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Cop

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.