TEXT: The Modern Dispatch
  The Precinct
  Page 1
  Content Manager: 
  Charles Rice, Chris Davis
  Layout: 
  Chris Davis
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
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  Coast, Inc. and are used according to the terms 
  of the d20 System License version 6.0.  A copy 
  of this License can be found at www.wizards.
  com/d20.
  #67
  The Precinct
  by Charles Rice and Chris Davis
  Campaign Model
  This campaign model casts the PCs as an 
  experimental police precinct stationed in one of the 
  most dangerous neighborhoods of a large city (New 
  York, Chicago, Los Angeles or Miami would be 
  perfect for this). This neighborhood has been overrun 
  with gang violence so a special task force of the 
  police department has been assigned to patrol this 
  area and let the scum on the streets know who’s in 
  charge. 
  Captain David Greer 
  Hand picked by the Mayor to head up this new 
  precinct, Captain Greer is a veteran of over twenty 
  years on the force who patrolled these very streets as 
  a rookie walking his ﬁrst beat. Despite a reputation as 
  a bit of a maverick, the Special Task Force is a rough 
  and ready operation that simply has to succeed. The 
  Mayor campaigned on it and is willing to turn a blind 
  eye to some “unorthodox” tactics as long as crime 
  comes down signiﬁcantly.
  Captain David Greer (Tough Hero 3/Charismatic 
  Hero 3/Bad Cop 4): CR 10; Medium-size humanoid; 
  HD 3d10+6 plus 3d6+6 plus 4d10+8 plus 3; HP 73; 
  Mas 14; Init +0; Spd 30 ft; Defense 18, touch 15, 
  ﬂatfooted 18 (+5 class, +3 equipment); BAB +6; 
  Grap +8; Atk +9 melee (3d6+6, nonlethal unarmed 
  strike), or +6 ranged (2d6, Ruger .38S); FS 5 ft by 5 
  ft; Reach 5 ft; SQ none; AL precinct; SV Fort +10, 
  Ref +4, Will +2; AP 5; Rep +3; Str 15, Dex 10, Con 
  14, Int 12, Wis 8, Cha 15.
  Occupation: Law Enforcement (Gather 
  Information, Intimidate)
  
  The Modern Dispatch
  The Precinct
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  Skills: Bluff +8, Diplomacy +8, Drive +3, Gather 
  Information +16, Intimidate +16, Investigate +5, 
  Knowledge (Civics) +4, Knowledge (Streetwise) 
  +11, Knowledge (Tactics) +5, Profession +2, Sense 
  Motive +3, Spot +2
  Feats: Armor Proﬁciency (light), Brawl, Frightful 
  Presence, Improved Knockout Punch, Knockout 
  Punch, Personal Firearms Proﬁciency, Point Blank 
  Shot, Power Attack, Simple Weapons Proﬁciency, 
  Streetﬁghting
  Talents (Tough Hero): Robust, Damage Reduction 
  1/—
  Talents (Charismatic Hero): Coordinate, 
  Inspiration
  Talents (Bad Cop): Bad Cop (Unfriendly 
  Persuasion), Street Cred, Bad Cop (Beat Down 1/day 
  +1d6)
  Possessions: Undercover vest, Ruger .38S
  Lieutenant Allison Stockton
  Considered by many a PR pick for the squad’s second 
  in command, Lt. Stockton is pretty, smooth and 
  good with the press. Despite her youth and the fact 
  that she used an assignment in the Mayor’s ofﬁce to 
  catapult through the ranks much more rapidly than 
  most cops, she has a reputation for closing cases that 
  is well deserved. She has come into this assignment 
  determined to make a difference the right way that is 
  frequently at odds with Capt. Greer’s old school style 
  of law enforcement. 
  Lieutenant Allison Stockton (Charismatic Hero 
  3/Smart Hero 2/Good Cop 4): CR 9; Medium-size 
  humanoid; HD 3d6+6 plus 2d6+4 plus 4d8+8; HP 
  54; Mas 14; Init +5; Spd 30 ft; Defense 21, touch 
  18, ﬂatfooted 17 (+3 banter, +1 Dex, +4 class, +3 
  equipment); BAB +4; Grap +4; Atk +4 melee (1d4, 
  pistol whip), or +5 ranged (2d6, Ruger .38S); FS 5 
  ft by 5 ft; Reach 5 ft; SQ none; AL law, precinct; SV 
  Fort +6, Ref +5, Will +6; AP 4; Rep +5; Str 10, Dex 
  12, Con 14, Int 14, Wis 8, Cha 16.
  Occupation: Law Enforcement (Diplomacy, 
  Knowledge [Civics])
  Skills: Bluff +13, Computer Use +6, Diplomacy 
  +16, Disable Device +4, Gather Information 
  +15, Intimidate +9, Investigate +16, Knowledge 
  (Behavioral Sciences) +12, Knowledge (Civics) 
  +9, Knowledge (Current Events) +8, Knowledge 
  (Streetwise) +12, Knowledge (Tactics) +6, Listen +3, 
  Profession +5, Research +4, Search +4, Sense Motive 
  +3, Spot +3
  Feats: Armor Proﬁciency (light), Combat 
  Expertise, Improved Disarm, Improved Initiative, 
  Improved Trip, Personal Firearms Proﬁciency, 
  Point Blank Shot, Precise Shot, Simple Weapons 
  Proﬁciency, Trustworthy
  Talents (Charismatic Hero): Charm, Favor
  Talents (Smart Hero): Savant (Investigate)
  Talents (Good Cop): Good Cop (Friendly 
  Persuasion), Banter*, Undercover Persona, Good Cop 
  (Ear to the Ground), Street Contacts 1/day
  Possessions: Ruger .38S
  Sgt. Desmond Major
  Simply known as “Sarge” or “Sgt. Major”, this 
  brash detective was hand picked by Greer to run the 
  Tactics division of the Special Task Force. He is big, 
  tough and mean and those comments come from the 
  people who like him. He does not get along with Lt. 
  Stockton at all and frequently goes over her head 
  to Greer when he plans on doing something shady 
  (which is often).
  Sgt. Desmond Major (Tough Hero 3/Strong Hero 
  2/Bad Cop 2): CR 7; Medium-size humanoid; HD 
  3d10+6 plus 2d8+4 plus 2d10+4 plus 3; HP 54; 
  Mas 14; Init +2; Spd 25 ft; Defense 23, touch 17, 
  ﬂatfooted 21 (+2 Dex, +5 class, +6 equipment); 
  BAB +5; Grap +7; Atk +8 melee (2d6+6, nonlethal 
  unarmed strike), or +7 melee (1d6+3, riﬂe butt), or 
  +8 ranged (2d6, HK MP5); FS 5 ft by 5 ft; Reach 5 
  ft; SQ none; AL precinct; SV Fort +9, Ref +3, Will 
  +1; AP 3; Rep +1; Str 15, Dex 14, Con 14, Int 12, 
  Wis 10, Cha 8.
  Occupation: Law Enforcement (Intimidate, 
  Knowledge [Tactics])
  Skills: Climb -1, Drive +6, Intimidate +10, 
  Investigate +3, Knowledge (Current Events) +3, 
  Knowledge (Streetwise) +11, Knowledge (Tactics) 
  +12, Profession +2, Spot +2
  Feats: Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Brawl, Knockout Punch, 
  Personal Firearms Proﬁciency, Point Blank Shot, 
  Power Attack, Simple Weapons Proﬁciency
  Talents (Tough Hero): Robust, Remain Conscious
  Talents (Strong Hero): Melee Smash
  Talents (Bad Cop): Bad Cop (Unfriendly 
  Persuasion), Street Cred
  Possessions: Tactical vest, HK MP5
  Sgt. Henry Hudson
  The precinct’s desk sergeant, Henry Hudson is still 
  doing a young man’s job nearing the age of 50. 
  Although he rarely hits the streets, he is the one ﬁgure 
  in the precinct universally respected from Capt. Greer 
  to the greenest rookie on the beat. He doesn’t talk 
  much but when he does it seems everyone stops to 
  listen. Known affectionately by the men as “Double 
  H,” Hudson handles the booking and processing of 
  prisoners between the precincts’ holding cells and the 
  county jail.
  Sgt. Henry Hudson (Strong Hero 2/Smart Hero 
  3): CR 5; Medium-size humanoid; HD 2d8+4 plus 
  3d6+6; HP 30; Mas 14; Init +0; Spd 30 ft; Defense 
  13, touch 13, ﬂatfooted 13 (+3 class); BAB +3; Grap 
  +2; Atk +3 melee (1d6-1, nonlethal unarmed strike), 
  or +2 melee (1d4-1, pistol whip), or +3 ranged (2d6, 
  Ruger .38S); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL 
  none; SV Fort +5, Ref +1, Will +6; AP 2; Rep +4; Str 
  
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  The Precinct
  Page 3
  8, Dex 10, Con 14, Int 12, Wis 14, Cha 15.
  Occupation: Law Enforcement (Diplomacy, 
  Knowledge [Civics])
  Skills: Computer Use +4, Craft (writing) +3, 
  Diplomacy +12, Gather Information +4, Investigate 
  +7, Knowledge (Behavioral Sciences) +4, 
  Knowledge (Civics) +10, Knowledge (Streetwise) 
  +8, Knowledge (Tactics) +4, Profession +5, Research 
  +6, Search +6
  Feats: Brawl, Iron Will, Personal Firearms 
  Proﬁciency, Point Blank Shot, Renown, Simple 
  Weapons Proﬁciency, Trustworthy
  Talents (Strong Hero): Extreme Effort
  Talents (Smart Hero): Savant (Investigate), Plan
  Possessions: Ruger .38S
  Adventure Hooks
  “Life on the Street”
  On their ﬁrst day in the precinct, the PCs are lost, 
  getting a whirlwind introduction to the squad room 
  from Sgt. Hudson when Sgt. Major breezes up and 
  introduces himself. Looking the PCs over, he asks 
  Sgt. Hudson if he can “borrow” them. Slapping the 
  PCs affectionately on the arm, he asks if they are 
  ready to kick in some doors. 
  The PCs are about to be initiated into the precinct 
  by a sweep of the worst crack house in the precinct. It 
  is Hudson and Major’s unofﬁcial way of seeing what 
  the rookies have in the way of guts. 
  During the sweep, the PCs suddenly have a close 
  encounter with one of the precinct’s many ﬁne 
  citizens, a crazed, PCP-addled biker whose nickname 
  is Mongo (his real name is Irving, which he loathes).
  Despite the fact that he is unarmed, this drug-
  crazed brute is likely to take several PCs to handle. 
  Major will hang back, watching the PCs and judging 
  how they take Mongo down, only interfering if it 
  looks like one of the PCs will be seriously injured or 
  if it looks like Mongo will escape.
  For good or ill, the PCs will just have gone a long 
  way toward establishing their “rep” in the precinct on 
  their ﬁrst day.
  Mongo (Strong Hero 5): CR 5; Medium-size 
  humanoid; HD 5d8+10; HP 33; Mas 14; Init +1; Spd 
  30 ft; Defense 15, touch 14, ﬂatfooted 14 (+0 size, 
  +1 Dex, +3 class, +1 equipment); BAB +5; Grap +8; 
  Atk +10 melee (2d8+12, nonlethal unarmed strike), 
  or +8 melee (1d4+6, unarmed strike), or +6 ranged 
  (1d4/19-20, knife); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL none; SV Fort +5, Ref +2, Will +1; AP 2; Rep +1; 
  Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8.
  Occupation: Criminal (Gamble, Knowledge 
  [Streetwise])
  Skills: Climb +9, Gamble +6, Jump +9, 
  Knowledge (Streetwise) +8, Profession +6, Swim +5
  Feats: Brawl, Combat Martial Arts, Improved 
  Brawl, Knockout Punch, Power Attack, Simple 
  Weapons Proﬁciency, Streetﬁghting
  Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash, Advanced Melee Smash
  Possessions: leather jacket, knife
  “Bad Boss?”
  While the PCs are out on assignment, something 
  goes horribly wrong in the precinct. Chronically 
  understaffed, the Captain took a suspect in to 
  interview himself. Now that suspect is dead of a 
  heart attack. The PCs must help investigate their own 
  Captain, or possibly just attempt to hold the precinct 
  together as differences between Stockton and Major 
  threaten to tear the unit apart.
  “Revenge Tragedy”
  The largest gang on the streets, the Latino Loco 
  or “Lat Loc” has witnessed the death of its leader, 
  Enrique Salva. Now the members of the gang are 
  out for blood as the Lat Loc target their chief rivals, 
  the gringo White Tigers for revenge. This adventure 
  introduces the two younger brothers of Enrique: 
  Armando nicknamed “Army,” the eldest brother who 
  has been Enrique’s number one lieutenant for years 
  and Eduardo, nicknamed “Higher Ed,” who had left 
  the precinct to go to college.
  Armando (Strong Hero 3/Banger 3): CR 6; 
  Medium-size humanoid; HD 3d8+6 plus 3d8+6; HP 
  40; Mas 14; Init +2; Spd 30 ft; Defense 17, touch 
  16, ﬂatfooted 15 (+2 Dex, +4 class, +1 equipment); 
  BAB +5; Grap +7; Atk +7 melee (2d8+4, nonlethal 
  unarmed strike), or +7 ranged (2d6, SITES M9); FS 5 
  ft by 5 ft; Reach 5 ft; SQ ; AL Latino Loco; SV Fort 
  +7, Ref +4, Will +1; AP 3; Rep +1; Str 15, Dex 14, 
  Con 14, Int 10, Wis 8, Cha 12.
  Occupation: Criminal (Knowledge [Streetwise], 
  Sleight of Hand)
  Skills: Bluff +4, Intimidate +4, Knowledge 
  (Streetwise) +10, Knowledge (Tactics) +3, Profession 
  +5, Sense Motive +2, Sleight of Hand +5, Spot +2
  Feats: Brawl, Home Turf, Improved Brawl, 
  Knockout Punch, Personal Firearms Proﬁciency, 
  Point Blank Shot, Simple Weapons Proﬁciency
  Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
  Talents (Banger): Gang Signs, Street Cred, Turf 
  +1
  Possessions: leather jacket, SITES M9
  Eduardo (Smart Hero 3/Charismatic Hero 3): CR 
  6; Medium-size humanoid; HD 3d6+6 plus 3d6+6; 
  HP 34; Mas 14; Init +4; Spd 30 ft; Defense 12, touch 
  12, ﬂatfooted 12 (+0 size, +0 Dex, +2 class); BAB 
  +2; Grap +2; Atk +2 melee (1d4+0, pistol whip), or 
  +2 ranged (2d6+0, SITES M9); FS 5 ft by 5 ft; Reach 
  5 ft; SQ ; AL Latino Loco; SV Fort +5, Ref +3, Will 
  +4; AP 3; Rep +3; Str 10, Dex 10, Con 14, Int 14, 
  Wis 12, Cha 15.
  Occupation: Academic (Gather Information, 
  
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  The Precinct
  Page 4
  Knowledge [Current Events], Research)
  Skills: Bluff +7, Computer Use +8, Craft 
  (chemical) +5, Craft (writing) +5, Diplomacy +5, 
  Disable Device +5, Disguise +7, Forgery +11, 
  Gather Information +12, Intimidate +8, Investigate 
  +5, Knowledge (Current Events) +9, Knowledge 
  (Streetwise) +11, Knowledge (Tactics) +8, Profession 
  +7, Repair +5, Research +12, Search +8
  Feats: Combat Expertise, Deceptive, Improved 
  Disarm, Improved Initiative, Personal Firearms 
  Proﬁciency, Point Blank Shot, Simple Weapons 
  Proﬁciency
  Talents (Smart Hero): Savant (Forgery), Trick
  Talents (Charismatic Hero): Fast-Talk, Dazzle
  Possessions: SITES M9; Wealth +8
  “Rites of Succession”
  Following “Revenge Tragedy,” Armando and 
  Eduardo have taken over the Lat Loc and are having 
  differences of opinion on how to run things. The 
  old way, selling drugs at local schools and brutally 
  punishing all opposition (favored by Armando) or as 
  low proﬁle as possible, attempting to avoid violence 
  and undue attention from the police (favored by 
  Eduardo). This adventure will play up not only the 
  difﬁculties of the PCs’ job in the precinct but also the 
  different approaches of their superiors. 
  Capt. Greer favors fomenting unrest, turning the 
  brothers against each other; however, the precinct 
  will be a war zone for weeks if not months. Greer 
  believes a gang war will result in a lot of dead 
  dealers, meaning less work for the cops in the 
  precinct. He advices sparking tensions by spreading 
  rumors and advocate a brutal crackdown on anyone 
  who hurts a civilian, encouraging the bangers to take 
  their frustrations out on each other.
  Lt. Stockton will favor conciliating the brothers. 
  The Lat Loc ruled the precinct with an iron ﬁst 
  when Enrique was alive. Though any drug dealing 
  should be punished, a strong Lat Loc means quieter 
  streets and fewer civilian casualties. Even though 
  helping the brothers get along is unpleasant, it is less 
  unpleasant than a single dead child or mother.
  Finally, there is Sgt. Major’s approach, which 
  is to back the smart brother who is more likely to 
  avoid violence and selling to kids (Eduardo) by any 
  means necessary, even if that means Armando has to 
  disappear. 
  The PCs could choose one of these approaches 
  or come up with one of their own. Either way, they 
  will make both friends and enemies among their 
  superiors. 
  More Gangland Classes
  Expanding on content introduced in Modern System: 
  Gangland, we look at two different varieties of street 
  cop: the good cop and the bad cop. These archetypes 
  will be familiar to many fans of police dramas in 
  television and ﬁlm. Neither is a crime scene scientist 
  or forensic expert, both are street cops who use guts 
  intuition and common sense to nab the bad guys. 
  Bad Cop
  The bad cop realizes that the police are ﬁghting a war. 
  A war in which they have hamstrung themselves with 
  rules the criminals don’t have to play by. Fortunately, 
  there are cops like him, who have decided to stop 
  playing and start ﬁghting.
  Requirements
  To qualify to become a bad cop a character must meet 
  the following criteria (the quickest path into this class 
  is through the Tough Hero basic class).
  BAB: +2
  Skills: Intimidate 6 ranks, Knowledge (streetwise) 
  3 ranks
  Feat:  Personal Firearms Proﬁciency
  Class Information
  The following information pertains to the bad cop 
  advanced class. 
  Hit Die: 1d10
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The bad cop’s class skills (and the 
  ability for each skill) are: Climb (Str), Drive (Dex), 
  Intimidate (Cha), Investigate (Int), Jump (Str), 
  Knowledge (civics, streetwise, tactics) (Int), Repair 
  (Int), Sense Motive (Wis), Swim (Str)  
  Skill points at each level: 5+Int. modiﬁer
  TABLE 1: THE BAD COP
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +0
  Bad Cop (Unfriendly Persuasion)
  +1
  +0
  2nd
  +1
  +3
  +0
  +0
  Street Cred 
  +1
  +0
  3rd
  +2
  +3
  +1
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +4
  +1
  +1
  Bad Cop (Beat Down 1/day +1d6)
  +2
  +0
  5th
  +3
  +4
  +1
  +1
  Brute Smash +1; Stoolie 1/day
  +3
  +1
  6th
  +4
  +5
  +2
  +2
  Bonus Feat
  +3
  +1
  7th
  +5
  +5
  +2
  +2
  Brute Smash +2
  +4
  +1
  8th
  +6
  +6
  +2
  +2
  Bad Cop (Beat Down 2/day +2d6)
  +4
  +1
  9th
  +6
  +6
  +3
  +3
  Bonus Feat
  +5
  +2
  10th
  +7
  +7
  +3
  +3
  Brute Smash +3; Stoolie 2/day
  +5
  +2
  
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  Class Features
  All of the following are features of the bad cop 
  advanced class. 
  Bad Cop: At 1st level the bad cop can use his 
  reputation as an unwavering crimeﬁghter who is 
  willing to break the rules to gain “cooperation” 
  from a suspect. The bad cop can add his Reputation 
  modiﬁer to all Intimidate skill checks when dealing 
  with criminals. The bad cop’s reputation with law 
  enforcement is always considered infamy rather than 
  fame. 
  At 4th level the bad cop can unleash a savage attack 
  on a criminal once per day, inﬂicting an additional 
  +1d6 damage on a successful melee attack. This 
  damage may be lethal or nonlethal at the bad cop’s 
  discretion. 
  In addition to inﬂicting additional damage, anyone 
  witnessing the beat down must make a Will save (DC 
  15+ the bad cop’s Reputation modiﬁer) or be shaken 
  for one minute. 
  The bad cop’s reputation is increased by his class 
  level when dealing with anyone who witnesses the 
  beat down as well. 
  At 8th level this ability may be used twice per day 
  and the additional damage inﬂicted increases to +2d6
  Street Cred: At 2nd level the bad cop gains the 
  Renown feat when dealing with criminals and other 
  law enforcement personnel. Since his reputation is 
  considered infamous however, the bad cop’s growing 
  rep is unlikely to embraced by his superiors. 
  Bonus Feats: At 3rd, 6th and 9th levels the bad 
  cop receives a bonus feat from the following 
  list: Alertness, Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Brawl, Combat Martial 
  Arts, Conﬁdent, Double Tap, Force Stop, Frightful 
  Presence, Improved Bull Rush, Knockout Punch, 
  Point Blank Shot, Power Attack, Precise Shot, Quick 
  Draw, Quick Reload
  Brute Smash: The bad cop gains the listed bonus 
  to melee damage rolls. 
  Stoolie: The bad cop has street contacts as 
  described in the good cop class. The main difference 
  between the street contacts of the bad cop and the 
  good cop is that the bad cop’s are under… duress. 
  To access his street contact ability the bad cop must 
  either make an Intimidate skill check (DC 20) for a 
  criminal contact, or a Wealth Roll (DC 16) to pay off 
  a law enforcement contact.
  Good Cop
  The good cop uses his contacts on the street and his 
  ability to gain a criminal’s trust to secure confessions 
  and remove dangerous criminals off the street. The 
  good cop isn’t the best forensics expert in the world 
  nor is he an inﬁltrator able to pull off a years-long 
  sting against a maﬁa family; however, he is skilled in 
  the art of psychological proﬁling, “soft” interrogation 
  and undercover surveillance. 
  Requirements
  To qualify to become a good cop a character must 
  meet the following criteria (the quickest path into this 
  class is through the Charismatic Hero basic class).
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks
  Feats: Trustworthy
  Class Information
  The following information pertains to the good cop 
  advanced class. 
  Hit Die: 1d8
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The good cop’s class skills (and the 
  ability for each skill) are: Bluff (Cha), Diplomacy 
  (Cha), Disguise (Cha), Drive (Dex), Gather 
  Information (Cha), Knowledge (behavioral sciences, 
  civics, popular culture, streetwise) (Int), Investigate 
  (Int), Listen (Wis), Sense Motive (Wis) and Spot 
  (Wis)
  Skill points at each level: 7+Int. modiﬁer
  Class Features
  All of the following are features of the good cop 
  advanced class. 
  Good Cop: At 1st level the good cop gains the 
  ability to add his reputation modiﬁer to all Bluff and 
  Diplomacy skill checks when dealing with criminals 
  and other law-enforcement agencies. The good cop 
  has a reputation for being an honest broker which 
  aids his dealings with the underworld. Since this 
  reputation is for (relative) honesty, the good cop can 
  also Bluff his way into a criminal’s head, making him 
  TABLE 2: THE GOOD COP
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +2
  Good Cop (Friendly Persuasion)
  +1
  +1
  2nd
  +1
  +2
  +2
  +3
  Banter
  +1
  +1
  3rd
  +1
  +2
  +2
  +3
  Bonus Feat; Undercover Persona
  +2
  +1
  4th
  +2
  +2
  +2
  +4
  Good Cop (Ear to the Ground); Street Contacts 1/day
  +2
  +2
  5th
  +2
  +3
  +3
  +4
  Banter +1; Undercover Persona
  +3
  +2
  6th
  +3
  +3
  +3
  +5
  Bonus Feat
  +3
  +2
  7th
  +3
  +4
  +4
  +5
  The Shield
  +4
  +3
  8th
  +4
  +4
  +4
  +6
  Good Cop (Master Investigator); Street Contacts 2/day
  +4
  +3
  9th
  +4
  +4
  +4
  +6
  Bonus Feat
  +5
  +3
  10th
  +5
  +5
  +5
  +7
  Banter +2; Street Contact 3/day; Undercover Persona
  +5
  +4
  
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  The Precinct
  Page 6
  think he is a liberal do-gooder more concerned with 
  the criminal’s “feelings” than his victims. 
  At 4th level the good cop adds his reputation 
  modiﬁer to all Gather Information skill checks.
  At 8th level the good cop adds his reputation 
  modiﬁer to all Investigate skill checks. 
  Banter: At 2nd level the good cop adds his 
  Charisma modiﬁer as a competence bonus to his 
  Defense. His wise cracking style distracts and annoys 
  his opponents in combat. 
  At 5th level the good cop’s competence bonus to 
  Defense equals his Charisma modiﬁer +1.
  At 10th level the good cop’s competence bonus to 
  Defense equals his Charisma modiﬁer +2.
  Bonus Feats: At 3rd, 6th and 9th level the good 
  cop gains a bonus feat from the following list: 
  Alertness, Armor Proﬁciency (light), Attentive, 
  Combat Expertise, Deceptive, Defensive Martial 
  Arts, Educated, Improved Disarm, Personal Firearms 
  Proﬁciency, Renown. The good cop must meet the 
  prerequisite for any feat selected.
  Undercover Persona: At 3rd, 5th and 10th levels 
  the good cop develops an undercover persona. An 
  undercover persona is a simple disguise that can 
  be adopted without a Disguise kit and in much less 
  time than a more elaborate Disguise (one minute). 
  This Disguise will not fool anyone who actually 
  knows the good cop, it simply allows him to ﬁt in 
  on the street to observe events as they unfold. Some 
  examples: a bum, a drug seeker, a john, a gawking 
  tourist, a maintenance worker. This list is by no 
  means exhaustive and the player can create his own 
  undercover persona with the GM’s permission. 
  Street Contacts: This ability works like the Favor 
  Charismatic Hero talent but the player must pick one 
  contact the ﬁrst time this ability is used from either 
  the criminal or law enforcement arenas. Thereafter 
  the good cop must always seek help from that contact 
  and if they cannot help (or are unwilling to for some 
  reason) then the attempt fails.
  When a contact is selected the player may 
  determine two skill foci for the contact. The contact 
  will have a number of ranks in these skills equal to 
  the good cop’s reputation modiﬁer. The contact can 
  provide aid in these areas automatically but only one 
  per day. Any other assistance the character seeks from 
  the contact has a ﬂat 50% chance of not succeeding 
  (either because the contact is unable or unwilling to 
  help or the good cop simply can’t reach him). If the 
  contact can help in an area outside his specialty the 
  most assistance he can offer a +2 bonus to a single 
  skill check.
  At 8th level the good cop may select a second 
  contact and may use this ability twice per day. He can 
  either seek assistance from the same contact twice or 
  each contact once. 
  The Shield: The good cop’s mission, like all cops 
  is to protect and serve the public. At 7th level he can 
  grant his Banter bonus to Defense to a single ally 
  instead of himself. To use this ability the good cop 
  must be within 30 feet of the ally he is protecting. 
  Use of this ability is a move action that does not 
  provoke attacks of opportunity.  
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  The Modern Dispatch
  The Precinct
  Page 7
  Open game license
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #67 2004, RPGObjects; Author Charles Rice, Chris Davis
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Modern Dispatch, Darwin’s World, Blood and Guts, Blood and Fists, Blood 
  and Vigilance, Blood and Circuits, Blood and Relics, Blood and Dragons.
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  classes are open content.  All other content is closed.
  
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