Enforcement

General Description re: Enforcement…
PLANETARY LAW ENFORCEMENT
____________________________________________________________________________
CORPORATE SECURITY
ESPOS or Corporate Sector Enforcement …
____________________________________________________________________________
BOUNTY HUNTERS
____________________________________________________________________________
THE SECTOR RANGERS
Sector Ranger general description.
Sector Ranger description of organization and command structure.
Sector Ranger description abilities, responsibilities, and privileges.
Sector Ranger entry requirements description.
Sector Ranger Cadets to add the skills +0 Admin, +0 Discipline, and +0 Enforcement. Sector Ranger Cadets to add +1 rank in these skills if already acquired.
In addition, Sector Ranger Cadets are granted four (4) enlistment skills. Enlistment skills are awarded for early, focused training in a particular discipline. Similar enlistment skill awards are granted for military college or academy training. These skill ranks can be applied at the player’s discretion.
Choose four (4) enlistment skills at +0.
Sector Ranger General Skills
Admin Language Sensors
Advocate Leadership Spycraft (Espionage)
Armor Maneuverability Spycraft (Infiltration)
Athletics Mechanic (Civilian) Spycraft (Intelligence)
Astrogation Mechanic (Droids) Spycraft (Surveillance)
Blaster Weapons Mechanic (Ground Units) Stealth
Comms Mechanic (Small Crafts) Streetwise
Computers Medic Survival (any)
Converse Melee (any) Tactics (Clandestine)
Deception Navigation Tactics (Fighter)
Discipline Pilot (Small Craft) Thievery (any)
Drive Recon Tracking (any)
Enforcement Remote Operations (Drones) Trade (Security)
Firearms Remote Operations (Droids) Vacc Suit
Flyer Seafarer (any) Zero-G
Attribute Increase (Cost of 4 Skill Ranks)
+1 Strength (Str) +1 Dexterity (Dex) +1 Endurance (End) +1 Intelligence (Int) +1 Presence (Prs)
Each character begins the adventure after having lived a colorful life. Organizing the character creation process in Terms, or four-year intervals, to account for the complex and rich experiences which constituting the character’s background. Each character will choose a single skill to specialize in, and be considered the “focus” of the term. This skill receives two (2) ranks. In addition, the character received four (4) + Edu modifier number of additional skills that term. Remember that sub-skills can only be taken once the main skill has been chosen. In addition, skills with an asterisk are considered exclusive skills, and can only be taken if the main skill is the focus of the Term.
Assign 2 points toward skill representing focus of Term. Assign 4 discretionary + Edu modifier points in skills.
As part of resolving each Term, the character must roll for Term Events. These include special or significant events in the life of the character during that four year period. Roll 1d12 (once per Term) and apply the resulting entry. For items with multiple options, choose the option corresponding with the current rank of the Ranger. For instance, if the character enters the term as a Cadet, and a die roll results in an event containing different options, the option for the Cadet will be the one taken.
Sector Ranger Events Chart
2d6 Term Event
2 You distinguish yourself on a high-profile sting operation, disbanding a vicious drug cartel. Gain Blaster Weapons (any) +1. You may throw Social Standing +12 and also gain one Benefit roll, but succeed or fail, you gain an Enemy.
3 While participating in a dangerous raid, you may put yourself in harms way to save the life of a superior officer. Roll on the Injury Table, and gain +4 to Benefit rolls or 400 Prestige Points.
4 In pursuit of a suspect, you find yourself in competition with a famed bounty hunter. Throw Tracking 12+, if you fail, you gain the sympathetic bounty hunter as a Contact. Succeed, then throw Advocate 10+ to gain 100 Prestige Points. You also gain the bounty hunter as a Rival.
5 Investigations lead you to suspect a member of the Imperial Senate. Absolve the Senator of wrong-doing, and gain +2 Benefit rolls, but lose -1 Social Standing. Prosecute the Senator, lose 2 Benefit rolls, but gain 500 Prestige Points.
6 Cadet: Communication intercepts reveal a vast criminal network. Throw Comms 8+, and gain Spycraft (Intelligence) +1 or Comms +1. Fail, and you lose 10 Prestige Point.
Sargeant: The extent of a criminal network is defined by your efforts. Throw Recon 10+, and gain Spycraft (Surveillance) +1 or Recon +1. Fail, and you lose 20 Prestige Points.
Officer: The criminal network turns into a wide-reaching conspiracy. You may throw Admin 12+ and gain Converse +1 and 200 Prestige Points. Fail, and you lose 200 Prestige Points and either 2 Benefit rolls or -1 Social Standing.
7 While extracing a prisoner, the team pilot is killed. The fate of your team rests on your abilities. Throw Pilot +10 to evacuate and complete the mission. Succeed and you gain Pilot +1 and a Nimbus-class V-wing star fighter.
8 Despite being pinned down by superior numbers, you persevere and conquer. Gain Disciple +1.
9 Cadet: You are assigned to patroling the Bessimir Sector. Gain +1 Streetwise.
Sargeant: You are assigned to a populated system. Gain Pilot (Small Craft) +1.
Officer: You are assigned a leading role in a covert raid. Gain +1 Tactics (Clandestine).
10 A Rodian suspect leads you to the urban depths of Coruscant. Throw Streetwise 10+ to locate his hideout. Succeed, and you gain either Streetwise +1 or Tracking (Urban) +1.
11 An innocent Ithorian has been falsely accused. Throw Advocate 10+ to prove his innocence. Succeed, and gain Advocate +1 and the Ithorian as an Ally. Fail, and you gain the imprisoned Ithorian as a Contact.
12 Cadet: While on a mission, your team takes heavy fire and sustains casualties. Gain Medic +1.
Sargeant: The territory assigned to your team covers a vast area. Gain Mechanic (Droid) +1 or Remote Operations +1.
Officer: You must covertly join a crime syndicate and monitor activities from the inside. Throw Deception 12+ and gain Spycraft (Infiltration) +1.
Roll 2d6 on the Term Events Chart, per Term.
The Life Event chart needs to be rolled each time the character undergoes a Term. Roll 2d6 and determine the effect on the character. Rolls resulting in mishaps on the Life Events chart need to be resolved on the Mishap chart; rolls resulting in injuries on the Mishap chart need to be resolved on the Injury Chart. Damages to the character reflected as a reduction in stats can be restored with cryogenic and bionic replacements. Such repairs cost 10,000CR x the die roll for each point to be restored.
Sector Ranger Life Events Chart
2d6 Event
2 Sickness or Injury: The character is injured or contracts a bad sickness. Roll on the Injury table.
3 Birth or Death: Someone close to the character dies, like a friend or family member. Alternatively, someone close to the character gives birth (or is born). The character is involved in some fashion (father or mother, relative, godparent . . . ect)
4 Mishap: A mission does not end as you expect. Roll on the Mishap Table.
5 Hidden Potential: You are strangely proficient at an obscure skill. Gain any one restricted skill +0.
6 Alien Contact: The character develops a relationship with a member of an alien race. Choose a race, and that member as a Contact or Ally.
7 New Contact: The character gains a new contact.
8 Betrayal: The character is betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or an Enemy. Otherwise, roll on the Mishap Table.
9 Travel: The character is deployed to another world. You gain +2 Language from that world.
10 Good Fortune: Something good happens to the character. He comes into money unexpectedly, finds a space-worthy ship, completes a pivitol mission or has some other stroke of good fortune. Gain +2 additional Benefit Rolls in the current career during Muster or gain +4 to your next skill selection.
11 Crime: The character commits a crime, or is the victim of a crime. Lose one Benefit roll or reduce your Social Standing by 1.
12 Unusual Event: Something weird happens to the character . . . roll 1d6.
1 – The Force: The character encounters a Force-sensitive being, or realizes he possess the Force.
2 – Aliens: You spend time among an alien race. Gain Science (Biology) and a contact among an alien race.
3 – Alien Artifact: You have a strange and unusual device from an alien culture not normally available to humans.
4 – Amnesia: Something happens to the character, but you don’t know what it is.
5 – Contact with the Govt: You briefly come into contact with the highest echelons of the Empire or New Republic.
6 – Ancient Technology – You possess something older than the Empire, than the Republic, older than humanity.
Sector Ranger Mishap Table
1d6 Mishap
1 You are blamed for a crime you did not commit. Roll Advocate +10 to exonerate yourself. If unsuccessful, you may sacrifice a Contact or Ally, otherwise you are cast from the Rangers.
2 A live fire exercise goes horribly wrong. Plagued by crippling self-doubt, you lose 100 Prestige Points.
3 You’re stranded on a remote planet. Roll Survival +8, if you fail you lose one Benefit Roll. Either succeed or fail, you gain Language +1 from interacting with the planet inhabitants.
4 While bringing in a suspect, you cross a criminal kingpin. Gain that character as an Enemy.
5 You butt heads with the local COMPNOR administrator. Gain that character as a Rival.
6 Injured. Roll on the Injury Table.
Injury Table
1d6 Injury
1 Lightly injured. No permanent effect.
2 Injured. Reduce any physical characteristic by 1.
3 Scarred. You are scarred and injured. Reduce any one physical by 1 or reduce Presence by 1.
4 Missing eye or limb. Reduce Strength or Dexterity by 2.
5 Severely injured. Reduce one physical characteristic by 1d6, and reduce Education by 1.
6 Nearly killed. Reduce one physical characteristic (Strength, Dexterity or Endurance) by 1d6, reduce both other physical characteristics by 2 (or one of them by 4).
Roll 2d6 on the Life Event, once per Term.
Sector Ranger Cadet Mustering & Benefits Chart
d6 Muster Roll Prestige Points Earned Sector Ranger Cadet Benefit Options
1 25 2,000CR or Blaster Weapon
2 50 5,000CR or Heavy Blaster
3-4 100 10,000CR or Droid (Class 1 or 2)
5 200 15,000CR or Light Armor
6 400 25,000CR or Military Hoverbike
Sector Ranger Sargeant Mustering & Benefits Chart
d6 Muster Roll Prestige Points Earned Sector Ranger Sargeant Benefit Options
1 100 5,000CR or Heavy Blaster Rifle
2 250 10,000CR or Medium Armor
3-4 500 25,000CR or Military Speeder
5 1,000 50,000CR or Droid(Class 4)
6 2,000 75,000CR or Starfighter
Sector Ranger Officer Mustering & Benefits Chart
d6 Muster Roll Prestige Points Earned Sector Ranger Officer Benefit Options
1 250 10,000CR or Droid (Recon)
2 500 25,000CR or Hardened Armor
3-4 1,000 50,000CR or Ion Cannon w/ tripod
5 2,5000 75,000CR or Small Shuttle
6 5,000 100,000CR or Corvette
Roll 1d6 and record the Prestige Points earned during Term, as then choose between a monetary or equipment Benefit option.

Enforcement

The Darkness of Dawn quercus