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.