Guard
MonsterLand of Eem Core Rulebook · p.158
Open source p.158A common sight in cities and towns, guards are hired by the local authority to maintain order and protect folk from beasts and bandits alike—not to mention deal with local riffraff. Guards are hired from the pool of townsfolk themselves, and are not typically professional warriors, unless in a larger settlement or metropolitan area like Fleabag County.
Names: Jode, Eugene, Chunch, Marvie
abilities
Arrest
May arrest a Close target by binding them in shackles (Might Check to resist the shackles with a penalty for each additional guard helping). On a 5-, the target is shackled and detained.
Sound the Alarm
When guards determine that things aren't going their way, they call for backup. Once every Combat, there's a 3-in chance that Guard Goons arrive in 2 rounds.
social
Guards are regular townsfolk and neighbors, and are usually on a first name basis with the locals in their jurisdiction (whether they want to be or not). As with any position of power, some guards are noble and true, while others are corrupt, cruel, and susceptible to bribery. In any case, most guards rely on force and intimidation by default, and usually work in pairs or groups if there is a big event or dignitary involved.
combat
Guards are defensive in nature, most likely armed with spears and shields or short clubs. They rarely wear armor, aside from tabards that mark their affiliation and perhaps a helmet. They work together to subdue attackers so that they can be hauled off for questioning and judgment. If in trouble, they'll try to blow a whistle or sound an alarm to call for backup. Guards love a good chase, and pursue thieves and rascals until they're left gasping for breath.
defeat
Most guards are not paid well and are not about to risk their necks unless there's a very good reason. Guards surrender or seek aid by sounding an alarm when Defeated if they can. Assaulting guards has repercussions, like bounties, grudges, or warrants, depending on the circumstances.
victory
Guards arrest their Defeated foes and haul them to jail or similar. Once captured, prisoners await their employer's decision. For minor offenses, perhaps a fine is warranted—otherwise, you're looking at a jailbreak!