Law Enforcement (Local/State)

Updated:  2010-09-13

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House Rules

Associated Games/Campaigns

2300AD
Dark Ęther
Dark Conspiracy
Space 1889
Traveller (TNE)
Twilight: 2000
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House Rules

Character Generation

 

Description

[2300AD] Keeping the peace, whether in the Core or on the Frontier, requires a special type of law enforcement agent. Law enforcement officials are trained to handle dangerous situations using either psychology or weaponry.

[Dark Ęther] Whether you're a Bobby in London, a town sheriff in the Wild West, or a constable patrolling the Martian steppes, it's your job to keep the law.  Of late, however, things have gotten tougher.  People continue to flock to the metropolises in search of a better life, but the subsequent over-crowding brings its own problems.  And in the forgotten hinterlands lawlessness increasingly runs riot.  Still and all, you do have your duty.

[Dark Conspiracy] It takes a tough cop to keep the locals in line in today's world, and that's where you come in. You've worked hard to establish a reputation as a hard-bitten officer who's tough but fair. You're proud to think of yourself as a peace officer, someone who not only enforces the law, but who also defuses confrontations before they escalate into violence. The trouble is, out-of-towners don't know your reputation. With them, you have to prove yourself anew in each encounter. And you resent the added trouble they bring to your beat. Often as not, you'll use the least pretext to send them packing back where they came from.

[Space 1889] Whether you're a Bobby in London, a town sheriff in the Wild West, or a constable patrolling the Martian steppes, it's your job to keep the law.

[Traveller (TNE)]  It takes a tough cop to keep people in line, and that's where you come in. You've worked hard to establish a reputation as a hard-bitten officer who's tough but fair. You're proud to think of yourself as a peace officer, someone who not only enforces the law, but who also defuses confrontations before they escalate into violence. The trouble is, off-worlders don't know your reputation. With them, you have to prove yourself anew in each encounter. Sometimes you resent the added trouble they bring to your beat.

[Twilight: 2000] None.

Entry
Strength = 6+.  Homeworld Law Level = Low+.  No prison record.

First Term

Commission:  9+.  DM +1 if Education 8+.  If on Low Government world, DM +2 if Social Standing 8+.  If on High Government world, Social Standing 8+ receives an automatic commission.  A commission makes the character a detective; all other characters are uniformed police officers.

Skills:

Detectives:

Police Officers:

Subsequent Terms

Commission: 7+.  DM +1 if Intelligence 8+.  DM +1 if Charisma 8+.

Skills:

Detectives:

Police Officers:

All Terms

Special Assignment/Adventure:  (2D6) 8+ for the following:

Promotion: 6+. DM +1 if Constitution 7+. If on Low Government world, DM +1 for Social Standing 8+. If on High+ Government world, Social Standing 8+ receives automatic promotion.

Contacts: One criminal and one law enforcement contact per term. On a roll of 1D10 for 10 the contact is foreign.

Special

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

Ranks