Corporate Security Guard

With valuables, and people  requiring more protection than before, this is one of the most plentiful occupations in the Dark Conspiracy world.  Security Guards, like cops are trained small arms, melee combat.  Unlike cops they receive emphasis on corporate rules, protecting there posts, and saving there skin.   Very few make it due to the high amount of danger involved, but after a few years of loyal service they can be promoted to watch commander, or a similar coveted post.

There motto: "if in doubt, shoot it."

Entry:
Strength 5+
Agility 4+

First Term Skills:
The character receives the following skills in the first term:
Observation 2
Small Arms (Rifle-or-Pistol) 2
Melee Combat (UnArmed) 1
Act/Bluff 1

Subsequent Term Skills:
A total of 6 levels from any one or a combination of the following:
Act/Bluff
Computer Operation
Foreboding (if empathic)
Instruction
Interrogation
Leadership
Melee Combat
Observation
Small Arms
Stalking
Stealth
Vehicle (Wheeled)

Contacts:
One contact per term.  Business*, Law Enforcement, Criminal*, or Security Specialist*.  On a d10 roll 7+ the contact may be foreign(*)

Special:
If more than one term is served, add +1 to Initiative.


Law Enforcement Officer

In the past they were called officers of the peace, today they are Deputy Sheriffs, Police, and Marine Patrol.  They are equipped with state of the art equipment, and weapons to combat the ever growing crime rate.  These hardy individuals have been trained as well if not better than the armed forces.  They see combat and discord every day they are on the job.

They are the last line of defense we have against urban warfare.

Entry:
No criminal background, STR 4+, CON 4+, EDU 3+.

Law Enforcement Academy
First Term Skills:
The characters receive these skills as part of their basic training.
Melee  1
Small Arms 1
Law 1
Persuasion 1
Medical 1
* Law is included here as a new skill, I’m sure you know what it does.

Special:
After the academy, choose a branch of law enforcement to enter and receive the first  term skills.   This is very similar to the armed forces, bear in mind that law  enforcement is a para-military organization. And as such they roll each term for promotion the same as the armed forces.
 

Law Enforcement Officer;  Patrol
These are the roving black and whites, the homicide detective, you get the idea.   They are highly trained to do their job keeping the peace.

Entry:
Same as LEO Academy

First Term Skills:
These are in addition to the Academy.
Melee combat 1
Small Arms 2
Observation 1
Vehicle Use 1
Law*  1

Subsequent Term Skills:  Select a total of 6 skills from the following list.
Act/Bluff
Computer Operations
Instruction  (Field Training Officer)
Interrogation
Language
Leadership
Melee Combat
Observation
Persuasion
Pilot
Small Arms
Stalking
Tracking
Vehicle Use
Will Power

Contacts:
Two per term;  Law Enforcement,  Criminal,  Journalistic,  roll 1d10 on a 8+  it is foreign.

Special:
Due to the violence they see almost every day, they roll 1d6 for initiative, not   1d6/2.   They also have access to resources and records, not to mention  great benefits and lots of sick days. Add a +1 init, even after just one term.  Trust me, they see combat every day, to them it is not if they have to fight   today, the question is when.  They also receive a discount on weapons  1/2 price and can legally purchase extended magazines for all of their   weapons.  While in uniform all charisma based skills are one level easier   due to the fact that people see them as authority figures.

 In place of 1 secondary skill, all LEOs’ can choose to join SWAT (special weapons and tactics) in place of the secondary skill they recieve the following:

Small Arms 1
Melee Combat 1

Detention and Corrections Officer

Entry:
Same as LEO Academy.

First Term Skills:
These are in addition to the LEO Academy
Melee Combat  3
Small Arms  1
Observation  2

Subsequent Term Skills:
Choose 6 skills from the following list.
Act/Bluff
Computer Operations
Instruction  (Field Training Officer)
Interrogation
Language
Leadership
Medical  (Emergency Response Team)
Melee Combat
Observation
Persuasion
Psychology
Small Arms
Vehicle Use  (Transportation Unit, the paddy wagon)

Contacts:
Three per term, 1 LEO and 2 criminal.  On a roll of 10 it is foriegn.

Special:
Due to the violence they see almost every day, they roll 1d6 for initiative, not  1d6/2.   They also have access to resources and records, not to mention  great benefits and lots of sick days. Add a +1 init, even after just one term.  Trust me, they see combat every day, to them it is not if they have to fight   today, the question is when.  They also receive a discount on weapons  1/2 price and can legally purchase extended magazines for all of their   weapons.  Detention and Corrections do not have the power of arrest, but they do enjoy the fact they they get 2 secondary skills each term.

In place of 1 secondary skill, all LEOs’ can choose to join TACT (Tactical Action Control Team) in place of the secondary skill they recieve the following:
Small Arms 1
Melee Combat 1