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Night Patrol
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Halt!
#1
Flesh Golem
MA
4
ST
4
AG
2
AV
9
R
0
B
0
P
0
F
0
G
28
Cp
0
In
0
Cs
15
Td
0
Mvp
2
GPP
40
XPP
0
SPP
40
Injuries
n
Skills
Regenerate
Stand Firm
Thick Skull
Block
Mighty Blow
Tackle
The first line of defence for the Patrol, Halt has stopped many a crook by merely standing in their way. Most of the crooks bounce off, but a few manage to snap bones or crack their necks on the way down.

Now, Halt is even better at tackling those who are silly enough to try and break in past him, but his old age is catching up to him, and he takes many sick days [niggled on 3rd skill]

Halt is a proud member from the original team.
Go No Further
#2
Flesh Golem
MA
4
ST
4
AG
2
AV
9
R
0
B
0
P
0
F
0
G
20
Cp
0
In
0
Cs
2
Td
0
Mvp
0
GPP
4
XPP
0
SPP
4
Injuries
 
Skills
Regenerate
Stand Firm
Thick Skull
Since Halt! was having some troubles when his earlier assistant was retired, Go No Further has come to pick up the slack. As a constant companion to the head guard, Go No Further has managed to secure the facilities quite well. Where Halt! is the bad cop, breaking body parts, Go No Further is the good cop, managing to talk most crooks away. Or does that make him the annoying cop?
 
Private Eye
#5
Wight
MA
6
ST
3
AG
4
AV
8
R
0
B
0
P
0
F
0
G
27
Cp
34
In
1
Cs
0
Td
4
Mvp
5
GPP
73
XPP
0
SPP
73
Injuries
 
Skills
Block
Regenerate
+AG
Pass Block
Sure Hands
Tackle
Having a sharp mind and a keen eye, Private Eye is the one who handles the assignments... and very rarely has he let the crook escape his sure and capable hands. As the most agile member of the Patrol, Private Eye has no compunctions about tying up the opposition, and then rushing out to grab the foe. Infact, he has even managed to pick up some responsibilities from the wolves, getting the way of the escaping crooks. Now that he received a special net to halt his foes, Private Eye looks like he is leading the Patrol to a new way of working. This team captain makes the rest of them proud to be Patrollers.

A proud member from the starting line-up.
Noir Narrator
#6
Wight
MA
6
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
14
Cp
0
In
0
Cs
1
Td
3
Mvp
0
GPP
11
XPP
0
SPP
11
Injuries
 
Skills
Block
Regenerate
Guard
This wight is a key member of the Patrol, managing to halt crooks using his confusing styles of narration and exposition. It is hoped that he can help Private Eye, and the 2 of them can start to stop the enemy intrustions.

Noir Narrator is one to be reckoned with, as he is getting on par with the rough guards that the Patrol uses.
 
Car Chaser
#7
Ghoul
MA
7
ST
3
AG
3
AV
7
R
0
B
0
P
0
F
0
G
28
Cp
2
In
1
Cs
3
Td
8
Mvp
1
GPP
39
XPP
0
SPP
39
Injuries
 
Skills
Dodge
Block
Pass Block
Side Step
One of the best drivers, Car Chaser is appropriately named. Very rarely does he lose sight of his target, and will stick with him as long as he can. He is also a very careful driver, managing to evade most pursuers with ease.

When the Royal Institute of Necrology killed both the wolves, Car Chaser studied tactics that helped him intercept the foe, and managed to keep the Patrol's jobs secure!

A proud member from the starting line-up.
Getaway Stopper
#8
Ghoul
MA
7
ST
3
AG
3
AV
7
R
0
B
0
P
0
F
0
G
3
Cp
0
In
0
Cs
0
Td
1
Mvp
0
GPP
3
XPP
0
SPP
3
Injuries
 
Skills
Dodge
Hired after the strong house Alarm Sounder was fired, Getaway Stopper is hoped to match some of his predecessor's speed and strength. One can only hope...
 
Restroom Raider
#10
Zombie
MA
4
ST
3
AG
2
AV
8
R
0
B
0
P
0
F
0
G
28
Cp
1
In
0
Cs
2
Td
0
Mvp
3
GPP
20
XPP
0
SPP
20
Injuries
n
Skills
Regenerate
Dirty Player
Kick
Restroom Raider has diarrhea. So when he has to stay on the field for ample amounts of time, he cannot control himself. Thus, he is the most foul of the Patrol, stinking up the place whereever he goes. Most stay away from him, making him mean, grumpy, and looking for blood. A proud member from the starting line-up.

However, no one can argue that he has the hardest and biggest feet, and many a crook has been reduced to a bleeding mass after Restroom Raider was through with them. Of course, he always managed to go to the restroom as soon as he was done kicking.
Bembel-Bob
#11
Zombie
MA
4
ST
3
AG
2
AV
8
R
0
B
0
P
0
F
0
G
16
Cp
0
In
0
Cs
0
Td
1
Mvp
0
GPP
3
XPP
0
SPP
3
Injuries
 
Skills
Regenerate
This was a high elf attempting to tell the Patrol that they could not block him entry. One broken neck later, he lined up alongside the Patrol, their latest member.
 
Body Bag
#12
Zombie
MA
4
ST
3
AG
2
AV
8
R
0
B
0
P
0
F
0
G
28
Cp
0
In
0
Cs
1
Td
0
Mvp
1
GPP
7
XPP
0
SPP
7
Injuries
 
Skills
Regenerate
Tackle
This is just a random Body Bag that the Patrol carries to work. They store here odds and ends of random crooks that they have stopped. It has now gotten a lot bigger, and manages to get in the way of many foes.

A proud member from the starting line-up.
Casket Watcher
#13
Zombie
MA
4
ST
3
AG
2
AV
8
R
0
B
0
P
0
F
0
G
2
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
Regenerate
This Patrol member has quite a lingering gaze, and very rarely gets fazed. Hence, he was bought by the Night Patrol to help out in the look out department.
 
Cannon Fodder
#14
Zombie
MA
4
ST
3
AG
2
AV
8
R
0
B
0
P
0
F
0
G
26
Cp
0
In
0
Cs
4
Td
1
Mvp
1
GPP
16
XPP
0
SPP
16
Injuries
 
Skills
Regenerate
Block
Guard
Cannon Fodder seems to get in the way of everything. Thus, no one likes him. To top it off, he is the best guard of the lot, and this makes the others stay away from this show-off. However, no one can refute his abilities during a scrum, and this has earned him a lot of respect from Halt! and Go No Further. A proud member from the starting line-up.
Carrion Feeder
#15
Zombie
MA
4
ST
3
AG
2
AV
8
R
0
B
0
P
0
F
0
G
1
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
Regenerate