Police Officer

Class Description
This class covers both civilian and military police and security troops, with training focusing on subdual and intimidation rather than direct combat capability. Because the job may require subduing rioters, rudimentary power-armor training is provided.

Class Requirements
IQ 9, ME 9, PS 10 or higher.

OCC Bonuses
+1 on Initiative at levels 1, 3, 7, 10, and 14.

+1 to save vs. illusion and mind control, +2 to save vs. horror factor at levels 2, 4, 7, 10, 12, and 15

OCC Skills
Language: Native (+15%)

Mathematics: Basic (+20%)

Radio: Basic (+15%)

Streetwise (+20%)

Find Contraband, Weapons, & Cybernetics (+10%)

Interrogation (+10%)

Intelligence (+15%)

Recognize Weapon Quality (+12%)

Lore: Demon & Monster (+10%)

Lore: Magic (+10%)

Research (+20%) - Replaces Investigation skill as found in Coalition War Campaign.

Pilot: Hovercraft (+10%)

Pilot: Robots & Power Armor (Basic)

Pilot: Robot Combat Elite: Select one power armor model or series (Coalition always SAMAS)

Wrestling or Boxing (player's choice)

WP Blunt

WP Energy Rifle

WP Energy Pistol

Hand-to-Hand Expert (can be upgraded to Martial Arts or Assassin for one skill, or one of the specialized hand-to-hand skills for a minimum of two skills with GM approval)

Available Special Training
Some specially-qualified personnel may be given additional training in additional fields of study. These fields are described below, with requirements.

Inspector

Prerequisites: IQ 11, ME 11

Excluded Training: Special Response

Skills:

Contacts (+20%)

Escape Artist (+15%)

Literacy (+20%)

Photography (+10%)

Research (+40%) - Replaces OCC bonus

Surveillance Systems (+20%)

Special Response

Prerequisites: IQ 10, ME 12, PP 14

Excluded Training: Inspector

Skills:

Climbing (+20%)

Land Navigation (+10%)

Running

Sniper

WP Shield

OCC Related Skills
Select four skills from one of the following categories of special training, with a +10% bonus: Communications, Electronics, Espionage, Mechanical, Military, Piloting, Rogue, Technical. These skills represent a more in-depth area of training the character has received.

Select eight from the following list at Level 1, and an additional skill at Levels 2, 5, 8, 11, and 14. All new skills start at Level 1.

Communications: Any (+10%)

Cowboy: None

Domestic: Any

Electrical: Any

Espionage: Any

Horsemanship: Basic only

Mechanical: Basic and Automotive only unless selected as an MOS

Medical: Paramedic only (+5%) unless selected as an MOS

Military: None, unless selected as an MOS

Physical: Any

Pilot: Any (+5%)

Pilot Related: Any

Rogue: Any (+5%)

Science: Math only unless selected as an MOS

Technical: Any (+10%)

WP: Any

Wilderness: None

Secondary Skills
Select four skills from the Secondary Skills list in Rifts: Ultimate Edition, plus an additional skill at Levels 3, 6, and 9. These skills receive no bonus except IQ if applicable.

Standard Equipment
One energy rifle, one energy pistol, one suit body armor as appropriate for nation and service category, six long E-clips for each weapon, two fragmentation grenades, two smoke grenades, neural mace, vibro-knife, utility belt, chemical warfare equipment (mask, suit for non-body armor situations), dress uniform, field uniform, two canteens, load-bearing harness, rucksack, portable translator, two sets of handcuffs, and additional weapon of choice.

Cybernetics
Starts with clock calendar.

Authorized Upon Assignment
Any weapons and ammunition, vehicle types, or surveillance equipment as dictated by mission requirements. May request items directly, or may be issued them.