[Home Base]

 Law Enforcement

"I'm Agent Kevin Xuong, DEA. I've been staking out Wu Fong, kingpin of the Laotian drug cartel, for the last two years.

"Over two years, we built a case—enough to arrest him in Hong Kong, extradite him to the US, and get him on federal racketeering, conspiracy, drug and murder charges. That's a death rap, nowadays.

"Then one of his lieutenants, Yang Xuazho, ambushed Fong by his house—palace, really—and did the job for us.

"Am I happy? Not really—now we gotta spend another two years putting together a useful case against Xuazho.

"Sometimes you just gotta take what you can get."

This category includes many law enforcement careers:

  • District Attorney
  • Drug Enforcement
  • Federal Law Enforcement
  • Private Investigator
  • Policeman
  • SWAT Team member
  • Detective
  • Hostage Negotiator

DISTRICT ATTORNEY

A lawyer who represents the state in prosecuting alleged offenders.

Entry: Law School Graduate

First Term Skills: The character receives two levels from any one or a combination of the following:

  • Persuasion: 3
  • Interrogation: 3

Subsequent Term Skills: A total of two levels from any one or combination of the following:

  • Disguise
  • Interrogation
  • Persuasion
  • Leadership
  • Observation

Contacts: One per term, Government, Law Enforcement or Criminal. On a roll of 1D10 for 8+, the contact will be foreign.

Special: Two Secondary Activities per career term.

DRUG ENFORCEMENT AGENT

A type of federal agent, these agents try to infiltrate the shady world of the international drug dealer.

Entry: One Term State/Local/Federal Law Enforcement, Intelligence 7+

First Term Skills: The character receives the following skills in the first term:

  • Interrogation 2
  • Disguise 2
  • Observation 2

Subsequent Term Skills: A total of four levels from any one or a combination of the following:

  • Small Arms
  • Observation
  • Persuasion
  • Disguise
  • Forgery
  • Intrusion
  • Interrogation
  • Stealth
  • Unarmed Martial ARts

Contacts: Two per term, Criminal, Government or Law Enforcement. Roll 1D10 for 6+ for the contact to be foreign.

Special: Every term, roll against Intelligence. If the character fails, he/she has a very, very close call (their cover is compromised), and the character gets an automatic contact, Criminal, Malicious Lifetime Enemy (a drug dealer who, if given the chance, will stop at nothing to kill the character).

If more than one term is served, add +1 to initiative.

FEDERAL LAW ENFORCEMENT

Any character that has served two terms in State/Local Law Enforcement and rolls successfully against Intelligence may join the Feds.

 Entry: No prison record. Either Law School or two terms state/local law enforcement and successfull roll with 1D10 against intelligence.

First Term Skills: The character receives the following skills in the first term:

  • Small Arms (Pistol): 2
  • Interrogation: 2
  • Observation: 1
  • Unarmed Martial Arts: 1

Subsequent Term Skills: The character receives a total of four levels from any;one or a combination of the following:

  • Small Arms
  • Autogun
  • Melee Combat
  • Observation
  • Stealth
  • Intrusion
  • Computer
  • Instruction
  • Interrogation
  • Language

Contacts: One per term, government or criminal.

Ona 1D10 roll of 8+ this contact is foreign government or criminal.

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

PRIVATE INVESTIGATOR

Entry: Intelligence, Charisma 5+

First Term Skills: The character receives the following skills in the first term:

  • Small Arms (Pistol): 1
  • Observation: 2
  • Persuasion: 1
  • Disguise: 1
  • Ground Vehicle (Wheeled): 1

Subsequent Term Skills: A total of four levels from any one or combination of the following:

  • Small Arms (Pistol)
  • Observation
  • Persuasion
  • Disguise
  • Forgery
  • Intrusion
  • Interrogation
  • Stealth
  • Unarmed Martial Arts

Contacts: Two per term, Criminal, Law Enforcement, or Government. On a roll of 1D10 for 9+, the contact will be foreign.

Special: None.

STATE/LOCAL LAW ENFORCEMENT

After serving a specified number of terms, it is possible for a policeman to move into some new career opportunities: the SWAT team, Detective rank, or, after two terms and a successful roll against Intelligence, Federal Law Enforcement or, in the US, Drug Enforcement.

POLICEMAN

This is the standard patrol/beat cop.

Entry: No Prison record

First Term Skills: The character receives the following skills in the first term:

  • Small Arms (Pistol): 2
  • Interrogation: 1
  • Observation: 1
  • Armed Martial Arts: 1

Subsequent Term Skills: A total of four levels from any one or combination of the following:

  • Small Arms (Rifle or Pistol)
  • Armed or Unarmed Martial Arts
  • Ground Vehicle (Wheeled)
  • Observation
  • Stealth
  • Tracking
  • Computer
  • Instruction
  • Interrogation
  • Language

Contacts: One criminal contact per term. On a roll of 10 on 1D10, the contact will be foreign.

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

SWAT TEAM MEMBER

Entry: One Term State/Local Law Enforcement, Strength+Constitution 11+

First Term Skills: The character receives the following skills in the first term:

  • Small Arms (Rifle or Pistol): 2
  • Autogun: 1
  • Observation: 2
  • Persuasion: 1

Subsequent Term Skills: A total of three levels from any one or a combination of the following:

  • Small Arms
  • Autogun
  • Ground Vehicle (Wheeled or Tracked)
  • Persuasion
  • Stealth
  • Observation
  • Tracked Vehicle
  • Intrusion
  • Infantry Heavy Weapons
  • Martial Arts (Armed or Unarmed)

Contacts: One per term, Law Enforcement. Roll 10 on 1D10 for the contact to be foreign.

Special: None

DETECTIVE

Entry: One Term State/Local Law Enforcement, Intelligence 7+

First Term Skills: The character receives the following skills in the first term:

  • Interrogation 3
  • Computer 1
  • Observation 2

Subsequent Term Skills:

  • Small Arms (Pistol)
  • Observation
  • Persuasion
  • Disguise
  • Intrusion
  • Interrogation
  • Computer
  • Stealth
  • Unarmed Martial Arts

 Contacts: Two per term, Criminal, Government or Law Enforcement. Roll 1D10 for 9+ for the contact to be foreign.

Special: None

Hostage Negotiator

Entry: 1 term any police career, Charisma 7+.

First Term Skills:

  • Persuasion: 4
  • Interrogation: 2

 Subsequent Term Skills:

  • Small Arms (Pistol)
  • Observation
  • Persuasion
  • Disguise
  • Intrusion
  • Interrogation
  • Computer
  • Stealth
  • Unarmed Martial Arts

Contacts: Two per term, Criminal, Government or Law Enforcement. Roll 1D10 for 9+ for the contact to be foreign.

Special: None

 

 

 

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