FS Law Enforcement Officer

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Venatus Vinco
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FS Law Enforcement Officer

Post by Venatus Vinco »

I.S.S. Spectre

Close Quarters Combat, Infantry, Intelligence, Logistics, Mechanized, Naval Operations, Physical Training, Search & Rescue, and Special Operations.

HJ (3 rolls)
Intelligence [dice:24k8isda]45400:0[/dice:24k8isda] - Scholastic: Knowledge is power, especially in the intelligence game. Expertise in the geopolitical sphere is vital to the greater understanding of what enemy forces are up to on the grand scale. You gain a d8 in Academics and the Scholar Edge.

Logistics [dice:24k8isda]45400:1[/dice:24k8isda] - Personnel Management: Freedom Squadron forces are spread thin across the world, but you have a knack for getting a bit of support when the chips are really down. In any situation where it’s remotely reasonable (check with the GM), you can make a Logistics roll. On a success, you can get a team of three Commando allies temporarily attached to your team, or five with a raise. Survivors are detached from your team at the end of a given task or mission. This ability may be used once per session.

Intelligence [dice:24k8isda]45400:2[/dice:24k8isda] - Analysis: You’re an expert analyst, able to sift through mountains of data (signals, imagery, measurement, and related) and work out what the enemy or target is up to. You gain Mastery: Intelligence Analysis, which usually applies to Investigation and Tradecraft rolls that relate directly to analyzing opposition information and actions. You may spend a Benny to “get a clue” from the Game Master about opposition actions or intentions. During Plans & Operations play, you gain a free action to make a Cooperative Roll to aid any other team member, using Tradecraft. This is in addition to any other action you take.

Intimidation d6
Fighting d6
Persuasion d6
Investigation d6
Notice d6
Streetwise d6
Shooting d6

Skill Focuses
Community Policing
Pistols
Intelligence (Mastery)
Law
Politics
History
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Re: FS Law Enforcement Officer

Post by Venatus Vinco »

Novice Freedom Squadron Sheet

Hugo Javert
Rank: Novice Experience: 0 Advances Left: 0
Race: Human
Vocational Framework: Law Enforcement Officer
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: 2; Pace: 6; Parry: 0; Toughness: 0; Strain: 0

Skills:
  • Intimidation d8
  • Fighting d6
  • Persuasion d8
  • Investigation d10
  • Notice d6
  • Streetwise d8
  • Shooting d6
  • Academics d10
  • Tradecraft d6
  • Logistics d6
  • Athletics d4
Skill Focus: Community Policing, Pistols, Intelligence Analysis (Mastery), Law, Politics, History, CounterIntelligence, Gangs, Organized Crime, Accounting

Hindrances
  • Curious (Major): Seek the truth at all costs
  • Nationalist (Minor): -2 Charisma where national loyalty conflicts with mission goals
  • Code of Honor (Minor): Uphold the Law
Edges
  • Scholar: +4 areas of skill focus
  • Investigator: +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence
  • Charismatic: +2 Charisma
Advances
Advances
Attributes
Agility 1
Smarts 2
Spirit 1
Strength, Hindrances
Vigor 1
Total: 6

Skills
  • Intimidation d8 (2)
  • Persuasion d8 (2)
  • Investigation d10 (3)
  • Athletics d4 (1)
  • Streetwise d8 (1)
  • Academics d10 (2)
  • Tradecraft d6 (2)
  • Logistics d6 (2)
  • Total (15)
Vocational Framework
  • 3 HJ Rolls
  • Skills: d6 in Intimidation, Fighting, Persuasion, Investigation, Notice, Streetwise, Shooting
  • Skill Focus: Community Policing, Pistols
Hero’s Journey (3)
  • Intelligence 1d20 = 13 - Scholastic: Knowledge is power, especially in the intelligence game. Expertise in the geopolitical sphere is vital to the greater understanding of what enemy forces are up to on the grand scale. You gain a d8 in Academics and the Scholar Edge.
  • Logistics 1d20 = 13 - Personnel Management: Freedom Squadron forces are spread thin across the world, but you have a knack for getting a bit of support when the chips are really down. In any situation where it’s remotely reasonable (check with the GM), you can make a Logistics roll. On a success, you can get a team of three Commando allies temporarily attached to your team, or five with a raise. Survivors are detached from your team at the end of a given task or mission. This ability may be used once per session.
  • Intelligence 1d20 = 2 - Analysis: You’re an expert analyst, able to sift through mountains of data (signals, imagery, measurement, and related) and work out what the enemy or target is up to. You gain Mastery: Intelligence Analysis, which usually applies to Investigation and Tradecraft rolls that relate directly to analyzing opposition information and actions. You may spend a Benny to “get a clue” from the Game Master about opposition actions or intentions. During Plans & Operations play, you gain a free action to make a Cooperative Roll to aid any other team member, using Tradecraft. This is in addition to any other action you take.
Advances
  • Initial Advances: (From Hindrances): +1 Strength, Investigator
  • Free Edge (Human): Charismatic
  • Cybernetic Modifications:
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: FS Law Enforcement Officer

Post by Venatus Vinco »

MARS Conversion

Add: FG
[dice:zv6sahgv]45426:0[/dice:zv6sahgv]
[dice:zv6sahgv]45426:1[/dice:zv6sahgv]
[dice:zv6sahgv]45426:2[/dice:zv6sahgv]

Remove: HJ

Add: 20 xp

Convert: Skills
  • Skill Focus (convert to skill points): Community Policing, Pistols, Intelligence Analysis (Mastery): 4. Take Knowledge (Arcana) d8 instead.
    Skill Focus (ignore): Law, Politics, History, CounterIntelligence, Gangs, Organized Crime, Accounting
    Scholar Edge: Change to standard (+2 to 2 d8 knowledge skills)
    Academics: Convert to a Knowledge Skill, K/Law
    Athletics to Climbing, Swimming, or Throwing
Rich
Cybernetics [dice:zv6sahgv]45426:3[/dice:zv6sahgv]
Cybernetics [dice:zv6sahgv]45426:4[/dice:zv6sahgv]
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Re: FS Law Enforcement Officer

Post by Venatus Vinco »

MARS VERSION

Hugo Javert
Rank: Novice Experience: 20 Advances Left: 0
Race: Human
Iconic Framework: MARS PCO (FS Law Enforcement Officer)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: 2; Pace: 6; Parry: 5; Toughness: 7; Strain: 2

Skills:
  • Intimidation d10 (2)
  • Fighting d6
  • Persuasion d8 (2)
  • Investigation d10 (3)
  • Notice d6
  • Streetwise d8 (1)
  • Shooting d6
  • K/Law d10 (2)
  • K/Arcana d8
  • Tradecraft d6 (2)
  • Logistics d6 (2)
  • Climbing d4 (1)
Cybernetics: Optics Package, Reinforced Frame. Strain: 2

Hindrances
  • Curious (Major): Seek the truth at all costs
  • Nationalist (Minor): -2 Charisma where national loyalty conflicts with mission goals
  • Code of Honor (Minor): Uphold the Law

Edges
  • Scholar: +2 K/Arcana and K/Law
  • Investigator: +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence
  • Charismatic: +2 Charisma
  • Brawny: +1 Toughness, 8x Load Limit
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Connections (CS Government): Call on connections once per session
  • Connections (Black Market): Call on connections once per session
  • Command: Troops +1 to recover from Shaken
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