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PROTECT AND SERVE

If your group wants to play cyberpunk games in the vein of Blade Runner, Judge Dredd, Robocop, or Ghost in the Shell, the
Protect and Serve Campaign Theme helps you design adventures and entire campaign arcs where player characters work
for some type of law enforcement agency.

RANK
Protect and Serve campaigns tend to have characters begin at Novice Rank though a GM may prefer to begin with
characters at Seasoned Rank. Protect and Serve characters are usually rookies at the beginning of their careers seeking to
make the world a better place. Through years of commitment, experience and learning, a young patrol officer may
eventually find himself a seasoned detective, an advanced tactics expert, a grizzled sergeant or even a respected Captain.
Perhaps though, they have taken a different course and become a dreaded bounty hunter, an operative for an agency or a
relentless Private Detective.

STARTING WEALTH
Protect and Serve characters utilize the Requisitioning system detailed under Stetting Rules. Players begin with 5,000
Cryptodollars. Headquarters will provide an officer a uniform, body armor, weapon, squad car, and/or mission specific
equipment.

THE STAGE
Most Protect and Serve campaigns take place in an urban environment, with characters stationed in precinct within a
district in the sprawl. Often the officer is not authorized to work outside of the 20 block or smaller radius to which they
are assigned. That said, in other campaigns, particularly those were the officer is not functioning as a typical beat cop, they
may find themselves working throughout the city or any environment the GM selects. Bounty hunters and Federal Agents
might operate on a larger stage, hunting fugitives and performing operations throughout a state, country, or even
worldwide or system wide. In an Interface Zero campaign, Protect and Serve characters may also find themselves working
for special departments or task forces such as those specifically tasked with pursuing rogue simulacra, hunting
Cyberterrorists, participating in prototype cybernetic experiments, halting the activities of rogue Ais or robots, etc.
STORY ELEMENTS
A Protect and Serve campaign generally follows a team of police officers performing missions relating to stopping crimes,
protecting civilians, challenging gangs, as well as other opposition to criminal activity. Other missions may be undercover
operations, stopping organized crime, hunting dangerous fugitives, as well as investigating police corruption.
A variety of opportunities for campaigns exist as a Protect and Serve character is not always a typical municipal beat cop.
Most cities have a variety of policing agencies ranging from the city employed municipal police department, corporate
police agencies under contract with the city, as well a federal agencies with their own operatives, and even bounty hunters
bringing in fugitives for pay.
COMMON NON-PLAYER CHARACTERS
The following NPCs/threats are common in a Protect and Serve Campaign Theme.

• Criminal
• Gang member
• Snitch
• Police commander
• Commissioner
• Mobster
• Federal agent
• Bounty hunter
• Rookie cop
• Seasoned cop
• Detective
• Civilian
SETTING RULES
The following section is designed to give you some tools to use when running a Protect and Serve campaign. Note that,
while the weapons, armor and equipment have a price tag associated with them, they are not available on the open
market.

BOUNTY HUNTERS
Jurisdiction: if you want to hear a police sergeant swear, say the word jurisdiction to her. Bounty hunters exist because all
agencies have jurisdictional limitations. It is complicated for the police to work outside their precinct, so sometimes they
call in a bounty hunter to catch their perp. Federal agents are not allowed to work outside the country, so a bounty is
issued. It is not cost effective for corporate agents to work off planet, so a bounty is issued. None of those agencies can
work outside of very strict legal guidelines while bounty hunters are free to operate without the jurisdictional restrictions
the others incur. Not to mention bounty hunters are expendable assets and don’t cost the agency anything unless they
are successful.
Bounty hunters are licensed and registered through several organizations. These organizations—sometimes called guilds
or unions—are theoretically mandated to prohibit employment of known criminals and other undesirables, but since
they exist outside of any given nation’s jurisdiction, they have extremely liberal oversight. These groups tend to be more
likely to hire a person who can get results than they are to worry too much about how many countries the new employee
happens to be wanted in.
Bounty hunter guilds provide a hunter with a rank denoting her skill level which in turn denotes what bounties the
hunter is permitted to take. This rank is generally earned through successful bounty captures as well as reviews by bounty
holders. Too many complaints and/or dead bounties may result in a bounty hunter losing rank. Rules have been
established to regulate bounty hunter behavior. Bounty hunters are not allowed to interfere with another bounty hunters
pay day. They may not steal another hunter’s quarry. A bounty hunter represents the guild that she works for and
therefore is bound to behave in a professional manner.
Bounty hunters work independently either as a single individual or a small team. Occasionally, Bounty hunters will team
up with other bounty hunters to satisfy a particularly challenging bounty. Typically, a bounty holder would place a bounty
with a specific guild, pay the retainer and await the results of their bounty. It has occurred, however, for a bounty holder
to be desperate for results and place a bounty with several guilds simultaneously. In these cases, several bounty hunters
may be seeking the same quarry and who ever returns with the bounty first will get paid. In these cases, no guild would
ever consider refunding the holder’s retainer.
The bounty hunter is expected to follow all laws in the pursuit of her bounty. As a result, sole responsibility for a bounty
hunter’s actions resides exclusively within the bounty hunter herself. Any infraction of the rules as well as legal
repercussions are the responsibility of the bounty hunter and they should not expect the guild to pay their bail or provide
legal representation though it is not unheard of for a guild to assist a particularly well renowned bounty hunter with their
criminal defense.
CORPORATE SECURITY
Ravenlocke is one of the most well-known, but not by any means the only corporate security force that is contracted by
cities as police forces. In many cities, Corporate Security is contracted to augment the existing municipal police force. In a
few cases, cities have entirely disbanded their municipal police and use corporate security exclusively. Corporate security
is expected to perform police roles, obeying all the laws of the city, and following police procedures agreed upon between
the corporation and the city. In most cases, corporate procedures are very similar to but not exactly the same as
municipal police and this is often a point of contention between municipal police and corporate security forces.
Corporate Security Officers (CSO’s), in general, are paid per ticket issued and per criminal apprehended as well as a base
monthly rate. As such, there is a slight difference between the agenda of municipal police versus corporate police. It is in
the interest of municipal police to prevent crime, while it is in the corporate officer’s best interest to stop criminals in the
act. Corporate security has the reputation for getting the nice jobs in the nice neighborhoods, but this is not entirely the
case. While the corporate security does typically patrol the better districts, they also respond to high risk missions that the
municipal police are not equipped to handle.
CSO’s are hired by the corporations and are overseen by the police commissioner alongside the municipal liaison officer. It
is the responsibility of the corporation to perform background checks as well as provide training to its officers. Typical
corporate security training has two different paths. New officers with no prior experience must complete a nine-month
school involving both educational training and rigorous physical training. Once completed, they will go through a three-
month location specific training for specific rules pertaining to the final location that they will be working. Officers that
were hired from other police forces or through military training forgo the nine month school and instead only are
required to complete the three month location specific training as well as some remedial training from the nine month
course to fill in areas that are lacking in.
CSO’s tend to be on a bit of a dead-end path within corporate politics. Only rarely does a CSO transition from security to
an internal role within the hierarchy of the corporation. Typically, they will follow a career path within the security branch
of the corporation advancing through several levels of security officer before advancing to a Security lieutenant position
where they may head a subdivision of a CSO precinct. Once in the executive ranks of the security department, they might
eventually promote to a captain heading an entire precinct. Only from there might they promote to corporate
headquarters as a Liaison Officer, Security Commissar, or even VP of Security.
CORRUPTION
As long as people have been people, those in authority have found a way to take advantage of that authority for personal
gain. Since the inception of the police force, an opinion has existed that the police themselves do not obey the laws that
they are chartered to enforce. This opinion has steadily increased over time to the point that in the eyes of many, nearly
every police officer and official is irreconcilably corrupt. Not every act of corruption is, in fact, for personal gain. Popular
movies and books have made heroes of cops that are overly violent or who skirt legal procedures to get the job done or to
ensure that the criminal “goes down for a long time”. Overly zealous interrogation techniques, planting evidence,
suppressing evidence, illegal search and seizure, wrongful incarceration, improper arrest, and other morally repugnant
techniques are used by otherwise “good” cops to ensure that their suspect does not get away with the crime and, while
these have the benefit of getting perpetrators of crimes off the streets, they are illegal and corrupt actions as well. This is
not to say that absolutely every cop crosses the lines, nor is it saying that every cop that does cross the lines are doing it
for the public good. Countless cases of true crimes have been proven to have been perpetrated by officers of the law.
Corruption in Interface Zero is handled very similarly to and in direct opposition of Street Cred.
Starting Corruption
All protect and Serve characters begin their career with d4 Corruption (unless this is altered by Edges and Hinderances).
This represents a clean cop that is new to the force and has done nothing to impinge upon her honor. Low Corruption is
an indication of a clean and trustworthy servant of the law. As this value increases in die type, it represents an officer that
has crossed some lines, either to shortcut due process or in criminal activity of her own.
Note: Despite all the references to “cop”, Corruption is equally applied to Bounty Hunters, Corporate Security, and
Federal Agents as well.
Using Corruption
Corruption can be used for personal gain or to forward an agenda. Passively, Corruption has the negative effect of
lowering the opinion of other police against the corrupt cop. Even if nothing can specifically be pinned on an offending
sector cop, other officers and police officials will simply feel that something is off about the offending character. Perhaps
all of her busts just go a little too smoothly or inconvenient evidence tends to vanish. Maybe the inheritance from a dead
rich uncle just happens too often. On the flip side, characters with a high Corruption may occasionally be approached by
nefarious NPCs seeking to use the character’s Corruption to mutual advantage. This may come in the form of a bribe for
removing evidence or for warning of upcoming police activity. This is always up to the GM to decide.
Finally, if a character’s Street Cred is greater than their Corruption, apply a -1 to all rolls involving Corruption as the
character just appears a little too squeaky clean to the criminal elements they interact with. If the character’s Corruption
is greater than their Street Cred, apply a -1 penalty to all uses of Street Cred as the character appears a little too
untrustworthy to the individuals she is interacting with.
Corruption is not a Trait, but it is used very similarly. Corruption rolls may Ace, Bennies may be applied, a Wild Die is
applied, and they may be benefit from support rolls by allies. A failure on a Corruption roll applies a penalty to future
Corruption rolls and increases the likelihood of Corruption gain, a Critical Failure may result in the character being caught
in the act and face the disapproval of her superiors. A success grants the character the boon that they are pursuing (with
the associated chance of Corruption gain at the end of the adventure). A Raise grants the character the favor they are
seeking with a reduced chance of Corruption gain.
Allies: A corrupt cop can elicit the aid of specialized nefarious elements (Hacker, Medic, Thief, etc.) to assist her for up to
a month or she may call in the help of a group of hoodlums or other corrupt cops for a week. These are typically low
power NPCs and are up to the discretion of the GM.
Disable Camera: Disabling the body cam in police armor only requires a Repair roll to do, but to do it in a manner that
allays suspicion requires a successful Corruption roll.
Money: A corrupt sector cop can usually come up with money when she wants it. Whether it be skimming funds out of
confiscated money or shaking down criminals or even legitimate businesses, the character makes a Corruption roll. On a
success, she receives 1d6 hundred Cryptodollars, on a Raise it is 2d6 hundred Cryptos. A failure elicits no money and a
critical failure may result in getting caught red handed or the victim fights back in some manner.
Secrets: Whether it is using “advanced interrogation techniques” or squeezing a snitch, a corrupt cop can make a
Corruption roll to acquire information that she has not been able to elicit through conventional channels. Alternately, the
GM may allow characters to use Corruption instead of Persuasion or Intimidation in Networking.
Support Rolls: Characters can support each other in Corruption rolls using their own Corruption or an appropriate skill.
They do risk Corruption gain by working in this manner.
<Sidebar>
Officer Friendly finds that he needs money and decides to make a Corruption roll to skim a little money from the funds
seized in his latest arrest of a drug smuggler. While Officer Friendly has bent a few rules in the past and has a d6
Corruption, he has accomplished quite a few notable acts as well and has a d8 Street Cred. He makes his Corruption roll
(d6 and Wild Die) and rolls a 9, applying the -1 penalty from having a Street Cred higher than his Corruption, he succeeds
with a raise. Officer Friendly gains 1100 Cryptos and even leaves a trail pointing to someone else.
</side>
Squeaky Clean
Like “On the Outs”, characters with d4 Corruption are viewed as being insignificant by darker elements on the streets who
will never approach for lucrative partnerships.
Gaining and Reducing Corruption
Corruption can quickly grow out of control for a character and this should be a cause of concern. At the end of each
session, the GM should decide if a character should make a Corruption roll. If the character used Corruption at all during
the adventure, including supporting rolls for another character, the character should make a Corruption roll. If the
character had a Failure or Critical Failure on a Corruption roll during the adventure, apply a +1 to the roll. If the character
received a raise on their Corruption roll during the adventure, they apply a -1 to this roll. If the character receives a
success on this roll, they will gain a die type of Corruption. With a Raise, they gain two die types. On a Failure, there is no
change. Finally, on a Critical Failure they lose a die type of Corruption.
While it seems odd to add Corruption on a positive result, using Corruption is encouraging the gain of Corruption and
the higher a character’s current Corruption, the more likely she will gain more. Thus, Corruption is a slippery slope.
However, on an adventure where the character does not use Corruption at all, they must also make a Corruption roll. In
this case, on a Success there is no change, on a Critical Success, the character actually GAINS a die type of Corruption. On
a Failure or Critical Failure, they lose a die type of Corruption. Thus, it is much harder to pull oneself out of corruption and
change the minds of one’s coworkers than it is to fall into corruption. Any time a character gains a die type of Corruption,
they lose a die type of Street Cred. Increasing Street Cred, however, has no influence on Corruption. A Benny may be used
to reroll like a typical Trait roll
<Sidebar>
At the end of Officer Friendly’s mission, he must make a Corruption roll because he snatched some of the money during
his bust of the drug smuggler. Remembering that he had a raise on that roll, Officer Friendly makes his Corruption roll
with a -1 applied. The sector cop rolls a 5, applies the -1 and ends up with a success. His Corruption is changed to a d8.
</Sidebar>
EDGES AND HINDRANCES
The following Edges and Hindrances are written with a Protect and Serve campaign in mind.
EDGES
Slippery
Requirements: Novice
Nothing sticks to this character. Apply a -2 modifier to Corruption rolls to determine if they gain Corruption after an
adventure. Further on a critical failure they reduce their Corruption by two die types instead of one. Note: This only
affects gaining and reducing Corruption, not using Corruption.
Lucky Requisitioner
Requirements: Novice
This cop always gets everything she asks for. Apply a +2 on her Persuasion rolls to requisition equipment. If she spends a
Benny to recover requisition points, these points may exceed her maximum limit.
HINDRANCES
Dirty (Minor/Major)
This cop is just plain dirty, as a minor hindrance she begins with a d6 rather than a d4 Corruption. As a major hindrance
she also applies a +2 modifier to Corruption rolls to determine if she gains Corruption.
Armor
Item Armor Min Str Weight Cost
RS Covering Fire Security Armor (Torso, Arms, Legs) +2 D4 7 475
Notes: Hyper tagged (Police Identification), Camera (torso)
RS Taking Fire Medium Security Armor (Torso, Arms, Legs) +4 D6 10 525
Notes: Hyper tagged (Police Identification), Camera (torso)
RS Vanguard Heavy Security Armor (Torso, Arms, Legs) +6 D8 18 1,000
Notes: Hyper tagged (Police Identification), Camera (torso)
RS Take Cover Security Helmet (Helmet) +6 D4 4 2,250
Notes: Integrated Tactical Radio (rating 3) with radio headset.

EQUIPMENT
The following armor and gear is appropriate for the Protect and Serve Campaign Theme,

Phalanx Camera Network: The Phalanx Camera System is a set of mini video cameras that are designed to aid in the
legal issues surrounding many security forces and their actions. Almost all police, agencies, bounty hunters and corporate
security forces use them, and it is often mandated that they do. They are intended to stream constant video to a remote
server, so the actions taken by the wearer would be captured and stored for review for legal purposes or disciplinary
evaluation. The wearer does not have the ability to turn them off, and if they were to not be able to transmit the stream
(due to interference, or other impedances), both the wearer and server are alerted.

Each camera contains storage for nearly 10 hours of footage that can be transmitted in situations where it cannot connect
to the server and resumes uploading data as soon as the connection is resumed. If more than 10 hours pass before it
reconnects, it only keeps the most recent 10 hours; all data prior to that would be lost, though it can be found backed up
in the server.

Often dubbed 'Fail-links' by those required to wear them, the system is nefariously unreliable, as wearers have been able to
disable feeds without alerting the servers or scramble the pictures to make their feed otherwise inadmissible. While there
is legal disciplinary action for intentionally altering a feed, it has not stopped the wearers from doing so.
RAVENLOCKE SECURITY ARMOR
The Hyper-Tags on this armor typically display an officer’s badge as well as their department and precinct but corporate
security may use it exclusively to show their corporate logo, etc. This armor is available in any color requested, often police
colors or corporate colors.

RS Covering Fire Security Armor: The most basic armor for security forces worldwide. Covering Fire armor is designed
for optimal protection for low-risk security personnel. Commonly worn by support personnel more so than active duty
patrolmen.

RS Taking Fire Security Armor: Ravenlocke's standard armor for active security forces, the Taking Fire line offers superior
protection to the wearer, with only a minimal increase in weight. Designed to be worn all-day in varied scenarios, the
Taking Fire line protects any wearer while out in the field.

RS Vanguard Heavy Security Armor: The Vanguard line is a heavy-duty armor, offering optimal protection for the most
serious life-treating conditions. Riot control, special forces operations, assaults, or other scenarios where the risk of serious
injury is high.

RS Take Cover Security Helmet: Designed to work in conjunction with any of the Ravenlocke Securities line of security
armor, the Take Cover helmet offers ideal head protection, with minimal reduction in the wearer's hearing or vision. Each
helmet comes equipped with an integrated tactical radio, allowing them hands free communication with other team
members and/or their headquarters. These helmets can easily have the Phalanx cameras installed on them as well. They
come with removable face shields.

VEHICLES
The following vehicles are available in a Protect and Serve Campaign Theme.

Vehicle Notes:
Non-Descript: The vehicle is built to be unremarkable, possibly resembling a delivery or service vehicle. It typically does
not look remarkable in any manner. -1 to Notice rolls to be identified as a police vehicle when among other vehicles.

Ground Vehicles
Vehicle Size Handling Top Speed (MPH) Toughness Crew Cost
Squad Car 4(large) 0 130 13(3) 1+4 45K
Notes: Air bags, additional armor, may or may not be painted in police colors, rear passenger compartment
fitted with restraints and only openable from the outside. Lights and Siren.
Police SUV 5(large) 0 130 15(3) 1+7 60K
Notes: Air bags, additional armor, may or may not be painted in police colors, rear passenger compartment
fitted with restraints and only openable from the outside. Lights and Siren.
Surveillance Van 5(large) 0 115 14(2) 1+2 150k
Notes: Air bags, Rear compartment fitted with audio and video surveillance equipment and communications
equipment. Non-descript.
SWAT Vehicle 6(large) -1 110 16(4) 1+13 100k
Notes: A large Step van. The rear compartment has storage racks and compartments for weapons and armor
and simple seating for 12 people. The vehicle has increased armor.
Police Motorcycle 1 +1 130 9(1) 1+1 5000
Notes: Lights and Siren. May or may not be painted in police colors. 50% chance any uncalled shot hits the
character instead. Shots received from the front grant an additional 2 points of armor to the character.
Police APC 6(large) -1 50 20(5) 2+8 700k
Notes: Four-Wheel Drive, Heavy Armor, Weapons: Medium MG (in Turret)
Prisoner Transport Van 6(large) -1 60 18(4) 1+5 500k
Notes: Heavy Armor, Rear compartment has 2 jail cells and a seating area for two guards.
Air Vehicles
Dragonfly 5(large) +1 140 12(2) 1+1 300k
Surveillance/Patrol VTOL
Notes: May or may not be painted in police colors.
Condor Transport VTOL 7(large) 0 120 15(2) 2+12 400k
Notes: Rear ramp drops down for rapid deployment of 12 troops. Racks and compartments to store weapons
and armor.
Hornet Assault VTOL 6(large) 0 140 14(3) 2+4 600
Notes: Rear ramp for rapid deployment of 4 troops. Weapons: 2x Linked Medium MG (forward Pintle mount).
Squad Car: A security-issued car is designed for a driver and passenger, with the back seat of the vehicle intended to
securely restrain suspects. The back seat is caged and is not able to be opened from anyone in the back. They may be
fitted with a secure weapon storage in the front or trunk (for a shotgun or rifle). Most squad cars are fitted with lights
and a siren denoting their agency.

Police SUV: A police-SUV allows seating for 4, plus a secure cage in the rear, designed to securely restrain suspects within.
Offering better protection than the squad car, its larger size allows more people or gear to be easily transported.

Surveillance Van: A step-van with an array of audio and video surveillance equipment in the rear, accessible only from
the cab and/or rear door. It is often a nondescript vehicle intended to blend in with the environment. As such, it will often
resemble a local delivery or maintenance vehicle to not attract unwanted attention.

SWAT Vehicle: A large, armored van designed for the secure transportation of security forces into dangerous
engagements. Simple seating for up to a dozen, it also has ample armor and weapon storage racks as well as room for
other equipment.

Police Motorcycle: A motorcycle, fitted with lights and a siren used by security forces for expedient personal
deployment. A fairing provides protection from fire coming from the front.

Police APC: A large heavily armored transport, equipped with a manned turret that can be fitted with an array of lethal
(or non-lethal) options. Has room enough to transport up to 8 fully equipped personnel into any engagement with a
rugged off-road suspension.

Prisoner Transport Van: A heavily-armored step van designed for secure prisoner transpiration. The rear is a virtual safe.
With two 5x5 seated cells and bench seating for two armed guards within. The rear is customizable, allowing different
configurations to be used (larger cells, more guards, or even to transport things other than prisoners.

Dragonfly Surveillance/Patrol VTOL: A VTOL fitted with a high-definition surveillance system. Precise enough to
identify individual persons on the street, or track a vehicle speeding through the city streets, yet broad enough in scope to
cover a city block simultaneously.

Condor Transport VTOL: An armored VTOL, able to deliver up to a dozen personnel into a hostile environment. A large,
rear bay door allows immediate deployment, and storage of a multitude of weapons and gear.

Hornet Assault VTOL: This sleek, yet armed and armored VTOL is designed to end engagements with maximum
efficiency. Two forward mounted machine guns as well as seating for up to 4 operatives. Often dubbed hornets, their
nickname is deserved, as panic hits when they take to the sky.

Weapons
Melee Weapons
Weapon Range Damage AP ROF Shots Min Wt. Conceal Cost
Str
Security Truncheon - Str + d6 - - - D6 1.25 0 125
Notes: +1 Parry
Shock Truncheon - Str+d6 - - - D6 1.25 0 250
Notes: +1 Parry, Stun, Requires Battery
Ranged Weapons
RS Lawmaker Pistol (9mm) 12/24/48 2d6 1 1 17 D6 2 0 375
Notes: Biometric Safety, Tactical Rails
RS Riot Cop Shotgun (12G) 12/24/48 1-3d6 0 1 10 D6 6 +3 175
Notes: Biometric Safety, Tactical Rails
RS Long Arm Rifle (6mm) 24/48/96 2d8 2 1 8 D6 8 +4 550
Notes: Biometric Safety, Tactical Rails, Medium Range Scope, Snapfire

WEAPONS
The following weapons are available in a Protect and Serve Campaign Theme.
Security Truncheon – One of any number of varieties of defensive club-type weapons. The most typical design of these
weapons is a straight club with a perpendicular side bar six inches down the side.
Shock Truncheon – A similar design to the security truncheon, this has an integral shock system that may disable an
opponent.
Ravenlocke Securities Lawmaker Pistol – The Lawmaker pistol is the most common sidearm of security forces
worldwide. Biometric safety prevents the weapon from being used by anyone other than the officer to whom it is
assigned. This weapon carries the most ammunition of any standard firearm.
Ravenlocke Securities Riot Cop Shotgun – The old Texas Rangers slogan, “One Riot One Ranger” lives on in the Riot
Cop Shotgun. Ten rounds of 12-gauge ammunition, Biometric safety, and tactical rails makes this a fearsome weapon, that
is safe from being used by others and adaptable to any conditions.
Ravenlocke Securities Long Arm Rifle – At times, all security forces require a guardian angel. In those situations, a
security sniper with a Long Arm rifle may well save the day.
FEDERAL AGENCIES
Federal Agencies, often referred to as “Alphabet Cops” are agencies managed by the federal government and are assigned
areas of influence beyond that of a typical police force. Even city states like Chicago have their own version of federal
agencies. These agencies trace their origins way back to the late nineteenth and twentieth centuries with titles such as the
Central Intelligence Agency (CIA), Federal Bureau of Investigation (FBI), National Security Agency (NSA), US Marshals
Service, Bureau of Alcohol, Tobacco, Firearms and Explosives (ATF), Drug Enforcement Agency (DEA), etc. Many of these
agencies operate in secret throughout their nation or in some cases throughout the world and even into space.
Due to their secrecy and the very special guidelines they are required to follow, local police are all-to-often not aware of
their presence inside their jurisdiction and numerous instances have occurred where federal agents have come into
conflict with municipal police forces, corporate security forces, and even bounty hunters while performing their duties.
Federal agencies frequently recruit new agents from municipal police, corporate security, and the military through an
extremely rigorous vetting processes. Once hired, all new agents—even experienced police and private security forces—
undergo extensive educational and physical training, often taking years to complete. Only once they have completed the
necessary training are these recruits officially titled agents and sent into the field. A federal agency’s vetting process is very
different than those of the corporate and municipal police and as such they look at any potential recruit that shows
promise. They very rarely employ and train a fresh face out of high school as an agent. Criminals can be flipped, and often
work with federal agencies as informants.
Federal agents are paid relatively well for their work, but they have very little opportunity for advancement. Rarely does an
agent ever advance beyond the title of senior agent. Sometimes they may advance to overseeing other agents or even to
assistant director of an agency though again, it’s not a common occurrence. The head of nearly every agency is an
appointed position or even an elected official.
Federal agents often operate in very small teams with no backup available. As such, most have the authority to demand
assistance from municipal police and, depending on their contract, corporate security. Outside of their nation of origin,
federal agents typically operate with no safety net whatsoever and are in dire straits if they are caught during their
activities. It is not a myth that often the nation that they work for refuses to admit that the agent is theirs and the agents
suffers the full consequences of their action with no assistance from the government.
SECTOR COPS
Sector cops are hired by the city to fill most typical police roles. Beginning officers are usually assigned to an area that they
patrol (a beat) . Within this area, it is their responsibility to apprehend criminals, prevent crimes, issue tickets for minor
criminal infractions and to gather information and secure the crime scene for more significant criminal activity. They are
also called upon to assist detectives and other senior personnel in more significant operations both within and outside of
their patrol area. Police officers typically work in small teams of two to four individuals. Generally, these officers have a
variety of expertise including advanced driving techniques, drone operation, hacking, firearms specialist, and melee
specialist. All officers are required to have a satisfactory level of firearms as well as melee experience, driving, and
communications skills.
Typically, sector cops are recruited after completing a one or two-year certification in an EDU-fac (Educational Facility).
Some are admitted to a police academy for initial training which includes police procedure as well as a general education
on the law. Once inducted into the police they undergo rigorous physical training including marksmanship and melee
combat technique with an emphasis on subdual and apprehension training.
Sector Cops are generally the least well-paid of all law enforcement organizations though they do have a good degree of
mobility within their field. Numerous levels of patrol officer are available as well as branching into investigative detective
work. Other branches include police hacking, forensic investigation, undercover operative, and other specializations. Over
a full career, a simple beat cop may expect to advance through several degrees of beat cop, sergeant in charge of several
officers, lieutenant, and potentially captain in charge of an entire precinct.
REQUISITION SYSTEM
Since Protect and Serve characters work for some organization, it is the responsibility of the organization to equip their
employees with the tools that they need to do the job. This requisition system is a means by which characters can acquire
equipment for use during a mission. This equipment is expected to be returned in good condition, except for disposable
items, such as ammunition.
If a character routinely returns equipment damaged or does not return equipment, they can expect that their ability to
acquire these items will be significantly curtailed. (Requisition modifier penalties). For every 5 requisition points worth of
equipment—or a portion thereof—retuned damaged or not returned, incur a penalty of -1 for the next two missions, this
penalty then reduces by one for each mission thereafter until the penalty is gone. Continued return of damaged
equipment or failing to return equipment will increase the existing penalty. Abusing the requisition system may also incur
legal trouble.
<side bar>
Officer Friendly had a very difficult mission and returned to the precinct with his medium armor filled with holes and his
squad car a smoldering heap. With 6 requisition points worth of damaged gear, Officer Friendly can expect a -2 penalty to
all gear requisitions for the next two missions and a -1 penalty the following mission. Hope he has a better next few
missions.
</sidebar>
A starting character gets 5 requisition points to acquire equipment, plus an additional point per advance. Requisition
points refresh at the beginning of each new mission.. A group of characters may pool their requisition points to have
access to more expensive equipment that the entire team can use. A character may not request items for another
character. A character may spend a Benny to immediately recover 5 requisition points (this may not exceed their starting
requisition points).
Each mission a Protect and Serve character will decide what equipment that they require and must make Persuasion tests
to receive those items. If a character gets a success on their Persuasion test, they pay the cost of requisition points and
receive the item. If they get a raise on that test, they receive the item at 75% the cost. If they fail the test, they do not
receive the item and are penalized 50% of the cost. If they roll a critical failure, they do not receive the item and are
penalized the entire cost of the item. A roll is made for each item that they request.
A character may exceed their available points, but they receive a -1 penalty to their Persuasion test for each point that
they exceed their requisition points. If a character attempts to push the limits of their requisition points and fail their
Persuasion test putting them below zero remaining points, those points should be tracked and will not be available at the
beginning of the next mission.
<side bar>
Frank is a starting character with 5 requisition points. He has a satisfactory gun and light armor from his origin but decides
that the mission would go better with a squad car. He spends 3 requisition points and makes a Persuasion roll, scoring a
success and is assigned car 13. Later during the mission, he decides that he needs some surveillance equipment and spends
1 requisition point to acquire 1800 C$ worth of gear. He makes his Persuasion roll but fails; he does not get the equipment
and losses 50% of 1 requisition point (rounded up to 1). Bad luck for him.
Frank tails his suspects on foot until they gather into a bigger group than he feels safe confronting without some more
firepower. He returns to the precinct and requests a shotgun. With only two points remaining, Frank is forced to make the
test at a -1 penalty for the missing point. Even with the -1 penalty for a shotgun and the further -1 penalty for exceeding
his points, Frank still scores a success on his Persuasion roll and gets his shotgun. At the end of the mission, Frank returns
with three captured criminals, and his squad car and shotgun in good working condition. For his next mission he will be
penalized one requisition point for exceeding his limit on this mission.
</sidebar>
Item Requisition Cost Requisition Modifier
Ammunition 3 clips 1 +1
APC (1 per team) 10 -3
Assault Rifle (3 loads of Ammo) 5 -3
Heavy Armor 5 -2
Heavy weapons (3 loads of ammo) 8 -3
Light Armor 2 0
Luxury Car (Civilian, Flashy) (1 per 2 characters) 6 -3
Medium Armor 3 -1
Melee Weapon 1 +0
Motorcycle 2 0
Off Road Vehicle (1 per 2 characters) 3 -1
Other Equipment (C$ 2000) 1 0*
Police SUV (1 per team) 4 -1
Prisoner Transfer Van (armored) (1 per team) 5 -2
Shotgun, Rifle (3 loads of Ammo) 3 -1
Sidearm, 3 clips of ammo 2 +0
Squad Car (1 per 2 characters) 3 0
Submachine gun (3 loads of ammo) 4 -2
Surveillance Van (Filled with surveillance Equipment) (1 per team) 5 -2
SWAT Van (Armored UPS truck) (1 per team) 5 -2
Undercover car (civilian car) (1 per 2 characters) 2 -1
VTOL Assault (1 per team) 10 -4
VTOL Surveillance (1 per team) 8 -2
VTOL Transport (1 per team) 7 -2
For each additional requisition point spent on an item, offset one point of requisition penalty for that item.

WHAT DO THEY THINK OF EACH OTHER?


What do the various Protect and Serve characters think of one another? In general, each organization considers
themselves the best and the others as lesser in some degree.
Bounty Hunters: Bounty hunter think of Corporate Security (Rent-A-Cops) as suits pretending to be police, answering to
‘the man’ and generally doing as little as they can. Sector cops at least work for a living and they are generally okay as long
as they don’t get too anal about the bounty details. Federal Agents (Feds) a bunch of suit-wearing-do-nothings more
interested in looking good in sunglasses than helping the public.
Corporate Security: Corporate Security Officers typically view Bounty Hunters (Scum) as little more than criminals and
thugs working for cash and nothing else. They view Municipal Police as uneducated servants working crap jobs for crap
pay. They look at Federal Agents (Spooks) as aloof and elitist politicians that think of themselves as above everyone.
Federal Agents: Federal Agents view Bounty Hunters (Mercs) as a necessary evil, easily used and disposed of to achieve a
goal. They view Corporate Security (Corps) as corporate thugs beating up the public to further their corporate agendas.
Finally, they think of Municipal Police (Locals) as subservient that are there to be used as needed.
Municipal Police: Municipal Police view Bounty Hunters (Hunters) as licensed criminals that come in and make a mess
and get paid big bucks to do the same thing that they are getting paid a stipend for. They view Corporate Security (Corps)
as high paid grunts that do not have to follow the same rules that they do. That does not stop them from turning in their
applications anytime a job is available. They view Federal Agents (Feds) as being full of themselves and afraid to get their
hands dirty doing any actual work. That does not stop them from turning in an application from time to time though.

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