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=Nolton Watch= | |||
==The Regular Watch== | |||
The watch is the police force of Nolton. | |||
Watch members are mostly warriors and gain 1000xp per year of service. | |||
Certain invidivuals with the "right stuff" are recognized and promoted | |||
through the ranks. | |||
The Watch is a respected career and only selects capable and morally | |||
upright invididuals as recruits (base stats of 10 across and lawful or | |||
neutral good alignment.) The average watchman has at least 5 years of | |||
experience. Watchmen accumulate 1000 xp per year in the course of | |||
their jobs. | |||
All watchmen train to use clubs to subdue, and do not suffer any to | |||
hit penalty to do subdual damage with clubs. | |||
Green Watchman (1+ years): War 2, stats = 10, HP 13, att +2, AC: 13 | |||
Gear: MW Club +3 (d6), whistle, studded leather armor, manacles | |||
Feats: Skill Focus: Spot, Non-lethal: club | |||
Skills: Spot +9, Intimidate: +5, sense motive +0 | |||
Regular Watchman (6+ years): War 4, stats = 10, HP: 23, bab: +4, AC: 13 | |||
Gear: MW Club +5 (d6), whistle, studded leather armor, manacles | |||
Feats: Skill Focus: Spot, Skill Focus: Intimidate, Non-lethal: club | |||
Skills: Spot +10, Intimidate: +10, sense motive +2 | |||
Veteran Watchman (15+ years): War 6, stats = 10, HP: 33, att: +6, AC: 13 | |||
Gear: MW Club +7 (d6), whistle, studded leather armor, manacles | |||
Feats: Skill Focus: Intimidate, Skill Focus: Spot, Non-lethal: club | |||
Skill Focus: Sense Motive | |||
Skills: Spot +10, Intimidate: +10, sense motive +10 | |||
Patrols are usually several pairs of watchmen, patrolling within | |||
whistle distance of each other. Blowing a watchman's whistle is a | |||
standard action that will usually bring 2 pairs of watchmen within 5 | |||
rounds (and also the attention of nearby concerned citizens). And 0-4 | |||
more pairs within 5 more rounds. | |||
Usually pairs on patrol are armed in light armor and carry only a club | |||
as armament. When expecting trouble, it is usual to have larger | |||
groups in scale armor and with ranged weaponry (Light Crossbows). | |||
==Nolton Yard== | |||
Investigations of crimes are done by the detectives attached to Nolton Yard. | |||
Typical Detective (6+ years) War 1/Exp 3, int 12, HP: 20, att: +3, AC 10 | |||
Gear: MW Club +4 (d6), whistle, regular clothes or dress uniform | |||
Feats: Skill Focus: Spot, Non-lethal: club, Skill Focus: Search | |||
Skills: Spot +10, Intimidate +6, Search +11, Sense Motive +7, | |||
Gather Information +3, Know: Local: +2 | |||
Inspector (15+ years) War 1/Exp 5, int 12, HP: 28, att: +4, AC 10 | |||
Gear: MW Club +4 (d6), whistle, regular clothes or dress uniform | |||
Feats: Skill Focus: Spot, Non-lethal: club, Skill Focus: Search, | |||
Skill Focus: Sense Motive | |||
Skills: Spot +13, Intimidate +9, Search +13, Sense Motive +13, | |||
Gather Information +7, Know: Local +4 | |||
==Ranks of Watchmen== | |||
Regular watchmen are Junior Constables, Constables, and Sergeants that | |||
usually correspond to green, typical and veteran watchmen. Further | |||
advancement is possible into special units or into the ranks of | |||
officers. | |||
Special units focus on a particular task in addition to regular | |||
duties. They have the same ranks as regular watchmen but add | |||
"special" to thier title as in "Special Junior Constable". Three such | |||
units exist: | |||
Heavy Squad: Train as fighters. Used to deal with riots, or large | |||
scale brawls. Equip: Banded Mail, Large Shields Feat Progression: | |||
Combat Expertise, Improved Trip, Improved Disarm. | |||
Infiltrator Squad: Train as rogues, with focus on bluff, sense motive, | |||
and gather information. These are an anti-organized crime unit as | |||
well as an anti-spy unit. Their existence is public knowledge, | |||
although their identities are not. | |||
Inquisitors: Train as magic using classes. min spell casting stat 13, | |||
Focus on Divination and Enchantment magic. | |||
Officers are selected either by natural talent and or experience and | |||
merit. Officers often diverge from the typical warrior advancement | |||
track into specialized NPC classes like expert or sometimes into | |||
heroic classes. Officers usually advance through the investigative | |||
branch (Nolton Yard) of ranks Detective, Senior Detective, Inspector, | |||
and then the command ranks of Detective Leftenant, Captain, Chief | |||
Inspector and Commisioner. | |||
Relative Ranks: Min Service: | |||
Junior Constable 1 | |||
Special Junior Constable 1 | |||
Constable 5 | |||
Special Constable 5 | |||
Sergeant 15 | |||
Special Sergeant 15 | |||
Officers: | |||
Detective 5 | |||
Senior Detective 10 | |||
Watch Lt 15 | |||
Detective Lt = Inspector 15 | |||
Captain 20 | |||
Captain of the Yard 20 | |||
Chief Inspector 25 | |||
Commisioner 25 | |||
Career Paths: | |||
Jr Constable -> Sp. Jr. Constable | |||
Constable -> Sp. Constable or Detective | |||
Sergeant -> Sp. Sergeant or Watch Lt. or Detective | |||
Special Junior Constable | |||
Special Constable | |||
Special Sergeant -> Watch Lt. or Detective | |||
Detective | |||
Senior Detective -> Detective Lt. | |||
Inspector | |||
Detective Lt. -> Captain | |||
Captain of the Yard -> Commisioner | |||
Chief Inspector -> Commisioner | |||
Watch Lt. | |||
Captain -> Captain of the Yard | |||
Commisioner | |||
==Organization== | |||
The watch are organized into pairs of two within squads of 20 to 30. | |||
Each squad is responsible for an area of the city and have a sergeant | |||
as the squad leader. Several squads are organized into a precinct | |||
with each watch squad reporting into the watch leftenant for that | |||
precinct. A captain is responsible for the whole of the precinct and | |||
reports to the commisioner. Reporting to the captain is the watch | |||
leftenant and the detective leftenent. The detective leftenant | |||
commands a small group of Detectives and Sr. Detectives attached to | |||
the precinct and also reports to the captain of the yard. | |||
Nolton Yard is the responsibilty of the Chief Inspector who reports | |||
to the Commisioner. Several independant inspectors report The Chief | |||
Inspector as well as the Captain of the Yard who is responsible for | |||
administering the The Chief Inspector is also res | |||
The commisioner is responsible for the watch and for Nolton Yard. | |||
Special Units are not attached to a particular precinct but rather to | |||
the commisioner's office through the captain of special forces. Each | |||
special unit also has a Watch Lt. to administer it. | |||
The academy also reports to the commisioner. It is not offically part | |||
of the watch but is comprised of former, respected watch members. | |||
Instructors at the academy retain their rank they had in the watch as | |||
an honorary but are outside the command structure. The person | |||
responsible for the academy is usually a former captain, chief | |||
inspector or commisioner. The academy performs regular watchmen | |||
training, as well as special forces training and detective training. | |||
{{Template:Alia}} |
Latest revision as of 12:58, 21 July 2012
Nolton Watch
The Regular Watch
The watch is the police force of Nolton.
Watch members are mostly warriors and gain 1000xp per year of service.
Certain invidivuals with the "right stuff" are recognized and promoted through the ranks.
The Watch is a respected career and only selects capable and morally upright invididuals as recruits (base stats of 10 across and lawful or neutral good alignment.) The average watchman has at least 5 years of experience. Watchmen accumulate 1000 xp per year in the course of their jobs.
All watchmen train to use clubs to subdue, and do not suffer any to hit penalty to do subdual damage with clubs.
Green Watchman (1+ years): War 2, stats = 10, HP 13, att +2, AC: 13 Gear: MW Club +3 (d6), whistle, studded leather armor, manacles Feats: Skill Focus: Spot, Non-lethal: club Skills: Spot +9, Intimidate: +5, sense motive +0 Regular Watchman (6+ years): War 4, stats = 10, HP: 23, bab: +4, AC: 13 Gear: MW Club +5 (d6), whistle, studded leather armor, manacles Feats: Skill Focus: Spot, Skill Focus: Intimidate, Non-lethal: club Skills: Spot +10, Intimidate: +10, sense motive +2 Veteran Watchman (15+ years): War 6, stats = 10, HP: 33, att: +6, AC: 13 Gear: MW Club +7 (d6), whistle, studded leather armor, manacles Feats: Skill Focus: Intimidate, Skill Focus: Spot, Non-lethal: club Skill Focus: Sense Motive Skills: Spot +10, Intimidate: +10, sense motive +10
Patrols are usually several pairs of watchmen, patrolling within whistle distance of each other. Blowing a watchman's whistle is a standard action that will usually bring 2 pairs of watchmen within 5 rounds (and also the attention of nearby concerned citizens). And 0-4 more pairs within 5 more rounds.
Usually pairs on patrol are armed in light armor and carry only a club as armament. When expecting trouble, it is usual to have larger groups in scale armor and with ranged weaponry (Light Crossbows).
Nolton Yard
Investigations of crimes are done by the detectives attached to Nolton Yard.
Typical Detective (6+ years) War 1/Exp 3, int 12, HP: 20, att: +3, AC 10 Gear: MW Club +4 (d6), whistle, regular clothes or dress uniform Feats: Skill Focus: Spot, Non-lethal: club, Skill Focus: Search Skills: Spot +10, Intimidate +6, Search +11, Sense Motive +7, Gather Information +3, Know: Local: +2 Inspector (15+ years) War 1/Exp 5, int 12, HP: 28, att: +4, AC 10 Gear: MW Club +4 (d6), whistle, regular clothes or dress uniform Feats: Skill Focus: Spot, Non-lethal: club, Skill Focus: Search, Skill Focus: Sense Motive Skills: Spot +13, Intimidate +9, Search +13, Sense Motive +13, Gather Information +7, Know: Local +4
Ranks of Watchmen
Regular watchmen are Junior Constables, Constables, and Sergeants that usually correspond to green, typical and veteran watchmen. Further advancement is possible into special units or into the ranks of officers.
Special units focus on a particular task in addition to regular duties. They have the same ranks as regular watchmen but add "special" to thier title as in "Special Junior Constable". Three such units exist:
Heavy Squad: Train as fighters. Used to deal with riots, or large scale brawls. Equip: Banded Mail, Large Shields Feat Progression: Combat Expertise, Improved Trip, Improved Disarm.
Infiltrator Squad: Train as rogues, with focus on bluff, sense motive, and gather information. These are an anti-organized crime unit as well as an anti-spy unit. Their existence is public knowledge, although their identities are not.
Inquisitors: Train as magic using classes. min spell casting stat 13, Focus on Divination and Enchantment magic.
Officers are selected either by natural talent and or experience and merit. Officers often diverge from the typical warrior advancement track into specialized NPC classes like expert or sometimes into heroic classes. Officers usually advance through the investigative branch (Nolton Yard) of ranks Detective, Senior Detective, Inspector, and then the command ranks of Detective Leftenant, Captain, Chief Inspector and Commisioner.
Relative Ranks: Min Service: Junior Constable 1 Special Junior Constable 1 Constable 5 Special Constable 5 Sergeant 15 Special Sergeant 15 Officers: Detective 5 Senior Detective 10 Watch Lt 15 Detective Lt = Inspector 15 Captain 20 Captain of the Yard 20 Chief Inspector 25 Commisioner 25
Career Paths: Jr Constable -> Sp. Jr. Constable Constable -> Sp. Constable or Detective Sergeant -> Sp. Sergeant or Watch Lt. or Detective Special Junior Constable Special Constable Special Sergeant -> Watch Lt. or Detective Detective Senior Detective -> Detective Lt. Inspector Detective Lt. -> Captain Captain of the Yard -> Commisioner Chief Inspector -> Commisioner Watch Lt. Captain -> Captain of the Yard Commisioner
Organization
The watch are organized into pairs of two within squads of 20 to 30. Each squad is responsible for an area of the city and have a sergeant as the squad leader. Several squads are organized into a precinct with each watch squad reporting into the watch leftenant for that precinct. A captain is responsible for the whole of the precinct and reports to the commisioner. Reporting to the captain is the watch leftenant and the detective leftenent. The detective leftenant commands a small group of Detectives and Sr. Detectives attached to the precinct and also reports to the captain of the yard.
Nolton Yard is the responsibilty of the Chief Inspector who reports to the Commisioner. Several independant inspectors report The Chief Inspector as well as the Captain of the Yard who is responsible for administering the The Chief Inspector is also res
The commisioner is responsible for the watch and for Nolton Yard. Special Units are not attached to a particular precinct but rather to the commisioner's office through the captain of special forces. Each special unit also has a Watch Lt. to administer it.
The academy also reports to the commisioner. It is not offically part of the watch but is comprised of former, respected watch members. Instructors at the academy retain their rank they had in the watch as an honorary but are outside the command structure. The person responsible for the academy is usually a former captain, chief inspector or commisioner. The academy performs regular watchmen training, as well as special forces training and detective training.