LEVEL | SPECIAL |
|
1 | Codes Dog Call |
|
2 | Assist |
|
3 | Hunch |
|
4 | Uncanny Dodge (Dex bonus to AC) |
|
5 | Bonus Feat |
Game Rule Info
Hit Die: d8
Requirements:
To qualify to become a Cop, a character must fulfill
the following criteria.
Skills:
Investigate 5 ranks, Sense Motive 5 ranks.
Class Skills:
Bluff (Cha), Climb (Str), Computer Use
(Int), Diplomacy (Cha), Disable Device (Int), Disguise
(Cha), Drive (Dex), Forgery (Int), Gather Information
(Cha), Hide (Dex), Intimidate (Cha), Navigate (Int),
Investigate (Int), Jump (Str), Knowledge (law and
streetwise), Knowledge (any one), Listen (Wis), Move
Silently (Dex), Profession (law enforcement) (Wis),
Search (Int), Sense Motive (Wis), Spot (Wis), and
Surveillance (Int).
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the Cop.
Weapon and Armor Proficiencies
Light armor, medium armor, and shields. Cops are
proficient with archaic and simple weapons and are
treated as having the Personal and Advanced Firearms
Proficiencies.
Codes
Gained at 1st level, this represents a Cop's ability
to make arrests without consulting higher authority.
Once per encounter, a Cop can, as a full action,
attempt to intimidate a potential perp into
surrendering and submitting to being arrested. This
ability can be used against a single opponent or all
opponents within 30 feet who can hear the Cop and see
his badge. After the Cop performs a successful
Intimidate roll, the targets must then make a Will
save against a DC 15 + half the Cop's level + Charisma
modifier or suffer the following penalties. Those
refusing to surrender take the Cop's level as a
penalty to all attack rolls, saves, and skill checks
involving the Cop and his party, except running away
for the next 10 rounds. This ability works only on
perps of equal or lower level than the Cop. If the
Intimidate check succeeds but the perp makes his Will
save, he suffers only a -2 penalty (or the Cop's
level, whichever is lower).
Dog Call
At 1st level, Cops receive the ability to call for
back-up, and the perps are well aware of this. If
things get too hot for the rookie, once per encounter,
the Cop can call 1d6 + Charisma modifier Cops of 3rd
level who will arrive within 1d6+6 minutes. While this
has little use in immediate conflict, a Cop who knows
he's about to get into something bigger than he can
handle can plan to put the extra help to good use. As
an additional benefit, beginning the round after the
last radio contact, a Cop also receives a + 2 morale
bonus to saving throws against charm effects, is
immune to fear effects, and has a +1 morale bonus to
attack rolls while he waits for the cavalry to save
his skin. Overuse of this ability (determined by the
GM) can result in a loss of potency, such as fewer
Cops arriving to assist or additional response time.
Assist
This 2nd level ability mirrors the Dog Call ability in
that it is the ability to call for departmental
support. The number responding is 1+ Charisma modifier
in Hackers, Spanners, or Medicos, each of 1st-3rd
level.
Hunch
At 3rd level, a Cop can determine someone's emotional
state at a glance with a successful Sense Motive
check. The character also receives +3 to Bluff and
Diplomacy checks.
Uncanny Dodge
At 4th level and above, a Cop retains his Dexterity
bonus to AC (if any) if caught flat-footed or struck
by a nonvisible attacker.
At 7th level and above, a Cop cannot be flanked and is
not subject to sneak attacks. The exception to this
rule is that a character class with the sneak attack
ability that is at least four levels higher may flank,
and therefore sneak attack, the Cop.Bonus Feats
At 5th level the Cop gets a bonus feat, and he
receives an additional bonus feat every three levels
thereafter. These bonus feats must be drawn from the
following list: Alertness, Athletic, Attentive, Brawl
(Knockout Punch), Combat Expertise, Far Shot, Armor
Proficiency (Heavy), Heavy Weapons Proficiency, Heroic
Surge, Improved Initiative, Iron Will, Point Blank
Shot (Double Tap, Precise Shot), Quick Draw, Tracking,
and Trustworthy.
Ex-Cop
If a Cop ever leaves the police or corporate security
force (represented by the character taking a level in
a different class), he loses his authority and access
to back-up. A Cop who abandons his brothers gains a
reputation as something of a traitor and is never
fully accepted back. Leaving causes the Cop to lose
the ability to use Codes, Dog Call, Assist, and
Priority 33 but retains other abilities gained. The
character may never again take a new level in the Cop
class. Call 911 like everyone else. If the character
leaves and becomes a wanted criminal, he loses all Cop
abilities gained.
Under special circumstances, and at the GM's
discretion, a Cop may take a level in a different
class and retain his position within the force, but
his next available level must be taken in the Cop
class again.