, Body/Stun, PD/ED, Armor Type, and Weapon they have and be done, takes no time at all and nothing to even write down, but it is handy to look at write-ups to see what else interesting might be worth considering sometimes. Heck while I usually give them body/Stun and Defenses. Usually guards are a type of Mook and become One hit and 2 Hit opponents. Quote Link to comment Share on other sites More sharing options...
slaughterj Posted July 11, 2014 Author Report Share Posted July 11, 2014 Heck while I usually give them body/Stun and Defenses. Usually guards are a type of Mook and become One hit and 2 Hit opponents. I do something similar, using some old Hero rule about impairing/disabling, and take them out if they take 1/2 Body from a single hit. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted July 11, 2014 Report Share Posted July 11, 2014 I do something similar, using some old Hero rule about impairing/disabling, and take them out if they take 1/2 Body from a single hit. Thats exactly what i do. if the pc does enough body to do an impairing wound, that doesnt kill them, but it injures them enough that it takes the fight out of them and they will fall back and slink or crawl away. If the pc does a disabling wound, they are dead or effectively incapacitated and no longer a threat. Quote Link to comment Share on other sites More sharing options...
tkdguy Posted July 28, 2014 Report Share Posted July 28, 2014 Skilled to Competent Normal, depending on the guard's experience would be good. If you have the original FH, look at the bandit, enforcer, and ruffian write-ups for ideas. Also, they should have a Vulnerability: x2 STUN from arrow attacks to the... oh, never mind! Quote Link to comment Share on other sites More sharing options...
Ternaugh Posted July 29, 2014 Report Share Posted July 29, 2014 Skilled to Competent Normal, depending on the guard's experience would be good. If you have the original FH, look at the bandit, enforcer, and ruffian write-ups for ideas. Also, they should have a Vulnerability: x2 STUN from arrow attacks to the... oh, never mind! So, you're sending them to FH 1e 117-119 for character examples? How many people have a copy of that within reach? Well, obviously, I did for the page references. For those that don't, a Ruffian is an inexperienced fighter, with STR 13, DEX 11 and light armor (DEF 3). No combat levels. I usually treat them as a 1 hit Mook. A Bandit is a fighter with a little experience, and with STR15, DEX 14 and medium armor (DEF 5). One combat level. I'd treat them as a 2 hit Mook. An Enforcer is a heavy fighter with a decent amount of experience. STR 20, DEX 18 and medium armor (DEF 5). 2 general HTH levels, and one 3-point level (tight group). On very rare occasions, I treat them as 3-hit Mooks, but usually, they are run like normal characters. Quote Link to comment Share on other sites More sharing options...
tkdguy Posted July 29, 2014 Report Share Posted July 29, 2014 You're right, Ternaugh, I should have added a few specifics there. The town guard can range from inexperienced rookies to hardened vets, depending on your needs. The Enforcer should be used sparingly, maybe only one in the town, probably the captain of the guard. I wouldn't send a squad of them against the PCs unless they're really powerful. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted August 1, 2014 Report Share Posted August 1, 2014 That Enforcer with STR 20 and DEX 18 is nuts. Here's what I use. Rookie: STR 10, DEX 10 (CV 3) SPD 2, DEF 3 (ish) +1 OCV with favored weapon (fresh training) Regular: STR 13, DEX 12 (CV 4) SPD 2, DEF 5 +1 CSL with weapon group Veteran: STR 15, DEX 14 (CV 5) SPD 3, DEF 5 +2 CSL with melee or ranged combat Elite: STR 18, DEX 17 (CV 6) SPD 3, DEF 6+ +2 CSL with Ranged or Melee combat (pick one) and +1 CSL with all combat. your rookies are obviously those who just finished with basic training but have no real combat experience yet. Regulars are your normal troops with a bit of combat or guard experience under their belt. This is typically what a PC will face when going up against city guards or army troops. The +1 CSL is a 3 point type. The Veteran represents soldiers or guards who have quite a lot of real combat experience under their belts. They are usually the sergeants or captains of a squad of soldiers. This is where your speed characteristic increases. Elite troops are special forces, highly experienced veterans and highly trained officers. They could be a serious threat to a PC in a one on one fight. One can also give these soldiers Martial Arts (usually Weapons Combat) to represent their fighting skill. The rookie probably won't have it, or at least not much beyond the Block maneuver. As you move up in the ranking, the soldier should have more maneuvers until you reach the Elite soldier who should have access to the full maneuver list. This makes Veteran and Elite troops just that much more dangerous. for criminally minded rogues, just replace the terms Rookie, Regular, Veteran and Elite with Ruffian, Bandit, Brigand and Boss. Quote Link to comment Share on other sites More sharing options...
tkdguy Posted August 1, 2014 Report Share Posted August 1, 2014 Martial Arts would be good. Keep in mind the maneuvers hadn't been written up yet when Fantasy Hero made its debut. Probably why the Enforcer had really high STR and DEX. Quote Link to comment Share on other sites More sharing options...
Lucius Posted August 2, 2014 Report Share Posted August 2, 2014 I Used to Be an Adventurer Like You Val Char Cost Roll Notes 18 STR 0 13- Lift 303.1kg; 3 ½d6 10 DEX 0 11- OCV: 5/DCV: 5 13 CON 3 12- 10 INT 0 11- PER Roll 11-/16- 10 EGO 0 11- ECV: 3 - 3 15 PRE 0 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 8 PD 3 Total: 8 PD (3 rPD) 8 ED 3 Total: 8 ED (3 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Total Characteristic Cost: 29 Movement: Running: 5m/8m/10m/16m Leaping: 0m/4m/0m/8m Swimming: 2m/4m Skills 0 I used to be an adventurer like you 2 1) WF: Common Melee Weapons 3 2) Riding 11- 8 3) +1 with HTH Combat 2 Only burglars and vampires creep around after dark. So which are you?: Interrogation 10- 2 Try to hide it all you want. I know you're in the Thieve's Guild... and so do the other guards.: Streetwise 10- 3 Let me guess....someone stole your sweetroll: Deduction 11- 2 Hands to yourself, sneak thief: +2 with Deduction (4 Active Points); Limited Power Only to surmise things abou a person based on their equipment, appearance, and behavior (-1) 0 I have a lot of respect for the Restoration School. Skyrim could use more healers: First Aid (Paramedics) 8- 1 Everything's in order: Bureaucratics 8- 1 Vampire! Burn it!: Tactics 8- 2 Favor the bow eh? I'm a sword man myself.: +1 with any sword 2 Don't think you can barter with me like I'm one of those damn shopkeepers: Trading 10- 2 I'd be a lot warmer and a lot happier with a bellyfull of mead: Conversation 10- 2 I need to ask you to stop. That...shouting...is making peopel nervous: Persuasion 10- 3 Then pay with your blood: Fast Draw: Swords 11- 3 Jack of All Trades 1 1) I mostly deal with petty thievery and drunken brawls: PS: Guardsman (2 Active Points) 11- 1 2) I used to be an adventurer like you: PS: Adventurer (2 Active Points) 11- 1 3) Need a blade?,,,,,Need supplies?.....Thinking of settling in?There's a home for sale...: PS: Tout/Pitchman/Referall Agent (2 Active Points) 11- 3 Scholar 1 1) (Too many qutoes to pick one): KS: Local news and rumors (2 Active Points) 11- 1 2) Aye, now that's some fine armor: KS: Armor (2 Active Points) 11- 1 3) Go cast your fancy magic somewhere else: KS: Magic (2 Active Points) 11- 1 4) Good choice for slashing or stabbing: KS: Weapons (2 Active Points) 11- 1 5) Why that's Aegisbane, heirloom of Clan Shatter-Shield!: KS: Legendary Items (2 Active Points) 11- 1 6) Your shield....Dwarf make is it not?: KS: Shields (2 Active Points) 11- Talents 6 Fear not. Come dragon or giant we'll be ready: Combat Luck (3 PD/3 ED) 1 Wait - I know you: Eidetic Memory (5 Active Points); Requires A Roll (8- roll; Jammed; -1 ¾), Limited Power Only to recognize people (-1) Cost Powers END 2 Then I took an arrow to the knee: (Total: 6 Active Cost, 2 Real Cost) Running +3m (5m/8m total) (3 Active Points); Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -¾), Side Effects (Fall down, stunned for a phase; -½) (Real Cost: 1) plus Leaping +4m (0m/4m forward, 0m/2m upward), Reduced Endurance (0 END; +½) (3 Active Points); Requires A Roll (14- roll; Jammed, Must be made each Phase/use; -¾), Side Effects (Fall down, stunned for a phase; -½) (Real Cost: 1) 1 1 Gotta keep my eyes open. Damn dragons could swoop down at any time.: +1 PER with Sight Group (2 Active Points); Limited Power Only to spot dragons (-1 ½) 0 3 Watch the skies, traveler: +1 versus Range Modifier for Sight Group 0 1 You hear that? I swear there's something out there. In the dark. : +1 PER with Hearing Group (2 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Conditional Power Power Only Works at night (-¼) 0 9 Whoa, whoa, whoa, watch the magic!: Detect A Large Class Of Things: Magic and Enchanted Items 11-/16- (Sight Group) 0 1 Who did you have to kill to get that blade?: +3 PER with Detect A Large Class Of Things: Magic and Enchanted Items (3 Active Points); Limited Power Only for magical items (-1) 0 1 Uch. Been tending your hounds? You smell like a wet dog.: Detect Lycanthropy 11-/16- (Smell/Taste Group) (3 Active Points); No Conscious Control (-2) 0 Notes: "No Conscious Control" because the character doesn' t know what the odor is. 1 Don't like those eyes you've got. They've got a bad hunger to them: Detect Vampirism 11-/16- (Sight Group) (2 Active Points); No Conscious Control (-2) 0 Notes: "No Conscious Control" because the character doesn' t know what the hunger is. 5 So you can cast a few spells. Am I supposed to be impressed?: +5 PRE 12 Takes a fair bit of strength to carry a greatsword like that. But can you use it?: +8 STR, Costs Endurance Only To Activate (+¼) (12 Active Points) (Modifiers affect Base Characteristic) 1 16 To arms! To arms!: Summon 2 175-point Guards, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Loyal (+½) (70 Active Points); 3 Charges (-1 ¼), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾), Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Costs Half Endurance (-¼) 3 2 Could sure use a warm bed right about now.....: Regeneration (1 BODY per 6 Hours) (6 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½), 1 Continuing Charge lasting 6 Hours which Recovers every 1 Week (-½) [1 cc] 22 Got to thinking.....maybe I'm the Dragonborn and I just don't know it yet?: UNSPENT POINTS for customization (22 Active Points) You come up to me, fists raised? You looking for a beating? Maneuver OCV DCV Notes 5 Ain't no matter to me what I kill. Let them come. +1 +3 Weapon Strike 4 Guard might get nervous, a man approaches with his weapon drawn -- +5 Dodge, Affects All Attacks, Abort 4 Guard might get nervous, a woman approaches with her weapon drawn +2 +2 Block, Abort 0 Weapon Element: Default Element: Swords Total Powers & Skill Cost: 146 Total Cost: 175 175+ Matching Complications 125 Base Points 10 Rivalry: Professional (My cousin is out fighting dragons and what do I get? Guard duty.; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Psychological Complication: I fear the night. Because the vampires and werewolves don't. (Common; Moderate) 10 Social Complication (dangerous secret - on the take): I can make all your problems with the guards go away. But it'll cost you. Infrequently, Major 10 It's bad luck to talk about that plac.e. Unluck: 2d6 10 Social Complication: Subject to orders, rules, regulations, etc. Frequently, Minor Total Complications Points: 175 Background/History: "I used to be an adventurer like you. But then I took an arrow to the knee." Personality/Motivation: "Just a few more hours and I can crawl under some furs." "Done. Now move along, before you get me in trouble." Quote: " Dragons breathing fire in the sky. Vampires brazenly attacking people on the street. It's the end of the world I tell you. " Powers/Tactics: "I mostly deal with petty thievery and drunken brawls. Been too long since we've had a good bandit raid." "Brigands I can handle, but this talk of dragons? World's gone mad I say." Campaign Use: "My cousin's out fighting dragons and what do I get? Guard duty." "This town's under my protection. You watch yourself now." Lucius Alexander The palindromedary says Lucius Alexander doesn't even PLAY Skyrim! Quote Link to comment Share on other sites More sharing options...
bluesguy Posted August 4, 2014 Report Share Posted August 4, 2014 Check out the Fantasy Benchmarks (at the bottom) Quote Link to comment Share on other sites More sharing options...
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