Nightwatch: Ch. 5.4 – Nightwatch Roll Call

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[5] Powers and Principalities

[5.4] Nightwatch Roll Call

The Nightwatch includes a wide variety of members, from the brilliant Director Welles to the uniformed thugs who keep citizens intimidated as they march down Main Street. Clark’s administration needs every level of Nightwatch to maintain its grip on EarthGov. While rank has its privileges, every member can expect all the support the government can muster at any given level of membership.

[5.4.1] Leaders

“Now you have two choices: apologise, or disobey a direct order from your superiors. As this would be an act of insubordination, you would be removed from your position, and someone more reasonable would be installed to replace you. … As with everything else, it’s the thought that counts.”
— Director Welles

Loath though he may be to do so, even President Clark must delegate authority. Naturally, every high ranking member of the political branch is carefully vetted to determine loyalty, competence and ruthlessness, in that order.

Director Welles
15th Level Human Politician
Hit Points: 21
Initiative: +0
Speed: 30 ft.
DV: 15 (+5 Reflex)
Attacks: +7/+2 melee or +7/+2 ranged
Special Qualities: Authority x3, Branch (bureaucrat), Contact x3, Political Savvy x5, Rule of Law
Saves: Fort +5, Ref +5, Will +15
Abilities: Str 10, Dex 10, Con 10, Int 16, Wis 18, Cha 17
Skills: Bluff +21, Computer Use +18, Concentration +10, Diplomacy +21, Forgery +15, Gather Information +21, Intimidate +18, Knowledge (history) +20, Knowledge (law) +23, Knowledge (politics) +26, Listen +14, Profession (administration) +22, Read Lips +8, Sense Motive +20, Spot +14
Feats: Contact, Data Access, Hobby (concentration), Iron Will, Resist Scan, Skill Focus (computer use), Skill Focus (knowledge – politics)

So powerful that his authority is equal to the official Minister of Peace, Frederick Lantze, so capable and determined that he is able to get the better of Captain Sheridan in a battle of wills, Director Welles is the ideal leader for the Nightwatch as far as Clark is concerned. While the basic idea was Clark’s, Welles developed almost every aspect of the division from there, including its name and propaganda campaign. The brilliant politician even managed to add some spit and polish to Nightwatch’s least reputable members by instilling pride in them as the champions of Earth culture.

Ironically, although Mr. Welles is not the most ideologically devoted member of Nightwatch, he enjoys his work. He sees nearly every interaction as an opportunity and views the entire business as a challenging intellectual exercise. As co-director of the Ministry of Peace, Welles is quite capable of enthusiastically selling Clark’s doctrine, tailoring his pitch to his audience with a deftness any bureaucrat would envy. Welles is also capable of being utterly ruthless, as evidenced by his willingness to inform the Centauri about Sheridan harbouring a Narn vessel.

In spite of his personally flexible convictions, he can convince even the most paranoid superiors of his loyalty while surviving the most perilous falls from grace. Over five years after the fall of Nightwatch, Welles remains a part of EarthGov’s public relations efforts, a disturbing tribute to his political acumen. Whatever patriotism or party loyalty he may feel, his primary allegiance is to himself. Any encounter with Director Welles, whether as ally or adversary, should have the players wondering just how their characters have been played. Indeed, anyone who shakes the director’s hand would be wise to count his fingers when he is done.

[5.4.2] Regional Directors

Welles does not want competition for his job. At the same time, he runs a tight ship, insisting on competence from those who serve under him. Thus, all regional directors brought up through the ranks are more skilled in particular specialties than they are in the political process itself. As described in To Stand Against the Night, areas of expertise are based as much in a division of labour as in regional assignments.

Few characters will ever interact directly with a regional director, though they might have brief opportunities to hear them speak if one visits their station, outpost or city. Some directors travel more than others, depending on their duties. Others have some combat skills, making a final confrontation with one a possible way to create a satisfying ending to a long campaign against the Nightwatch.

Each regional director is a unique character, possessing considerably different skills and abilities from their comrades. The European Regional Director is not going to have the combat skills of the Solar System Regional Director, but will have considerably greater political ability and influence with the government.

Pierce Macabee, Regional Director, Frontier/Public Relations
9th Level Human Diplomat
Hit Points: 15
Initiative: +1
Speed: 30 ft.
DV: 14 (+4 Reflex)
Attacks: +3 melee or +5 ranged
Special Qualities: Contact x5, Improved Diplomacy x2*, Government Resources
Saves: Fort +3, Ref +4, Will +10
Abilities: Str 9, Dex 12, Con 11, Int 15, Wis 14, Cha 18
Skills: Appraise +3, Bluff +14, Computer Use +4, Concentration +10, Diplomacy +19*, Gather Information +12, Intimidate +5, Knowledge (law) +15, Knowledge (politics) +10, Listen +12, Sense Motive +19*, Spot +12
Feats: Hobby (concentration), Independently Wealthy, Iron Will, Resist Scan, Skill Focus (knowledge – law)

Pierce Macabee is the closest thing to potential competition Director Welles will allow. A true believer in the Ministry’s goals of peace and stability, Pierce works constantly to promote Nightwatch. He is a phenomenal speaker, with a preternaturally smooth voice and a disarming manner that a Centauri noble would envy. When Minipax wants to send someone to project a friendly, positive face for the division, Director Macabee is the first choice. The regional director has a very calming demeanour, the result of an inner calm he has cultivated for some time. As the point man for Nightwatch in potentially hostile environments, he eschews threats and innuendo, preferring to take a more direct approach. Unlike most mundanes, Pierce is very comfortable around telepaths, having worked with Psi Corps for some time now. This has paid off in training to resist mental intrusion, a valuable ability for such an important member of the Ministry. Pierce also gets along very well with the various Senate Oversight Committees he is required to deal with, and is quite popular in EarthDome right up to the moment Clark rounds up the senators.

Despite his apparent inner peace and almost philosophical manner, Macabee is every inch a member of Nightwatch. Fully ready to prime his subjects for the coming Big Lie, he allays suspicions and puts a positive spin on the Minipax message without the slightest qualm. Pierce is the purveyor of the little lie, the notion that Nightwatch exists only to be seen except when real threats arise. This is almost true when he creates a cell on a station, outpost or colony. It bothers him not at all that the situation will change quickly when he is gone.

Ari Ben Zayn, Regional Director, Africa & Middle East/Security Coordination
7th Level Human Officer (ground forces)/3rd Level Agent
Hit Points: 25
Initiative: +2
Speed: 30 ft.
DV: 17 (+7 Reflex)
Attacks: +11/+6 melee or +11/+6 ranged
Special Qualities: Branch Specialisation (ground forces), Rallying Cry, Security Systems, Sneak Attack +1d6
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 15, Dex 14, Con 16, Int 16, Wis 12, Cha 12
Skills: Bluff +4, Computer Use +12, Concentration +8, Diplomacy +8, Disguise +4, Drive +7, Gather Information +8, Hide +5, Intimidate +14, Jump +5, Knowledge (military) +10, Listen +7, Medical +5, Move Silently +5, Pilot +7, Search +6, Sense Motive +17, Spot +6, Technical (electronic) +10
Feats: Hobby (gather information), Hobby (knowledge – military), Point Blank Shot, Quick Draw, Skill Focus (sense motive)

Ari Ben Zayn is one of the hardest of the hardliners in EarthForce. He seems an odd choice for a security liaison at first, but his time with Internal Affairs has served him well, despite a deeply embarrassing incident aboard Babylon 5. EarthForce and Psi Corps handled this situation neatly, if with some absurdity – EarthForce blamed the situation on Mr. Gray, Ben Zayn’s Corps aide, while Psi Corps accepted Harriman’s story wholesale. (Curiously, Bester seemed to take a liking to Harriman Gray after that, though he may have simply been keeping a potential enemy close.) Fanatically determined to ensure that only the strongest and most loyal officers rise through the ranks of EarthForce, Ben Zayn would have been a natural recruit for Nightwatch if he had not gone to the Ministry first. Ever ambitious, he knew the Nightwatch project would have need of men like him. Welles knew that he had an ideal regional director the moment they met.

While Ben Zayn might seem the natural choice for the Solar System RD position, there were many qualified candidates for that slot, but few for the role he eventually filled. There were enough members of the Ministry of Security with the credentials, true, but none with anything approaching the general’s zeal. The general’s experience with “Eyes” and his ideological compatibility make him a perfect security liaison. He has considerable experience in the region and the uncanny knack of knowing when someone is trying to feed him a line. Ben Zayn proves to be as chilling and ruthless as the position requires, though when Nightwatch falls this will cost him dearly, assuming no one gets to him first.

[5.4.3] Agents

“Earth needs all the information we can give her. Any source is acceptable.”
— Nightwatch Liaison

Theoretically, Nightwatch is not an intelligence organisation. They exist to watch openly, create and maintain peace, remind others of their presence, improve morale and monitor the “transmission of ideas.” A closer look at Nightwatch’s purpose and activities, however, reveals the importance of intelligence gathering to its function. Indeed, as mentioned, the entire project is centred around a political variant of Internal Affairs. In short, they spy on their own people to ensure loyalty and obedience, in that order of preference.

To put it bluntly, espionage requires operatives. It requires people willing to keep, gather and steal secrets. It requires people willing to listen and share what they hear. Occasionally it requires action, whether political or physical, to remove obstacles which may arise in the course of their duties. Given the beliefs and goals of Nightwatch, they perceive a great many people to be obstacles.

Political Officer
3rd Level Human Diplomat/2nd Level Agent
Hit Points: 11
Initiative: +1
Speed: 30 ft.
DV: 15 (+5 Reflex)
Attacks: +2 melee or +3 ranged
Special Qualities: Contact x2, Security Systems
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 10, Dex 12, Con 11, Int 14, Wis 12, Cha 15
Skills: Bluff +8, Computer Use +5, Concentration +3, Diplomacy +6, Gather Information +8, Intimidate +5, Knowledge (politics) +6, Listen +5, Search +4, Sense Motive +7, Speak Language (any one human), Spot +5, Technical (electronics) +5
Feats: Contact (before martial law declared), Iron Will, Room 101 (after martial law declared), Seductive

The political officer is a particularly noxious mix of ideological enforcer and government informer. Skilled in the arts of espionage, intimidation, spin and rhetoric, this character is the most powerful Nightwatch leader that most player characters will ever meet. He should be frightening enough.

Capable of an easy charm among friends, disarming with those attracted to him, chilling to his rivals and ruthless with his enemies, the average political officer exists in a middle ground between the subtle manipulation of the propaganda peddlers and the blunt force of their rank and file. As such, each one plays a vital Nightwatch role in his community, representing their best trained and, usually, their most likeable face on the ground. While a few technophiles in the propaganda arm believe the age of street-level politics is over, most admit there is still no substitute for direct contact. Inspiring posters and slogans still cannot equal the force of a handshake delivered with verisimilitude. Campaigns by the Office of Public Morale do not have the same effect as a talk in the pub with an ex-mayor made good. Stern warnings echoing from public address systems lack the power of being surprised by a deadly gaze while doing nothing in particular at the moment.

Some political officers do feel a genuine calling to serve Nightwatch doctrine, but the majority seek the role because they enjoy their power and the privileges it brings. Most of a political officer’s ability will focus on manipulation and information, though they have a few talents that provide them the ability to act competently and confidently when they need to go into the field. While not hardened combatants by any stretch of the imagination, most political officers have a few surprises up their sleeves in case of emergency.

Julie Musante
3rd Level Human Diplomat/2nd Level Agent
Hit Points: 12
Initiative: +1
Speed: 30 ft.
DV: 15 (+5 Reflex)
Attacks: +2 melee or +3 ranged
Special Qualities: Contact x2, Security Systems
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 10, Dex 12, Con 10, Int 15, Wis 12, Cha 16
Skills: Bluff +8, Computer Use +7, Concentration +2, Diplomacy +10, Gather Information +10, Knowledge (politics) +6, Listen +9, Search +5, Sense Motive +8, Spot +9, Technical +7
Feats: Iron Will, Skill Focus (diplomacy), Skill Focus (gather information)

While she has the same level of experience as most political officers, Julie Musante is more skilled than most in her areas of specialty. Charming, capable, strong-willed and able to vary her approach from ferociously aggressive to almost coy, Ms. Musante is the archetype for the more socially oriented political officer. She does have some difficulties in areas that her more typical brethren handle with relative ease, particularly in matters of seduction. (The kindest description of her style would be “direct.”) Nevertheless, Ms. Musante is brilliant, a valuable ally and a dangerous adversary in her own way. After her brief assignment on Babylon 5, she serves directly under the European Regional Director to help resist the push for impeachment. After Martial Law is declared, she is typically assigned to particularly troublesome offices. Player characters who cause EarthDome trouble yet always manage to avoid being caught are likely candidates for a visit from Julie Musante.

Direct confrontation is even less likely with the Musante style of political officer than her more standard brethren. She, and those like her, prefer to work through other agents and security forces rather than take open risks. Musante will beguile officers with as much false empathy as possible while feeding the hard line to the men in the field. While it may be something of a stretch to say she keeps her hands clean, this political officer does her best to control the distance between herself and others, from businesslike detachment to getting as close as possible. It often seems as though the whole affair is a game to Ms. Musante, but make no mistake, it is a game she plays to win.

Clandestine ESI Operative
9th Level Human Agent
Hit Points: 24
Initiative: +3
Speed: 30 ft.
DV: 21 (+11 Reflex)
Attacks: +7/+2 melee or +9/+4 ranged
Special Qualities: Security Systems, Skill Mastery, Sneak Attack 2d6
Saves: Fort +4, Ref +11, Will +5
Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 14, Cha 15
Skills: Bluff +18, Computer Use +8, Disguise +12, Drive +7, Escape Artist +7, Gather Information +12, Hide +8, Intimidate +7, Listen +9, Move Silently +9, Pick Pocket +7, Search +9, Sense Motive +12, Speak Language (any three), Spot +9, Technical (electronics) +8
Feats: Alertness, Contact, Lightning Reflexes, Requisition Access, Skill Focus (bluff)

Nightwatch has connections throughout EarthGov, and while not an intelligence organisation itself, it recruits aggressively from intelligence branches, particularly Earth Special Intelligence. ESI is under the President’s direct control, thus making it ideal for double membership. As with other high-level recruits, agents of ESI who join Nightwatch do not receive any official perks aside from the 50 credit per week bonus. Even more than military officers, however, members of the intelligence community rise through the ranks more quickly with the help of Minipax connections. This is particularly true in ESI, where that armband puts President Clark at ease regarding an agent’s loyalty.

ESI operatives who join Nightwatch receive another perk, the ability to requisition the most cutting edge equipment the Earth Alliance has to offer. Black light camouflage, changeling nets, cybernetic implants, forged identicards and all manner of miniaturized equipment, from bugs to PPGs, are available to these agents of Alliance doctrine.

Naturally, with such an operative, references to the Nightwatch armband are more often metaphoric than literal. There have been several references to secret police and disappearances in the night in previous chapters. ESI operatives in league with Nightwatch are the most important members of such activities. Skilled in the arts of going unnoticed, gathering intelligence and disabling enemies, these silent hands reach out and invisibly neutralise threats to the cause. Only when these operatives are back at headquarters do they wear the armband once more.

Supremely talented and competent, the Nightwatch/ESI agent can wear many personalities while on assignment, but when off duty he is proud, commanding and vocally loyal to Earth. Those who cannot see the necessity of what Nightwatch and intelligence services do are foolish and weak, unable to recognise the threats from without and within, unwilling to do what must be done to keep humanity and freedom secure. Ironically, the Nightwatch convert is blind to the harm he is doing to that humanity and freedom by violating the basic principles of both.

EarthForce Mole
3rd Level Human Officer (fleet)
Hit Points: 11
Initiative: +1
Speed: 30 ft.
DV: 15 (+5 Reflex)
Attacks: +3 melee or +5 ranged
Special Qualities: Branch Specialisation (fleet), Rallying Cry
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 12
Skills: Computer Use +7, Concentration +7, Diplomacy +4, Intimidate +4, Listen +9, Pilot +7, Sense Motive +7, Spot +9, Technical (electronics) +6
Feats: Alertness, Data Access, Lightning Reflexes, Spacecraft Proficiency, Vehicle Dodge

There are no outward signs to distinguish the Nightwatch informant from his peers. Moles are typically recruited from bridge or C and C staff, but they can exist anywhere. An informant may be more politically strident than other officers. More likely, however, he just does his job quietly, doing his best to go unnoticed. What all EarthForce moles share are acute senses. They are quite talented at picking up muttered discontent, noticing unusual readouts on displays, hearing whispered conversations and reading hastily typed notes. Informants for Nightwatch probably began as simple gossips, purveyors of the only force that can travel faster than light outside of hyperspace.

Some moles come to relish their roles, secretly enjoying the power to bring down superior officers without anyone’s knowledge. Others feel they are doing their duty as EarthForce officers, quieting their pangs of conscience by telling themselves they merely did what was necessary. A few were drawn in by gossiping with the wrong Nightwatch member, and only cooperate out of fear of what will happen if they stop. Informants from these last two groups can be turned and possibly recruited by the right people, where the first sort can only be transferred before Martial Law and removed afterwards.

Psi Corps Ally
6th Level Human Telepath (P7)
Hit Points: 13
Initiative: +1
Speed: 30 ft.
DV: 13 (+3 Reflex)
Attacks: +3 melee or +5 ranged
Special Qualities: Maintain Concentration
Saves: Fort +2, Ref +3, Will +9
Abilities: Str 9, Dex 13, Con 10, Int 14, Wis 14, Cha 14
Skills: Computer Use +8, Concentration +9, Diplomacy +9, Intimidate +9, Knowledge (telepathy) +11, Listen +7, Sense Motive +7, Spot +8, Telepathy +11
Feats: Ability Focus (surface scan), Combat Telepath, Defensive Block, Iron Will, Meditation, Point Blank Shot
Telepathic Abilities: Accidental Scan, Communication, Deep Scan, Mind Shield, Sense Telepathy, Surface Scan, Warning

Most members of Psi Corps are at least sympathetic to Nightwatch, for being supportive of telepaths and the Corps if nothing else. In fact, there are many members of the Corps who participate actively in Nightwatch. Only a few, however, serve Nightwatch in their principal functions as telepaths. These telepaths are usually above average members of Psi Corps, both in power and loyalty. While each telepath working with Nightwatch is unique, the typical member serves two main functions. Primarily, he surreptitiously (or openly, in the second half of 2261) skims the minds of suspected dissidents, protestors and other troublemakers. Deep scans are reserved for prisoners, as this process is effectively impossible to perform stealthily. His secondary purpose is to detect blips aiding the resistance and protect his mundane Nightwatch brethren from their powers. While this telepath has no offensive mental powers, a PPG will stop a rogue in his tracks. Given this character’s mental shields, only the most powerful and experienced rogues will have a chance of psychically neutralising him before he gets off a shot.

What his Nightwatch allies rarely suspect is this “ally” scanning them for loyalty, routinely reporting back to Psi Corps. If he is welcomed warmly in his cell, valued for his abilities, the Nightwatch telepath will usually forget to report minor infractions or stray negative thoughts. If the mundanes treat him like a piece of equipment or a thing to be feared, Psi Corps will receive far more detailed reports. Even within Nightwatch, what goes around comes around.

Malcolm Biggs
6th Level Human Agent/1st Level Terrorist
Hit Points: 20
Initiative: +2
Speed: 30 ft.
DV: 19 (+9 Reflex)
Attacks: +7 melee or +7 ranged
Special Qualities: Security Systems, Sneak Attack +1d6, Skill Mastery (bluff, diplomacy, gather information), Manufacture Explosives 2d10
Saves: Fort +5, Ref +9, Will +3
Abilities: Str 14, Dex 14, Con 15, Int 16, Wis 12, Cha 15
Skills: Bluff +11, Climb +5, Computer Use +8, Concentration +8, Diplomacy +7, Disguise +5, Gather Information +11, Hide +9, Intimidate +8, Jump +5, Listen +7, Move Silently +9, Pick Pocket +4, Search +5, Sense Motive +4, Spot +7, Technical (electronics) +7, Technical (mechanical) +7
Feats: Contact, Improved Unarmed Strike, Lightning Reflexes, Point Blank Shot

Malcolm Biggs is an example of the upper echelons within Homeguard. Clever and charming but not half as perceptive as he thinks he is, this atypical Australian is skilled at hiding his racism until he believes it is safe to reveal himself. Nevertheless, he is a virulent true believer in human isolationism and almost revels in opportunities to attack aliens. In spite of his hatred, Biggs is professional in his activities and is capable of executing intricate plots, such as the intended assaults on all four alien ambassadors on Babylon 5. If he had not let his guard down around Lieutenant Commander Ivanova due to their past relationship, his plot might well have succeeded.

It is entirely possible that Nightwatch would find a use for someone like Malcolm Biggs, offering amnesty in exchange for doing what he does best. When the Ministry has an assignment that requires a more direct approach, they would send someone like Biggs, who is also more expendable than actual ESI agents. As an assassin and agent of fear, Biggs would serve Nightwatch well.

[5.4.4] Watchmen

“They were the bad guys, as you say, and we were the good guys. And they made a very satisfying thump when they hit the floor!”
— G’Kar

Ostensibly, Nightwatch exists solely to gather information. This is, of course, another lie. Nightwatch recruits heavily from police, security and military personnel primarily for the raw power these members provide. Early in the movement, this power comes primarily from the intimidating effect groups of armed authority figures have on citizens. Later, when they have or make the opportunity to take control, this power is wielded more directly.

Upper echelon members always feel that the need to use force indicates some level of failure. Those in the lower ranks, see things a bit differently. They know that some people will simply never come around to their point of view. Such traitors and seditionists must be dealt with directly, and Nightwatch needs people with the strength and the guts to deal with them. As far as they are concerned, taking such actions does not represent failure, simply realism. If some of them happen to enjoy those actions, well, who would gainsay Earth’s protectors relishing their roles as defenders of human security and ideological purity?

Party Thug
1st Level Human Soldier
Hit Points: 12
Initiative: +0
Speed: 30 ft.
DV: 10
Attacks: +1 melee or +1 ranged
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 11, Dex 10, Con 12, Int 8, Wis 8, Cha 10
Skills: Hide +1, Listen +1, Move Silently +1, Spot +1, Intimidate +2
Feats: Point Blank Shot, Toughness, Weapon Focus (shock stick or PPG)

Every totalitarian regime requires a large number of foolish brutes to enforce its will among the rank and file. By giving uniforms and nominal authority to unintelligent reactionaries, Nightwatch both keeps them out of trouble and intimidates regular citizens with their sheer numbers. While these thugs will gladly turn over anyone they hear complaining about the current leadership, only those nearly as foolish as the thugs themselves make this mistake. The primary purposes of fielding these goon squads are to keep the masses cowed and to use as a bludgeon when necessary.

These characters can also be used for the average member of organizations like Homeguard, though they will not be legally permitted to carry shock sticks or PPGs. Racist and xenophobic, the hate and fear these brutes exude is often expanded to anyone different, not merely aliens. Genetic or cultural prejudice against other humans is rare aside from fear of telepaths, an unusual prejudice for Homeguard and Nightwatch members, but it has been replaced by ideological bigotry. Nightwatch thugs, and those like them, will spare some loathing for protestors, intellectuals with “impure” ideas and artists who do not actively support the party line.

Security Recruit
3rd Level Human Soldier
Hit Points: 16
Initiative: +2 (+2 Dex)
Speed: 30 ft.
DV: 13 (+3 Reflex)
Attacks: +4 melee or +4 ranged
Special Qualities: Covering Fire
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 14, Dex 14, Con 13, Int 11, Wis 10, Cha 10
Skills: Concentration +1, Gather Information +3, Hide +2, Intimidate +4, Listen +2, Sense Motive +3, Spot +2, Technical (engineering) +1
Feats: Hobby (Gather Information), Point Blank Shot, Rapid Shot, Weapon Focus (PPG)

Security personnel recruited by Nightwatch differ little from others of their profession. The primary difference is a greater focus on intelligence, preferring to recruit members willing to “be watchful.” These police officers and security members are better at unearthing secrets than others in their professions, though they are usually less likeable. Also, Nightwatch prefers these members to focus on firearms for combat purposes, both for the intimidation factor and the greater chance of surprising enemies.

While Nightwatch has its share of fanatics among its enforcement recruits, there are plenty of others who join for the extra credits and do not realise the danger it represents at first. Sadly, there are also those who always enjoyed lording their authority over others. To them, Nightwatch represents a new and greater opportunity to do so. Security recruits therefore have a greater variety of personality traits than the common thugs, but most are still dangerous. Those who did not truly understand what they were getting into will either leave Nightwatch, refuse to report ordinary people for ideological differences, or actively help the resistance from within. The others are a more intelligent, articulate and dangerous variant of the thug, with the official power to back up their zeal.

Unbalanced Survivor
4th Level Human Soldier/3rd Level Terrorist
Hit Points: 27
Initiative: +2
Speed: 30 ft.
DV: 16 (+6 Reflex)
Attacks: +9/+4 melee or +9/+4 ranged
Special Qualities: Contact, Covering Fire, Manufacture Explosives 3d10, Resist Scan
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 14, Dex 14, Con 15, Int 12, Wis 12, Cha 8
Skills: Climb +3, Concentration +8, Jump +3, Knowledge (alien life) +3, Knowledge (military) +3, Hide +5, Intimidate +8, Listen +5, Move Silently +5, Search +3, Spot +5, Technical (mechanical) +4
Feats: Improved Unarmed Strike, Lightning Reflexes, Marksman, Point Blank Shot, Weapon Focus (knife), Weapon Focus (PPG rifle)

The unbalanced survivor is a dangerous enemy, typically a veteran of the Minbari war who never recovered from a case of shell shock. The sniper who participated in the kidnapping of Ambassador Delenn and Captain Lennan is an example of such a character. Seething with a hatred for aliens that the average Nightwatch bully could never understand, they have taught themselves how to hurt and kill their foes. Dealing death is not enough for these murderers, though it will suffice in a pinch. Terror and pain give them meaning now, by inflicting on others what the enemy, in their opinion, inflicted on them.

It is not entirely accurate to call these madmen sadists, however. Indeed, the term “survivor” is a technical one, for while their bodies may be alive, anyone meeting the gaze of this character will see dead eyes and an empty heart. Rage is a sort of automatic function, like breathing, and real passion has been killed in them by the deadening effect the horror of war can have. In some ways, this character can be seen as tragic or even sympathetic in the abstract, but for all practical purposes there are few enemies more cruel or dangerous.

Cell Leader
4th Level Human Soldier/3rd Level Officer (ground forces)
Hit Points: 27
Initiative: +1
Speed: 30 ft.
DV: 14 (+4 Reflex)
Attacks: +8/+3 melee or +9/+4 ranged
Special Qualities: Branch Specialization (ground forces), Covering Fire, Rallying Cry
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 13, Dex 14, Con 13, Int 14, Wis 14, Cha 12
Skills: Climb +3, Computer Use +5, Concentration +7, Diplomacy +2, Drive +7, Hide +7, Intimidate +8, Jump +3, Listen +9, Move Silently +7, Sense Motive +4, Spot +9, Survival + 5, Technical (electronics) +3
Feats: Point Blank Shot, Rapid Shot, Quick Draw, Toughness, Weapon Focus (PPG)

Any human chosen to lead a small group of Nightwatch members will be a devout believer in the cause. Human society must be purified of dangerous ideas and alien influence, so this character believes, and it is up to Nightwatch to create and maintain that purity. Cell leaders are usually as capable of brutality as the security units and raw thugs they command, but they are considerably more intelligent than their brethren. They can be cunning as well as vicious, using subtlety when called for, and they will not make the stupid mistakes of their fictional counterparts. Leaders are usually former military, some having served in the Earth/Minbari war, and they are trained to deal with a variety of threats.

While not the propagandists that political officers and public relations experts are, the cell leader has done a fair amount of rationalising to circumvent his own intellect. He is therefore adept at rallying the troops, even if his ranting would not win over civilian audiences or wavering moderates. Typically, this character is very strident and can even appear a bit unbalanced. Although this leader is extremely motivated and far from perfect, he should not be confused with the psychotic survivor described above. Either the military or Nightwatch taught him to win at all costs, and the cell leader has learned his lesson well. Whether the Ministry orders him to take over an outpost or kidnap aliens as hostages, the leader will follow those orders efficiently, enthusiastically and as violently as can be justified.

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