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Great Lakes Metro Area Police Department


i3ullseye

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Well, the idea behind this is two fold. Part of it is to see if I can post a character here correctly in HTML and also link the HD file. The other is to get a bit of feedback on hos this character is built. It is basically a template, and as I have not added any of the enhancer packs yet (campaign just starting) I will add to the armor itself as it grows. To save time, there are a few skills which really shoul not apply across all the agents or officers in these suits, like seduction... but for times sake since i start this game in about 2 hours, i wanted to get it up in its current state for feedabck to see if anyoen has good ideas for improvement.NOTE: These are NPCs, so they have WAY more equipment availabel than the characters do. I bought this reflected in their contact (a very expensive one) and they will have various point balances assigned to them. I am not going to run an accurrate count for each of these to compare to the heroes, as the individual powers and abilities will be a far greater determination of balance in the ways I intend to use them than actual points spent.So, here it is.....Great Lakes Metro PDPlayer:

Val** Char*** Cost
15** STR 5
13** DEX 9
15** CON 10
15** BODY 10
13** INT 3
10** EGO 0
14** PRE 4
14** COM 2
*
3/13** PD 0
3/13** ED 0
3** SPD 7
6** REC 0
30** END 0
31** STUN 0
*6"**RUN02"**SWIM013"**LEAP0Characteristics Cost: 50
Cost** Martial Arts Maneuver
4** Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC*
5** Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment*
Martial Arts Cost: 9
Cost** Skill
3** Deduction 12-*
3** Combat Piloting 12-*
3** Combat Driving 12-*
9** +3 with any three maneuvers or a tight group of attacks*
3** Conversation 12-*
3** Criminology 12-*
4** WF: Clubs, Grenade Launchers, Handguns, Shotguns, Unarmed Combat, Vehicle Weapons [Notes: Vehicle Weapons includes Suit Weapon options and also vehicle mounts on standard issues fleet vehicles.]*
2** TF: Common Motorized Ground Vehicles, Anthropomorphic Mecha, Wheeled Military Vehicles*
3** Systems Operation 12-*
2** PS: Officer/Agent 11-*
9** Specialty Training Options, Private Adder; all slots: Common Adder [Notes: Choose any 3 from this list]*
0** 1) Security Systems 12- (3 Active Points)*
0** 2) Streetwise 12- (3 Active Points)*
0** 3) Tactics 12- (3 Active Points)*
0** 4) Tracking 12- (3 Active Points)*
0** 5) Weaponsmith (Firearms, Missiles & Rockets) 12- (3 Active Points)*
0** 6) Demolitions 12- (3 Active Points)*
0** 7) Persuasion 12- (3 Active Points)*
0** 8) Seduction 12- (3 Active Points)*
0** 9) Mechanics 12- (3 Active Points)*
0** 10) Oratory 12- (3 Active Points)*
0** 11) Paramedics 12- (3 Active Points)*
Skills Cost: 44
Cost** Perk
2** Fringe Benefit: Local Police Powers*
36** Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 14-*
Perks Cost: 38
Cost** Talent
3** Absolute Range Sense*
3** Absolute Time Sense*
3** Bump Of Direction*
Talents Cost: 9
Cost** Equipment END
** Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Real Armor (-1/4) [Notes: A "&" Denotes all items inherent to the armor suit itself.]* 0
** &.....Boosted Leap Jets: Leaping +10" (13" forward, 6 1/2" upward) (x4 Noncombat) (15 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)* 2
** &...... Self Contained Apparatus: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (19 Active Points); OIF (-1/2)* [1 rc]
** &..... Built in Comm link: Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls) (13 Active Points); IIF (-1/4)* 0
** &..... Light Apmlification: Nightvision (5 Active Points); IIF (-1/4)* 0
** &.....Arm Cannon HIGH: Killing Attack - Ranged 3d6, 4 clips of 12 Charges (+0), Armor Piercing (+1/2) (67 Active Points) [Notes: The arm cannon is a 12 MM projectile with Titanium Jacketed rounds. The targetting sensor is in the arm cannon itself, and projected onto the visor, so the gun can be fired around corners and to the rear without turning the head.]* [12]
** &.....Arm Cannon LOW: Killing Attack - Ranged 1d6, 4 clips of 32 Charges (+1/2) (22 Active Points); OIF (-1/2) [Notes: this cannon is for street level patrol, and is referred to as the "Beat Cannon". It is a 9MM gun. All other options are the same as the interchangable higher powered cannon with regards to firing style.]* [32]
Equipment costs shown above are for reference only, and are not included in Total Cost.
Val** Disadvantages
20** Distinctive Features: Police Forces uniform/Armor (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
10** Reputation: Corrupt body of law enforcement, 11-*
20** Social Limitation: Subject to Orders (Very Frequently, Major)*
5** Vulnerability: Find Weakness - Aided Attacks (Uncommon)*
10** Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)*
10** Vulnerability: Electricity (Common)*
Disadvantage Points: 75

Base Points: 75Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 150

Height: 1.82 m Hair: Varies
Weight: 87.00 kg Eyes: Varies
Appearance: The armor itself is not very bulky, with most of the weight being in the right arm cannon (no left arm variants exist), the boots form the knee down, and the power core on the backpack of the unit.Personality: There are good cops, and there are bad cops. But most of them have a VERY Mercenary attitude toward their jobs. Many will stay within the law whenever it doesn't inconvenience them, and a few are not above openly taking bribes. Many are aware of the rumour that the cameras and audio in the suits is monidoted and used to bring charges against many agents, but thus far no one has directly witnessed anything to support this.Quote:We can do this the easy way, or the hard way... and I prefer to avoid the paperwork so let's make this quick."Background: the Great Lakes Metro PD were formed by a conglomerate of 3 major corporations spanning the Detroid, Clevelend and Buffalo areas. Unifying thier influence, they circumvented state boundries and laws and are enacting their own peacekeeping in the Great Lakes Metro Sprawl.Powers/Tactics: The armor itself is merely protection and communications gear, and the arm canon is a brutal, but limited, weapon. It is when the armor becomes the power cetner for the additional array systems that the armor comes into its own. Most agents do not have the optional array, but some specialized units are comprised of armor with the units in various assortments to accomplish more difficult tasks.Campaign Use: General high powered grunt forces. Street Patrols have what is referred to as a "Beat Version" of the arm cannon, which is then a 1d6 RKA, with 4 clips of 32 each. this is a non armor piercing 9MM round gun with allows for less than lethal force to be aplied, and keep collateral damages down.
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Re: Great Lakes Metro Area Police Department

 

A) At least IRL, there really isn't a "Great Lakes Metro Area." Buffalo, Cleveland, Detroit, and Chicago are all quite seperate from one another, and Milwaukee is pretty much seperate from Chicago as well.

 

B) Wait, never mind, the background text reveals a cyberjunk setting of some sort. Bleah.

 

C) A 1d6 RKA is useless against supers, and still lethal against most normal people.

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