FEDERAL LAW ENFORCEMENT--AGENT

Prerequisites: Law school or graduate degree; no prison record.

First Term Skill Adds:

Computer: 1

Disguise: 3

Interrogation: 4

Observation: 2

Small Arms (Pistol): 4

Unarmed Martial Arts: 3

   

Subsequent Term Skills:

Blind Fighting

Crime

Determination

Ground Vehicle (Wheeled)

Gun Combat

Interaction

Language

Melee

Perception

Stealth

Technician

Vehicle

Promotion: 7+ (1d10); DM +1 of Intelligence 7+.

Contacts: One per term, government or criminal. On a 1d10 roll of 8+, this contact is foreign.

Special: If more than one term is served, add +1 to initiative.

FEDERAL LAW ENFORCEMENT--PROFILER

Prerequisites: Bachelor’s Degree, Psychology 2+, Intelligence 7+.

First Term Skill Adds:

Computer: 3

Interrogation: 5

Language: 2

Observation: 4

Psychology: 4

Research: 4

Small Arms (Pistol): 3

Unarmed Martial Arts: 1

Subsequent Term Skills:

Charm

Crime

Determination

Explore

Gun Combat

Perception

Physical Science

Social Science

Technician

Vice

   

Promotion: 7+ on 1d10; DM +1 if Intelligence 9+.

Contacts: One per term, government, law enforcement, or criminal. On a 1d10 roll of 8+, this contact is foreign.

FEDERAL LAW ENFORCEMENT--SPECIAL REACTION TEAM

Prerequisites: One term as a federal law enforcement agent.

First Term Skill Adds:

Acrobatics: 4

Armed Martial Arts: 2

Blind Fighting: 2

Grenade Launcher: 4

Interrogation: 1

Medical (Trauma): 3

Observation: 4

Small Arms (Pistol): 3

Small Arms (Rifle): 3

Stalking: 4

Tracking: 4

Unarmed Martial Arts: 4

Subsequent Term Skills:

Acrobat

Blind Fighting

Computer

Determination

Electronics

Gun Combat

Heavy Weapon

Interaction

Intrusion

Language

Medical

Melee

Perception

Rope Use

Sniping

Vehicle

Promotion: 7+ on 1d10; DM +1 if Intelligence 7+

Contacts: One per term, government or law enforcement. On a 1d10 roll of 8+, this contact is foreign.

Special: If more than one term is served in this profession, add +1 to Initiative. This is above the +1 that may have been earned if more than one term was served before this as a Federal Law Enforcement Agent.

FEDERAL LAW ENFORCEMENT--DRUG ENFORCEMENT AGENT

Prerequisites: One term in any state, federal, or local law enforcement career.

First Term Skill Adds:

Act/Bluff: 3

Blind Fighting: 1

Chemistry: 2

Computer: 1

Disguise: 4

Escape Skill: 2

Forgery: 2

Interrogation: 2

Intrusion: 2

Observation: 3

Small Arms (Pistol): 2

Small Arms (Rifle): 2

Stalking: 3

Stealth: 4

Streetwise: 4

Tracking: 1

Subsequent Term Skills:

Acrobat

Animal Training/Handling

Charm

Chemistry

Crime

Gun Combat

Interaction

Melee

Perception

Vehicle

Vice

Vessel

Promotion: 7+ on 1D10; DM +1 if Intelligence 7+.

Contacts: Two per term, government, law enforcement, or criminal. On a 1D10 roll of 6+, the contact is foreign.

STATE/LOCAL/FEDERAL LAW ENFORCEMENT--POLICE ACADEMY TRAINING

Prerequisites: No prison record

First Term Skill Adds:

Act/Bluff: 1

Armed Martial Arts: 1

Ground Vehicle (Motorcycle): 2

Ground Vehicle (Wheeled): 2

Observation: 2

Small Arms (Pistol): 1

Small Arms (Rifle): 1

 

Special: Characters with Intelligence 7+ are eligible to become a plain-clothes officer. If so, they receive a level 1 Leadership skill, and are commissioned as Detectives (or the equivalent rank), and then conduct their first term normally.

STATE/LOCAL LAW ENFORCEMENT--AVIATION ARM

Prerequisites: Agility 6+, Intelligence 7+.

First Term Skill Adds:

Aircraft Mechanic: 2

Navigation: 2

Observation: 3

Pilot (Rotary Wing): 4

Subsequent Term Skills:

Aircraft Mechanic

Computer

Determination

Ground Vehicle (Wheeled)

Gun Combat

Interaction

Melee

Navigation

Perception

Pilot

Stealth

 

Promotion: 6+ on 1d10; DM +1 if Agility 8+.

Contacts: Two per term, specialist (Pilot) or law enforcement. On a 1d10 roll of 10, the contact is foreign.

STATE/LOCAL LAW ENFORCEMENT--BOMB SQUAD

Prerequisites: None

First Term Skill Adds:

Computer: 1

Demolitions: 4

Electronics: 3

Observation: 3

Small Arms (Pistol): 1

     

Subsequent Term Skills:

Chemistry

Computer

Demolitions

Ground Vehicle (Wheeled)

Gun Combat

Interaction

Melee

Perception

Stealth

     

Promotion: 6+ on 1d10; DM +1 if Constitution 7+.

Contacts: One per term, law enforcement, criminal, or business. On a 1d10 roll of 10, the contact is foreign.

STATE/LOCAL LAW ENFORCEMENT--CORRECTIONS OFFICER

Prerequisites: Strength 4+.

First Term Skill Adds:

Act/Bluff: 3

Armed Martial Arts: 3

Interrogation: 4

Observation: 2

Persuasion: 2

Small Arms (Pistol): 2

Small Arms (Rifle): 2

Thrown Weapon: 1

Unarmed Martial Arts: 3

     

Subsequent Term Skills:

Charm

Computer

Determination

Gun Combat

Interaction

Melee

Perception

Stealth

Promotion: 6+ on 1d10; DM +1 if Strength 7+.

Contacts: Two per term, law enforcement or criminal. No foreign contacts are possible except in a federal prison. If so, roll 9+ on 1d10 for a contact to be foreign.

STATE/LOCAL/FEDERAL LAW ENFORCEMENT -- FORENSICS SPECIALIST

Prerequisites: Education + Intelligence: 12+, Undergraduate degree

First Term Skill Adds:

Biology: 3

Chemistry: 3

Computer: 3

Electronics: 2

Genetics: 3

Gunsmith: 1

Interrogation: 3

Language: 2

Medical (Diagnosis): 1

Metallurgy: 2

Observation: 2

Physics: 1

Research: 4

Small Arms (Pistol): 1

   

Subsequent Term Skills:

Charm

Crime

Gun Combat

Interaction

Perception

Physical Science

Social Science

Technician

Promotion: 7+ on 1d10; DM +1 if the character has at least a Master's Degree with specialty in a physical science.

Contacts: Two per term, law enforcement, scientist, or medical. Roll 8+ on 1d10 for the contact to be foreign.

Special: Characters with a medical degree in this profession are called coroners, and are superior in rank to those without a medical degree. Forensics specialists do not normally attend police academy training, and, in most jurisdictions, do not have arrest authority.

STATE/LOCAL LAW ENFORCEMENT--HARBOR PATROL

Prerequisites: Swimming 1+

First Term Skill Adds:

Armed Martial Arts: 1

Observation: 3

Small Arms (Pistol): 2

Small Arms (Rifle): 2

Swimming: 3

Unarmed Martial Arts: 1

Vessel Use (Boat): 4

 

Subsequent Term Skills:

Charm

Computer

Ground Vehicle (Wheeled)

Gun Combat

Interaction

Mechanic

Melee

Perception

Swimming

Vessel

   

Promotion: 6+ on 1d10; DM +1 if Constitution 7+.

Contacts: One per term, criminal or law enforcement. On a 1d10 roll of 8+, the contact is foreign.

STATE/LOCAL/FEDERAL LAW ENFORCEMENT--HOSTAGE NEGOTIATOR

Prerequisites: 1 term in any law enforcement career; Charisma 7+.

First Term Skill Adds:

Act/Bluff: 4

Bargain: 4

Bribery: 3

Interrogation: 2

Language: 4

Observation: 2

Persuasion: 4

Psychology: 2

Willpower: 2

     

Subsequent Term Skills:

Charm

Determination

Gun Combat

Interaction

Perception

Vice

   

Promotion: 6+ on 1D10; DM +1 if Intelligence 7+.

Contacts: One per term, law enforcement or criminal. On a roll of 9+ on 1D10, the contact is foreign.

STATE/LOCAL LAW ENFORCEMENT--PLAIN-CLOTHES OFFICER

Prerequisites: Intelligence 5+ and two terms as a uniformed officer.

First Term Skill Adds:

Act/Bluff: 3

Interrogation: 3

Observation: 2

Persuasion: 2

Small Arms (Pistol): 2

Streetwise: 2

Stalking: 3

Tracking: 1

Subsequent Term Skills:

Charm

Crime

Determination

Ground Vehicle (Wheeled)

Gun Combat

Perception

Stealth

Vice

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+

Contacts: Two per term, law enforcement or criminal. On a 1d10 roll of 9+, the contact is foreign.

Special: If more than one term is served, add +1 to Initiative.

STATE/LOCAL LAW ENFORCEMENT--RIOT POLICE

Prerequisites: Strength 5+.

First Term Skill Adds:

Act/Bluff: 2

Armed Martial Arts: 4

Grenade Launcher: 2

Observation: 2

Small Arms (Pistol): 1

Small Arms (Rifle): 2

Streetwise: 2

Thrown Weapon: 3

Unarmed Martial Arts: 3

     

Subsequent Term Skills:

Computer

Determination

Gun Combat

Heavy Weapon

Interaction

Melee

Perception

Thrown Weapon

Vehicle

     

Promotion: 6+ on 1d10; DM +1 if Strength 8+.

Contacts: One law enforcement contact per term. On a roll of 10 on a 1d10, the contact is foreign.

Special: If more than one term is served, add one to initiative.

STATE/LOCAL LAW ENFORCEMENT--SWAT/SRT

Prerequisites: Strength + Agility 13+

First Term Skill Adds:

Act/Bluff: 1

Armed Martial Arts: 2

Climbing: 3

Grenade Launcher: 2

Observation: 3

Psychology: 1

Small Arms (Pistol): 4

Small Arms (Rifle): 4

Stalking: 1

Thrown Weapon: 3

Tracking: 2

Unarmed Martial Arts: 4

Subsequent Term Skills:

Acrobat

Computer

Determination

Gun Combat

Heavy Weapons

Interaction

Melee

Perception

Sniping

Vehicle

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: Two per term, military, law enforcement, or criminal. On a 1d10 roll of 10, the contact is foreign.

Special: If more than one term is served, add one to initiative. If more than three terms are served, add two to initiative. Initiative is rolled as per regular military.

STATE/LOCAL LAW ENFORCEMENT--UNIFORMED OFFICER

Prerequisites: None

First Term Skill Adds:

Act/Bluff: 2

Armed Martial Arts: 2

Ground Vehicle (Motorcycle): 1

Ground Vehicle (Wheeled): 2

Observation: 2

Psychology: 1

Small Arms (Pistol): 3

Stalking: 1

Streetwise: 1

     

Subsequent Term Skills:

Charm

Climbing

Determination

Ground Vehicle (Motorcycle)

Ground Vehicle (Wheeled)

Interaction

Melee

Perception

Small Arms (Pistol)

Small Arms (Rifle)

Stealth

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, law enforcement or criminal. On a roll of 10 on a 1d10, the contact is foreign.

Special: If more then one term is served, add one to initiative.