Security

Cop/Guard

Medium sentient humanoid (6d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 12RANGED DEFENCE 24MENTAL DEFENCE 18VITAL DEFENCE 18
HEALTH 18SOAK 4; VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 6d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 270lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Stun baton 5d6 melee (2d6+3 blunt/electricity damage)🅡 Pistol 6d6 ranged (3d6 ballistic damage; range 14)                                         
Skills clubs 3 (2d6), pistols 1 (1d6), light armor 1 (1d6), computers 1 (1d6), perception 3 (2d6),  hardy 3 (2d6), running 3 (2d6), thievery 1 (1d6), tactics 1 (1d6), dodging 3 (2d6) Gear pistol, kevlar vest, stun baton, hand scanner   

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Dive for cover. If a ranged attack misses a cop, he may immediately move half his speed as a free action and either throw himself prone or get behind cover if it is in range.

Detective

Medium sentient humanoid (6d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 12
HEALTH 18SOAK 3; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 6d6 (insight 7d6)SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 melee (2d6+2 blunt damage)🅡 Pistol 5d6 ranged (2d6 ballistic damage; range 9)
Skills combat 1 (1d6), perception 3 (2d6), movement 1 (1d6), investigation 3 (2d6), insight 3 (2d6)Gear pistol, communicator

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Analyze. For one round, the detective can remove one enemy’s SOAK.
Detect lies. The detective i not limited by his maximum dice pools when detecting lies or deception.
See forgery. A detective can automatically recognise a forged document.

Inquisitor

Medium sentient humanoid (8d6)     STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 32RANGED DEFENCE 16MENTAL DEFENCE 16VITAL DEFENCE 32
HEALTH 80SOAK 16; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 4d6SPEED 4; CLIMB 2; JUMP 12'/12'CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
🅜 Nightstick 8d6 melee (3d6 blunt damage)🅡 Carbine 8d6 ranged (4d6+5 ballistic damage; range 12)
Skills riding 6 (3d6), tracking 6 (3d6), computers 3 (2d6), leadership 6 (3d6), law 6 (3d6), perception 6 (3d6), concentration 6 (3d6), tactics 6 (3d6), clubs 6 (3d6), pistols 6 (3d6), local knowledge 6 (3d6), intimidation 3 (2d6), interrogation 3 (2d6)Gear inquisitor's carbine, riot armor    

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Inquisitor's carbine. This mastercraft piece of equipment is ID-locked to its owner; unauthorised attempts to use the carbine result in an electric shock (3d6 electricity damage). The carbine can be switched between slugger and armor-piercing mode as a free action.
Freeze! An inquisitor can make a REP mental attack at a single target who can hear him. If successful, the target is Restrained. The target must be able to understand the Inquisitor and have an INT attribute of 2 or more.
Backup. In an urban environment, an Inquisitor can call 2d6 cops as backup. They arrive in five minutes.
Stop Right There! Enemies which try to move past the Inquisitor (move within 5 feet) are subject to a free action nightstick attack, which stops their movement if successful.