SPECIAL POLICE
Various
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 150kg; 2½d6; [3]

3 DEX 11 11- OCV: 4    DCV: 4
6 CON 13 12-
2 BODY 11 11-
0 INT 10 11- PER Roll 11-
2 EGO 11 11- ECV: 4
3 PRE 13 12- PRE Attack: 2½d6
0 COM 10 11-
0 PD 3   Total: 9 PD (6 rPD)
0 ED 3   Total: 8 ED (5 rED)
9 SPD 3   Total: 0 MD (0 rMD)
0 REC 6   Phases: 4, 8, 12
1 END 28   Running: 7" / 14"
0 STUN 25   Swimming: 3" / 6"
 

Cost

Powers

END

7 Compressed Air and Mask: Life Support (Self-Contained Breathing) (10 Active Points); 1 Continuing Fuel Charge lasting 5 Minutes (-½) 0
1 Face Shield: Sight Group Flash Defense (5 points) (5 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0
4 Hand Cuffs: Entangle 2d6, 3 DEF (25 Active Points); Independent (-2), 2 Charges (-1½), No Range (-½), IIF (-¼), Cannot Form Barriers (-¼) 0
5 Police Baton: Hand-To-Hand Attack +4d6, Reduced Endurance (½END; +¼) (25 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½), Real Weapon (-¼) 1
3 Police Helmet Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); Independent (-2), Sense Affected As Hearing (-½), IIF (-¼) 0
4 Riot Suit: Armor (6 PD/5 ED) (17 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0
18 Submachine Gun: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), 16 clips of 32 Charges (+¾) (75 Active Points); Independent (-2), OAF (-1), Real Weapon (-¼) 0
 

Cost

Perks

6

Police Officer I: Local Police Powers, Membership, Weapon Permit (where appropriate)

9

Police Officer II: Police Department (Contact has: useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

Cost

Martial Arts

23

Police Training
Maneuver Phase OCV DCV Notes
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
Flying Tackle 1/2 +0 -1 2½d6 +v/5 Strike; You Fall, Target Falls; FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Disarm 1/2 -1 +1 Disarm; 23 STR to Disarm
Martial Grab 1/2 -1 -1 Grab Two Limbs, 23 STR for holding on
Martial Strike 1/2 +0 +2 4½d6 Strike
Weapon Element: Clubs

Cost

Skills

8

+1 with All Combat

2

Area Knowledge: Various (jurisdiction) 11-

3

Breakfall 11-

3

Bureaucratics 12-

3

Criminology 11-

0

Everyman Skills (0 Points)

Area Knowledge: Home City 11-

Acting 8-

Climbing 8-

Computer Programming 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language Skill: Native (idiomatic)

Professional Skill: Police Officer 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

1

Forensic Medicine 8-

1

Interrogation 8-

2

Knowledge Skill: Criminals 11-

2

Knowledge Skill: Police Protocol 11-

2

Professional Skill: Special Police11-

3

Paramedics 11-

3

Streetwise 12-

3

Teamwork 11-

2

Weapon Familiarity: Small Arms, Clubs
100+ Disadvantages

15

Monitored: Government 14- (Mo Pow, NCI, Limited Geographical Area, Watching)

15

Monitored: Media 11- (Mo Pow, NCI, Watching)

10

Psychological Limitation: Committed to the Goals of the Police (Common, Moderate)

10

Social Limitation: Subject to Orders (Frequently, Minor)
0 Experience Points
 
Characteristics Cost 32 Base Points 100
Powers Cost 42 Disadvantages 50
Talents Cost 0 Experience Points 0
Perks Cost 15 Total Points 150
Martial Arts Cost 23
Skills Cost 38
Total Cost 150
 
Concept Agent Hair Colour Various
Nationality Various Eye Colour Various
Place of Birth Various Height Various
Date of Birth Various Weight Various
 
Background

The Special Police are found in nearly all police departments worldwide. These are the toughest among the force that are formed into elite units that handle the most violent situations (armed robbery, homicide, terrorism, etc. that are actively in progress). In some locales these are called Special Weapons and Tactics units (SWAT).

Personality
These guys live for danger. Many of them would be superheroes if they had any powers. A few are merely thugs that like to beat up people. As this is a generic, there is a wide range of personality.
Quote
Stand aside, the Special Police are here.
Powers

In addition to their conventional personal armor, the Special Police use radios to coordinate their movement. In close situations, they will use batons that work well with their police training martial arts. They also carry submachine guns for distant work.

Appearance

Special police are armored with riot gear or flak suits complete with helmets. Deep blue to black uniforms are typical worldwide. Personal appearance including complexion, hairstyle, and facial features will vary from person to person.

 

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