Enforcer

"If you think about it, what's the difference between our muscle in Centauri, a Celestial Securities rent-a-cop, and one of Saturn's Finest? TSP soldiers get paid better, CS guards have snazzier uniforms, and SCPD officers are marginally harder to bribe."    ~Vincenzo Maroni, Three Suns Capo  

Cops, Rent-a-Cops, and Muscle

"Enforcers" enforce the rules. That's what they do. If an organization has a piece of control in a territory that allows them to make rules, it's enforcers that ultimately back those rules up. Their methods for doing so are largely the same: escalating authority to control to force.   

Protect, Serve, or Dominate?

Enforcers' use of force and how soon they escalate to lethal really depends on how much they care about public opinion. Venusian police notoriously use Neurostim Weapons and Nerve Staples, rarely killing anyone. Meanwhile security guards working for Celestial Securities are basically Corporate Raiders between missions, and muscle enforcing the will of Three Suns Paradisio tend to be trigger happy sadists unless specifically ordered to bring transgressors in alive.  

Honored and Feared

People tend to get nervous when they know that they're in the presence of an enforcer. Despite this, most enforcers believe that they are serving their communities in some way. Even those working overtly for criminals or shady corporations have as much pride and believe in order almost as much as a deputy in a local sheriff's department.

Template 51 points

 

Advantages 20 points

A total of 20 points selected from Administrative Rank [5/level], Contacts [variable], Courtesy Rank [1/level], Favor [variable], greater Legal Enforcement Powers [5 to 15], Patron (Police agency, corporate employer, private employer) [variable], or Security Clearance [variable].  

Disadvantages -20 points

A total of -20 points selected from Bully [-10*], Charitable [-15*], Chummy [-5 or-10], Code of Honor (Professional) [-5], Duty [variable], Enemy (Criminal) [variable], Honesty [-10*], Intolerance [variable], No Sense of Humor [-10], Obsession [-5* or -10*], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Secret [-5 to -20], Selfless [-5*], Sense of Duty [-2 to -20], Space Sickness [-10], Stubbornness [-5*], Unluckiness [-10], below-average Wealth [variable], or Workaholic [-5].  

Primary Skills 16

Area Knowledge (Beat) (E) IQ+2 4 points; Brawling (E) DX+2 4 points; Guns (any) (E) DX+2 4 points; and Law (any) (H) IQ 4 points.  

Secondary Skills 26

Criminology (A) IQ 2 points; Observation (A) Per 2 points; Search (A) Per 2 points; Stealth (A) DX 2 points; Shadowing (A) IQ 2 points; any two of Bicycling (E) DX+1 2 points, Driving (any), Piloting (any), or Riding (any), all (A) DX 2 points, or Running (A) HT 2 points; plus any three of Interrogation, Leadership, or Streetwise, all (A) IQ 2 points, Diplomacy, Forensics, Psychology, or Tactics, all (H) IQ-1 2 points, Intimidation (A) Will 2 points, or Detect Lies (H) Per-1 2 points.  

Background Skills 9 points

Administration (A) IQ-1 1 point; Computer Operation (E) IQ 1 point; Electronics Operation (Communications) (A) IQ-1 1 point; Electronics Operation (Sensors) (A) IQ-1 1 point; First Aid (E) IQ 1 point; Research (A) IQ-1 1 point; plus three extra points in primary or secondary skills.

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