Maze Guard (no ontology)
From Mazeworld
A Maze Guard is a member of the Maze Personnel and an iconic, almost ubiquitous creature in Mazeworld. Maze Guards represent law enforcement in Mazeworld and are basically the Mazes' police officers. They are armed, like Maze Soldiers, but their methods differ; they are generally neutral, promoting peacekeeping and problem solving by more pacific means, rather than making use of deadly force.
Guards enforce a set of laws and attach a Wanted Level to perpetrators they see or know about. Although Guards need to be present to enforce those laws and proceed to arrestations, anyone can be pegged with a Wanted Level if they have been reported.
Because the job of a Maze Guard may be particularly dangerous, they are paid on a day-to-day basis, depending on their rank and branch. The base pay of a standard Maze Guard is 120 P$/day.
Maze Guards are declined in several variants and ranks, each with their own equipment.
Specifications
AC | Perk | HEAD group | BODY group | LIMBS group | EXTR. group | Weak points | ||||||
Human | None | 1 head | Upper body, Lower body | 2 arms, 2 legs | 2 hands, 2 feet, teeth | 2 eyes(F), genitals |
Skeleton type | CBT? | CUW? | LAW? | ||||
Human | Yes | Yes | Yes |
Other data
- Is peaceful.
- Can talk.
- Law Enforcement: They are the police force of the Mazes, enforcing its laws.
- Loyal: They are attached to their job. Contestants will have a hard time convincing them to join him/her.
- Backup call ability: See the relevant section for detailed information
Equipment
The equipment varies according to rank and status.
Regular police force
- Clothing and armor:
- Headgear: Cop hat
- Top: Guard shirt
- Body armor: None
- Arms addon: None
- Bottom: Guard pants
- Legs addon: None
- Footwear: Regular shoes
- Load-bearing equipment depending on rank, with 1 extra magazine (or equivalent) for each of their weapons
- Handcuffs, which are used for arresting perpetrators
- Mobile phone with full battery
Extra equipment by rank
- Maze Guard: MK64 Trooper vest + Default belt
- Guard Sergeant: MK64 Trooper vest + Default belt, Nightstick, Type 2 Kevlar vest.
- Guard Chief: Always carries a Class 1 weapon, a Class 3 weapon and a nightstick instead of standard issue. Wears a Type 2 Kevlar vest, Armored elbow pads, Armored knee pads, and carries a VersaForce vest + Default belt
Special Response Team (SRT)
- Clothing and armor:
- Headgear: Dyneema helmet
- Top: Guard shirt
- Body armor: Heavy Dyneema vest
- Arms addon: Dyneema arm pads
- Bottom: Guard pants
- Legs addon: Dyneema leg pads
- Footwear: Military boots
- Load-bearing gear: RM/OMON vest + Default belt
- 2 extra magazines (or equivalent) for each of their weapons
- Handcuffs, which are used for arresting perpetrators
- Mobile phone with full battery
Pay grades
- The base pay of a Maze Guard is 120 P$/day.
- A Guard Sergeant receives a pay of 200 P$/day.
- A Guard Chief receives a pay of 350 P$/day.
- A Guard that is part of the Special Response Team receives 300 P$/day.
Disguise
This lists only the required clothing the contestant needs for the disguise to be successful. Note that wearing a HEV Suit or an EOD Suit cancels immediately the disguise as these suits cover the entirety of the wearer's clothes and are, as such, unsuitable for disguising.
- Maze Guard: Cop hat, Guard shirt, Guard pants, Regular shoes
- SRT Guard: Dyneema helmet, Guard shirt, Dyneema arm pads, Heavy Dyneema vest (+Titanium/Steel plate), Guard pants, Dyneema leg pads, Military boots
Law enforcement
Maze Guards are the members of the Mazes' police forces. As such, the aspect of law enforcement is detailed here.
Laws
More information: Wanted Level
Guards enforce a set of defined laws, and are judge, jury and executioner. They handle all aspects of the law at the exception of lawmaking (which the GMs handle), from arresting, judging, sentencing, and imprisoning.
Backup calls
If a Guard needs to request backup, this is when their issued mobile phones come into play. Depending on the severity of the situation, Guards can call central and request either standard officers, or a Special Response Team. If the call is made to apprehend the Contestant, the backup sent depends on the Wanted level:
- Yellow, Orange: 1d3 Maze Guards, with standard equipment.
- ETA: 1d4+1 turns
- Cooldown: 10 turns
- Red, Code 11: 1d2+1 SRT Guards, with standard equipment.
- ETA: 1d2+1 turns
- Cooldown: 8 turns
For any situation not involving the Contestant as the perpetrator, the rules above are followed depending on the severity of the situation the Contestant witnesses, or even is a victim of, if applicable.
Arresting
More information: Handcuffs
A Maze Guard has the ability to arrest perpetrators using their handcuffs. Only they can perform an arrest - the handcuffs are used to immobilize the perpetrators, then Guards use their clearance to proceed and punish according to wanted level; either confiscation, or detainment.
Gallery
Image needed!
See also
- Encounters
- Maze Soldier
- Bank (Guards may be assigned as bank security)