Backstory: The small village you live in has been constantly raided by bandits for as long as anyone can remember, finally fed up with the constant attacks the village has decided to appoint a town watch to help protect them. Will you step up to make sure the bandits never raid again?
Mechanics: Roll on a D8
1-Critical Failure
2-Heavy Failure
3-Minor Failure
4-nothing special
5-Just Passed
6-Great Pass
7-ULTIMATE PASS
8-It worked all too well
There will be Five guards each specialising in something different, the first approved guard will also be captain of the watch, gaining almost no extra power besides that of a special hat and the ability to speak first in any confrontation involving the whole town. Should the captain perish then the most senior guard will be promoted to his position and a peasant in training will make up the difference in numbers.
Combat
Each guard starts the game with 20 hp and combat will be decided by a defence roll and an attack roll with the difference between the two being the damage inflicted, in the event of an 8 then I will make up something silly to go along with the combat roll.
e.g. Criminal scum(hp 10/10) rolls a defence roll of 1 and an attack roll of 8, awesome guard dude(hp20/20) rolls a attack roll of 7 and a defence roll of 7,
Criminal scum is hit for 6 hp damage and attacks dealing 1 damage, however he is thrown wildly off balance and stumbles and falls gaining a -2 to attack and defence next combat round.
Guard Classes:
Each guard class uses different styles to achieve the same results, each guard can specialise in one area for a bonus of +2 to the roll, or in two areas for a +1. However with the good comes the bad and to balance it out there must be one negative modifier for each positive.
Specialty areas:
Attack: covers all rolls when attacking in melee combat.
Defence: covers all rolls including self preservation, such as fighting in either ranged or melee combat and guarding against sneak attacks.
Archery: the use of all ranged weapons including rocks, bows spears and other projectiles.
Persuasion: how well you are at persuading someone to do something or stopping someone persuading you.
Trickery: The art of avoiding detection, the higher your trickery level is the easier it will be to catch the enemy unaware.
Example sheet:
Guard Name: Generic George
Guard class:Scout +1 to Archery and Trickery -1 from attack and defence
Bio: Generic George is a Gifted Gorgeous Gentleman who Grew up in Greensville.
Items: put in any items that you think are reasonable for a first time militia created by the local farmers, a makeshift spear fashioned out of a pitchfork is fine, a large necrominion which allows the summoning of cthulu not so much.
Player list:
Fin Undisclosed-Wolfchild
Guard Class: Warden, +1 to Archery, +1 to persuasion, -1 attack and trickery
Bio: Fin hates criminals, really hates em, but also hates seeing people get hurt, he comes from hereabouts and has travelled through the nice country called somewhere
Items: Hunting bow, Boiled leather armour, Woodcutters axe, Wooden board shield, Quiver of simple arrows
Sir Ignatius Thunderblade-Errol
Guard Class: Defender of Justice: +2 Attack, -2 Trickery
Bio: Evildoers should be afraid, for the one and only SIR IGNATIUS THUNDERBLADE, Smiter of Evil and Defender of Justice is here!
...well, in a crisis, you need everyone, even the lunatics.
Items: Two-handed (blunt) greatsword of JUSTICE, billowing (ragged) cape of JUSTICE, great (cardboard) pauldrons of JUSTICE, (lousy) chainmail of JUSTICE
Hilda Picklejuice-Lawastooshort
Guard Class: Subduer (+2 to Defence, -1 to Persuasion, -1 to Archery)
Bio: Hilda has far more bruises than brains: she loves to jump in without thinking about the consequences but has a strange knack for self preservation... Her mum and dad, who are from the area, despair. They didn't pay for her to go through dance school for her to play cops and robbers! She should be out attracting a nice husband! Can be a bit gullible.
Items: A sturdy metal baton, a nice red dress.
Boris McFancy-Spectr
Guard class: Gentleman (+1 to Archery and Persuasion -1 to Defense and Trickery)
Bio: Boris is a man, a fancy man. He has been exiled from a not so distant land, for he has insulted the king's mum! He prefers to stay out of close combat, and his ubringing taught him how to command these simpleton villagers. As a child he was never able to learn how to fend for himself, as he was abit sheltered.
Items: (tattered) Fancy Suit, (worn) tophat, Shortbow, Quiver of Wooden Arrows
Guard Henry-Toaster
Class: Warrior (+1 to Attack and Defense, -1 to Persuasion and Trickery)
Bio: Guard Henry is a simple but tough warrior who wants nothing more than the safety of his hometown. His family has lived here for generations, and he has no intention of allowing criminal scum to come in here and disrupt the peace. He may be tough, but it's better to let the others do the talking.
Items: Mace (Handed down from Grandfather who served in the military), Studded Leather Armor (Well-worn), Peasant clothes, Nice pair of boots.
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Monk12
Maxinum McDreich