CyberNoir

CyberNoir

CyberNoir

THE COP

Stats:

+2 Grit. Assign the following numbers to your Cool, Moxie, and Savvy: -1, 0, +1.

Lifestyle

Your Lifestyle is Working Stiff; the Department pays for subsidized housing. You earn a surplus of 1 Payola per month.

Outlook:

Choose one.

Dirty: The force isn’t about honor or duty; it’s about those with power looking after their own. Once per session, gain 1 xp when you violate the law for your own personal gain.

Your starting lifestyle is Making It and you gain an extra Criminal contact.

Driven: You’ve seen the bad guys get away too many times when cops play it by the book; you make your own rules, and to hell with the brass. Once per session, gain 1 xp when you break protocol or disobey orders to pursue a case.

Gain an extra Personal contact.

Honest: You took an oath when you got your badge, and you take that oath seriously. If those who enforce the law act above it, then where are we? Once per session, gain 1 xp when you take the legal route when the illegal one is faster, easier, or more convenient.

Assignment:

Choose one:

Patrol: Purview: Minor Crimes, First Responder.

Bonus Contact: Late Night Restauranteur (Street)

Special: After your first successful case, you are promoted to another department. Congratulations, Detective.

Drug Task Force: Purview: Drug Trade, Drug Related Crimes

Bonus Contact: DEA Agent (Professional)

Gang Task Force: Purview: Gang Activity, Gang Murders

Bonus Contact: Civilian Informant (Street)

Homicide Unit: Purview: Murder, Questionable Deaths

Bonus Contact: Medical Examiner (Professional)

Property Crimes Unit: Purview: Arson, Burglary

Bonus Contact: Fire Marshall (Professional)

Jurisdiction

Your Jurisdiction covers crimes in your department in a single city. Your Jurisdiction does not cover Extrajurisdictional Corporate Zones, rural areas, or crimes outside the purview of your assignment.

You get the following Jurisdiction moves:

Get a Warrant

When you petition the court for a warrant, count the pieces of evidence you have. (Evidence must be physical items or recorded testimony, and must have been legally obtained.) Roll pieces of evidence -2.

On a hit, you get a warrant. On a 7-9, pick 1. On a 10+, pick 3.

*You can get it within the hour. (Otherwise, it may take up to a week.)

*It covers crimes or an area outside your normal Jurisdiction.

*It covers an ongoing length of time. (Otherwise, it lasts 24 hours.)

*It covers a broad range of surveillance activity.

*You have Raid Authorization.

On a miss, you have drawn extra scrutiny to your case. The judge may invalidate one or more pieces of evidence. You can try to get another Warrant when you have more evidence.

Call for Backup

When you call for backup, roll based on the severity of the current situation.

You have a Warrant OR Crime in Progress OR Suspect Spotted: +1

Civilian Down OR Shots Fired: +2

Officer Down: +3

On a 7-9, backup arrives. On a 10+, choose one:

*Backup arrives almost immediately.

*Backup is loaded for bear.

*Backup contains a specialist or specialized equipment that you request.

If you have Raid Authorization from a Warrant, you do not need to roll for your initial backup- choose one from the 10+ list. It takes 1d6 hours to put together a Raid team.

Cop Moves

Additionally, pick 2 of the following moves:

Die Hard: Whenever you take harm, take 1 fewer harm. If this would reduce the harm below 1, you still take the harm, but you don’t have to roll the Take a Beating move.

Hard Boiled: When you Act Under Fire, roll +Grit instead of +Cool.

Investigative Methods: Whenever you benefit from a full forensic sweep of an area, get 2 extra hold when you Search for Clues.

Magnum Justice: Whenever you do harm, inflict +1 harm.

Sarge: Your rank is Sergeant. Get +1 to the Get a Warrant and Call for Backup moves.

Veteran: Gain +1 Grit.

Contacts:

Choose one Personal contact, one Criminal or Street contact, and one Professional contact, in addition to those granted by your Outlook and Assignment.

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