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Watch Officer

Adversaries Designed by Dylan Thompson • Art by Artem Dobrusin

Adversary overview

A senior constable with sergeant's stripes and a suspicious mind sharpened by years on dock patrol.

A senior constable with sergeant’s stripes and a suspicious mind sharpened by years on dock patrol.

Stat block

Tier
2
Type
Support
Difficulty
15
HP
3
Stress
3
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
9
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Enforcement Baton
Range: Melee
Damage: 2d8+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Incident Report

    The Officer files a mental record of everything. The first time a PC lies to the Officer and succeeds on a Presence Roll, that PC gains a mark. If the same PC lies again in the same scene, the PC has disadvantage on that roll — the inconsistency registers.

Actions

  • Coordinated Detainment
    stress 1

    Mark a Stress to direct all Watch Constables within Far range to move into Very Close range of a target PC and make a standard attack. Constables who succeed combine their damage.

  • Send for Backup
    fear 3

    Spend 3 Fear. The Officer raises a signal lantern. In two rounds, a second patrol arrives: 1 Watch Officer + 2 Watch Constables at Far range. Their arrival clock does not require the Consequence Countdown to trigger — this is command authority, not noise response.

Reactions

  • Hold It Right There

    When a PC attempts to leave the scene without clearance, the Officer calls out. The PC must immediately make a Presence Reaction Roll or become Vulnerable — the Officer's authority lands. On a success with Fear, the PC freezes briefly; they can still leave but the Officer gains a Fear.

Motives & tactics

Coordinate Constables Escalate cautiously Survive the shift Gather evidence

Experiences

  • Local Knowledge +3
  • Interogation +3

Watch Officer

Tier 2 support

A senior constable with sergeant's stripes and a suspicious mind sharpened by years on dock patrol.

Motives & Tactics: Coordinate Constables, Escalate cautiously, Survive the shift, Gather evidence

Difficulty: 15 | Thresholds: 9/18 | HP: 3 | Stress: 3

ATK: +3 | Enforcement Baton: Melee | 2d8+3 Physical

Experience: Local Knowledge +3, Interogation +3

HP:

STRESS:

Features

Incident Report - Passive: The Officer files a mental record of everything. The first time a PC lies to the Officer and succeeds on a Presence Roll, that PC gains a mark. If the same PC lies again in the same scene, the PC has disadvantage on that roll — the inconsistency registers.
Coordinated Detainment - Action: Mark a Stress to direct all Watch Constables within Far range to move into Very Close range of a target PC and make a standard attack. Constables who succeed combine their damage.
Hold It Right There - Reaction: When a PC attempts to leave the scene without clearance, the Officer calls out. The PC must immediately make a Presence Reaction Roll or become Vulnerable — the Officer's authority lands. On a success with Fear, the PC freezes briefly; they can still leave but the Officer gains a Fear.
Send for Backup - Action: Spend 3 Fear. The Officer raises a signal lantern. In two rounds, a second patrol arrives: 1 Watch Officer + 2 Watch Constables at Far range. Their arrival clock does not require the Consequence Countdown to trigger — this is command authority, not noise response.

Discussion

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