Watch Constable
A uniformed enforcer in deep blue and brass, carrying a steam-club and a mandate they half-believe in.
Motives & Tactics: Detain, Call for backup, Follow procedure, Make it home
A uniformed enforcer in deep blue and brass, carrying a steam-club and a mandate they half-believe in.
A Constable demands identification from a PC within Very Close range. The PC makes a Presence Roll or Finesse Roll (16 for forged papers). On a failure, the Constable detains them — they are Restrained until an ally succeeds on a Presence Roll to intervene, or the Constable is defeated.
When a Constable is targeted by an attack, they blow their whistle before the roll resolves. Advance the Consequence Countdown from The Watch Closes In (if active) by 1. If no countdown is active, start one at 3.
Tier 2 support
A uniformed enforcer in deep blue and brass, carrying a steam-club and a mandate they half-believe in.
Motives & Tactics: Detain, Call for backup, Follow procedure, Make it home
Difficulty: 14 | Thresholds: 7/14 | HP: 3 | Stress: 3
ATK: +2 | Steam-Club: Melee | 2d6+3 Physical
Experience: Local Knowledge +3
HP:
STRESS:
A uniformed enforcer in deep blue and brass, carrying a steam-club and a mandate they half-believe in.
Motives & Tactics: Detain, Call for backup, Follow procedure, Make it home
A uniformed enforcer in deep blue and brass, carrying a steam-club and a mandate they half-believe in.
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No subclasses available.
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