Town Watch Organization in Dawn of Others | World Anvil

Town Watch

Goals of the Town Watch

Their duty is keeping the camp safe. The Town Watch performs everyday camp security tasks. They rarely act outside the walls of the camp and do not pay much attention to the camp's sewers. They are a peacekeeping force; responsible for solving crimes and apprehending criminals. They ensure that Zombies are not making it past the walls. They run the court house and prision. They uphold Camp Hope's law.

Diplomacy

Members of the Town Watch are generally trusted and well regarded within the Camp. The Town Watch is seen as a positive and trustworthy organization that is working to help the camp. Most feel that they are making the camp a better place. In general, the Town Watch maintains a neutral relationship with the other factions within the camp. it is believed that the legal forces shouldn't become allied with other factions as this can lead to bias in rulings. However, they do have a negative relationship with The Solstice as they are considered to be a faction that increases the illegal behaviors of its members.  

Town Watch Characters

  • Alignment: Usually good, often lawful
  • Suggested Races: Human
  • Suggested Classes: Marshal, Grounder, Gunslinger, Heavy
  • Suggested Archetypes: Banner Head, Brother of Blood, Country Gunman, Man at Arms, Militarist
  • Suggested Ladders: Veteran, Warrior
Consider joining the watch if the following sentences ring true:
  • You want to protect the innocent and fight for justice.
  • You like playing combat and investigation focused characters.

Joining the Town Watch

Background: Town Watch

If your character was born and raised in Camp Hope, you can choose this background instead of those listed in the Ultra Modern Redux rule book.   As a new recruit to the Town Watch, you were sent to the barracks for your training. Your life there was intentionally harsh to ensure that you learned discipline and were strong enough to enforce the law. You lasted to the end, and now you begin your adventuring career ready to put everything you have learned to use in the Town Watch's service. As a member of the Town Watch, your life is devoted to the service of others and consecrated to the work of establishing justice and peace on the streets of Camp Hope. You might be a true believer, inspired by the example of those within the upper ranks, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Town Watch parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set
  • Languages: Choose one
  • Equipment: Town Watch Insignia, an exercise manual, a set of common clothes, 2 credits.
  • Rank 1 with the Town Watch. 1 Renown with the Town Watch.

Feature: Watchman Station

You have an established place in the hierarchy of the Town Watch. You can requisition simple equipment for temporary use, and you can gain access to the Barracks in Camp Hope, where you can rest in safety and receive the attention of medics. You are also provided with free meals and lodging in the Barracks which enables you to maintain a poor lifestyle between adventures.

Suggested Characteristics

The Town Watch is a zealous group, full of righteous energy tempered with military discipline. Its members share its leadership’s devotion to the ideals of justice, or they find satisfaction in the more combat-oriented aspects of the watch’s work.
 
 
 

Contacts

The ordered structure of the Town Watch offers abundant opportunities to make friends — and rivals — in higher places. Roll twice on the Town Watch table (for an ally and a rival) and once on the Non-Watch Contacts table.  
 

Public Agenda

The Watch's purpose is not only to enforce the law, but also to ensure the well-being of those living within the camp.

Together we prevent, together we protect.


Founding Date
13SE
Demonym
Officer
Leader Title
Location
Related Ranks & Titles
Controlled Territories
Related Items
Related Species
Related Plots

General Biases

These are the biases that members of this faction generally have.

Positive Biases

Favors Humans over other races. Favors those within this faction

Negative Biases

Considers The Awakened and The Others to be lesser races Considers the other factions as less important They dislike The Solstice as the consider them to be more likely to be engaging in illegal activities and causing trouble as compared to other factions.  
 
 
 

 
The Watch Charm represents the light of justice. Wielding it is a demonstration of the faith that the Town Watch has within you. Carry this watch with pride and honor all that it respresents.

Neutral

Neutral

Neutral

Enemies

The Town Watch believes that the Solstice Syndicate has a negative influence on the camp and that they increase the likelihood of crime.

How Do I Fit In?

As a member of the Town Watch, you are subject to the orders of your superior watchmen. You go where they tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it’s either because you have proven yourself capable of working without close supervision or because you’re a rebellious sort who is willing to disobey orders now and face the consequences later.   As a watchman on the street, you are tasked with bringing dangerous threats in line. You might contend with Solstice performances gone horribly out of control, Zombie raids on outlying neighborhoods, investigating acusations and evidence of Others masquerading as Human, and violent uprisings among the Others and Awakened. At the same time, you might have to worry about Others or Awakened inflitrating your leadership, overzealous or corrupt board memebers abusing the law at the expense of justice, and researcher test subjects that break out of laboratories and wreak havoc through the camp.

Rank and Renown

By gaining renown as a member of the Town Watch, you can ascend through an ordered series of ranks within the faction. Promotion always requires the approval of a superior watchman. It is a reward for services rendered to the watch, rather than an automatic consequence of increased renown. In addition, certain positions become available to you when both your renown and your character level reach certain thresholds.

Rank 1: Recruit

  • Prerequisite: Renown 1 or higher in the Town Watch and Level 1
At this rank, you are seen as just entering the faction and are considered to be inexperienced.
  • You gain access to the Barracks. You are given a watch insignia. You are paid 4 credits a month for your service in the watch.

Rank 2: Officer

  • Prerequisite: Renown 3 or higher in the Town Watch and Level 2 or higher.
At this rank, you gain some authority over lower-ranking watchmen. When you undertake a mission on the faction’s behalf that requires military strength, a squad of 1d4 watchmen accompanies and assists you for the duration of the mission. Use the following stat block for those watchmen:
  • You gain access to private quarters in the lower level of the Barracks. Your monthly pay increases to 6 credits a month. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

Special Rank: Jail Officer

  • Prerequisite: Renown 3 or higher in the Town Watch, Level 2 or higher and must be human or passing as human.
The Jail Officers are officers that aid in the prison. They book prisoners, maintain the prison grounds, ensure the prisoners are not escaping, perform prisoner interogations, and escort prisoners into the court when they are called to appear for trial.
  • You gain access to the General Prison beneath the court house. Your monthly pay increases by 2 credit in addition to any other pay you are receiving.

Rank 3: Detective

  • Prerequisite: Renown 5 or higher in the Town Watch, 5th level or higher.
Dectives are largely responsible for investigating crimes within Camp Hope. They also look into alligations of Others or Awakened inflitrating into areas of the camp that they are prohibited.
  • you are given a Watch Cruiser to use when carrying out your faction responsibilities. Using the motorcycle for personal matters is a significant violation of regulations. Your monthly pay increases to 8 credits a month. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

Special Rank: Court Clerk

  • Prerequisite: Renown 5 or higher in the Town Watch, 5th level or higher and must be human or passing as human.
Court Clerks are detectives that aid the court. They keep the court records, serve on the jury and perform investigations as directed by the court. They are also responsible for ensuring that those who are called to appear in court do so.
  • You gain access to the Court Library within the Court House. Your monthly pay increases by 4 credits in addition to any other pay you are receiving. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

Rank 4: Sergeant

  • Prerequisite: Rank 3 and renown 10 or higher in the Town Watch, Level 5
As a Sergeant, you are responsible for missions and strategies that you can’t execute entirely on your own or with the aid of a handful of watchmen. After receiving goals handed down from the captain above you, it’s your job to figure out the tactics needed to accomplish those goals.   You lead a Company that consists of four squads, each made up of four watchmen commanded by an officer. You can assign these squads to tasks of your choosing within the area of the city where you have authority. You can also lead these watchmen into battle yourself, or bring one squad and its sergeant with you on a faction mission. Use this stat block for the squad members: and this stat block for the Officer leading the squad: .  
  • At this rank, you gain a Watch Charm. Your quarters in the Barracks are more spacious. Your monthly pay increases to 10 credits. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

Special Rank: High Guard

  • Prerequisite: Renown 10 or higher in the Town Watch, 7th level or higher, and must be human or passing as human.
Members of the High Guard are responsible for the defense of the Board of Hope members and the Town Hall. Only those who have proven themselves in combat are selected to join this force. If you are accepted into the High Guard, your missions will be primarily defensive in nature. You might receive orders to find new ways to fortify the Town Hall or to detect Others or Awkened who try to gain access. You could also receive orders to accompany a member of the board while they are on a journey.
  • You gain access to the Town Hall. Your monthly pay increases by 6 credits in addition to any other pay you are receiving.

Rank 5: Lieutenant

  • Prerequisite: Rank 4, renown 25 or higher in the Town Watch, Level 7 or higher, and must be human or passing as human.
As a Lieutenant in the Town Watch, you gain command of a Battalion along with the responsibility for maintaining order and protecting the people within a camp district. You have four Companies under your command. As described for rank 4, each company has four squads of five soldiers (including a sergeant) reporting to them. One additional squad of 1d4 watchmen is your personal retinue. Use this stat block for the squad members: , this stat block for the Officer leading the squad: , this stat block for the Sergeant leading the Company: and this stat block for those within your personal retinue:   You regularly receive communications from the capatin who coordinate the efforts of the battalions. They keep you informed of the goals and concerns of the lTown Watch and can help you address them. You are then responsible for giving orders to your battalion, and you must answer to your capatin for the battalion's success or failure in achieving the factions strategic goals.
  • Your quarters in the Barracks are a small apartment including a living room, kitchen, bedroom and bathroom. Your monthly pay increases to 12 credits. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

Rank 6: Captain

  • Prerequisite: Rank 5, renown 50 or higher in the Town Watch, Level 10 or higher, and must be human or passing as human. Additionally, you must be at least 40 and have served in the Town Watch for a minumum of 5 years. The appointment criteria must also be met, see the Captain rank article.
As the Captain you assume the leadership of the brigrade of the Town Watch which consists of four Battliions. Use this stat block for the squad members: , this stat block for the Officer leading the squad: , this stat block for the Sergeant leading the Company: , this stat block for those within the Sergeant's personal retinue: and this stat block for the Leiutnants: .     In this role, you are advised — and ordered around — by the Board of Hope. You are in regular communication with the board members, who places you in charge of all major faction initiatives. You might be tasked with improving recruitment, developing a plan for dealing with Other or Awakened infiltration, or collaborating with the Engineers to develop new weaponry for the watchmen.
  • Your quarters in the Barracks are an apartment including a living room, kitchen, 2 bedrooms, an office and bathroom. Your monthly pay increases to 20 credits. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

Special Rank: Judge

  • Prerequisite: Rank 5, renown 75 or higher in the Town Watch, Level 10 or higher, and must be human or passing as human. Additionally, you must be at least 40 and have served in the Town Watch for a minumum of 10 years. The appointment criteria must also be met, see the Judge rank article.
As the Judge, you assume the leadership of the Court House and all legal matters handled within it. In this role, you are advised — and ordered around — by the Board of Hope. You are in regular communication with the board members, who places you in charge of all major faction legal cases. You might be tasked with improving recruitment, developing a plan for dealing with prisoners and exicutions, or collaborating with the Scribes to develop new effecient ways to maintain the legal records.
  • Your quarters in the Barracks are an apartment including a living room, kitchen, 3 bedrooms, an office, bathroom and half bathroom. Your monthly pay increases to 30 credits. Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.

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