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Police

Some material adapted from White Wolf Game Studio's Street Fighter: The Storytelling Game
At the opposite end of the spectrum from thugs are the officers of the law, whatever law that may be. It should be noted that superheroing and vigilante activity are illegal in most countries; Characters should have plenty of opportunities to cross paths with the law.

It should also be noted that generally, fighting cops is a bad idea; Many superheroes who forget this don't last long. Police have basically limitless resources of backup and firepower -- Plus, assaulting an officer is a crime in and of itself in most places. The best option when confronted by police is often to flee.


Police Officer
Cop

Level: third
Armor: 50% chance of bulletproof vest: A.R. 10, S.D.C. 40
S.D.C.: 1d4 x 10
Hit Points: 5d6

Skills

  • radio: basic 80%
  • detect concealment 60%
  • criminal science 70%
  • law (general) 60%
  • intelligence 64%

    or

  • surveillance systems 65%

    or

  • streetwise 52%

    plus choose five secondary skills.

Hand to Hand: Basic
Attacks per Melee: four

Strike: +0 Parry: +2
Dodge: +2 Roll: +2
Initiative: +0 Damage: +0
Disarm: +0 Entangle: +0
Kick (2d4 damage)

+2 to Pull Punch

Weapons/Weapon Proficiencies

  • WP Revolver: +5/+2 to strike; Carries a revolver (3d6 damage).
  • WP Automatic Pistol: +4/+2 to strike; Carries a pistol (2d6 damage).
  • WP Blunt: +1 to strike and parry; Carries a nightstick (1d6 damage).

    Also carries pepper spray/"Mace": No damage, but victims lose two melee attacks and are -6 to strike/parry/dodge for 4d4 melees


S.W.A.T. Team
S.W.A.T.

Level: fifth
Armor: riot armor: A.R. 14, S.D.C. 180
S.D.C.: 1d6 x 10
Hit Points: 6d6

Skills

  • radio: basic 85%
  • detect ambush 75%
  • detect concealment 65%
  • criminal science 75%
  • law (general) 65%
  • prowl 70%
  • intelligence 68%

    or

  • surveillance systems 70%

    plus choose four secondary skills.

Hand to Hand: Expert
Attacks per Melee: five

Strike: +2 Parry: +3
Dodge: +3 Roll: +2
Initiative: +2 Damage: +0
Disarm: +0 Entangle: +0

Weapons/Weapon Proficiencies

  • WP Revolver: +5/+2 to strike; Carries a revolver (3d6 damage).
  • WP Automatic Pistol: +4/+2 to strike; Carries a pistol (2d6 damage).
  • WP Rifle: +4/+2 to strike; Carries a rifle (3d6 damage) or shotgun (5d6 damage)
  • WP Blunt: +2 to strike and parry; Carries a nightstick (1d6 damage).
  • WP Shield: +8 to parry, +1 to shield-punch (1d4 damage), can parry projectiles at -5 (not +8); Carries a riot shield (60 S.D.C.).


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