CP Private Security (Supervisor)

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Namelist None
Tags
Human
Modern
Rank Veteran
Race Human
Cult rank None
Notes Team Leader (TL) The Team Leader manages the entire security operation. They serve as the primary point of contact between the security detail and the Principal or their staff. Responsibilities include planning, budgeting, and making high-level tactical decisions during an operation. Site Supervisor The Site Supervisor manages the daily activities of the guard force. They handle scheduling, conduct training drills, and ensure that all posts are manned according to the contract or internal requirements. They serve as the first point of contact during an incident. Site Security & Asset Protection Site Security & Asset Protection is a defensive doctrine focused on the maintenance of a secure perimeter and the deterrence of unauthorized access. Unlike offensive or mobile tactical units, SSAP practitioners are trained to operate from established positions, utilizing physical barriers and defensive geometry to maximize their presence. The style emphasizes situational awareness, the technical use of stationary cover, and the ability to hold a line against intrusion. Whether guarding a high-density office complex, a sensitive manufacturing plant, or a high-value cargo transport, the curriculum prioritizes the "static advantage"—turning a location into a fortress that is too costly or difficult to breach. Site Security & Asset Protection Site Security & Asset Protection is a defensive doctrine focused on the maintenance of a secure perimeter and the deterrence of unauthorized access. Unlike offensive or mobile tactical units, SSAP practitioners are trained to operate from established positions, utilizing physical barriers and defensive geometry to maximize their presence. The style emphasizes situational awareness, the technical use of stationary cover, and the ability to hold a line against intrusion. Whether guarding a high-density office complex, a sensitive manufacturing plant, or a high-value cargo transport, the curriculum prioritizes the "static advantage"—turning a location into a fortress that is too costly or difficult to breach. Combat Style Traits: *You must take traits in the order of the number marked. 1 Sentinel: You make enemy's attampt geting away from you much harder. When enemy attampt to open range from you, the evade roll is rolled 1 step harder. 1 Combat Awareness: The perception roll required to react to an enemy from behind is rolled at 1 step easier. 1 Solid Stance: Resist Knockback, Leaping Attacks, and Bash as if using the brace action. 1 Mancatcher: The style grants its user an advantage when entangling or immobilizing opponents, making a foe’s opposed rolls to evade or break free one difficulty grade harder. 2 Square up: When engaged frontally, you can reroll hit location if it's not on the chest or abdominal region. 2 Cover Utilization: When behind cover, attackers suffer an additional step penalty when firing at you. 2 Riot Control Training: Area-of-effect weapons force all affected targets to make Willpower rolls one step harder. 2 Intimidating Scream: Style encourages frequent yells and bellows in combat to intimidate foes, making any psychological resistance rolls inflicted on an opponent one grade harder. 3 Cool Under Fire: You can quickly update your mental picture of the battlefield, recover from suppression. After you failed a Willpower check for Pin Down, your next Willpower check for Pin Down will be 1 difficulty grade easier. 3 Overwatch Tactician: When using Delay Action to provide overwatch, you can fire at one additional qualifying target at the cost of an extra Action Point. 3 Immobilise : When you have someone grappled or entangled, instead of damage you may use your action to try to immobilise the hit location you are grappling. Roll your Combat Style opposed by your target’s Endurance; if successful, adjudicate like the Stun Location Special Effect (Mythras page 99), but this does not need a level of success to employ and only lasts for as long as you maintain the grapple. 3 Natural Alignment: Within 10m, the penalty for not Quick Aiming is reduced by one grade. Weapons: Primary Weapon: Shotgun or SMG, Pistol Secondary Weapon: Baton (Club), Unarmed
CreatorPaulkwk
Stats
STR 2d6+6
CON 2d6+6
SIZ 2d6+6
DEX 2d6+6
INT 2d6+6
POW 2d6+6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 9
04-06 Left leg 9
07-09 Abdomen 9
10-12 Chest 9
13-15 Right arm 9
16-18 Left arm 9
19-20 Head
Attributes
Movement 6
Natural armor Yes

Additional features

FeatureProbability
Age 100% View items
Attitude 100% View items
Character looks 100% View items
Reputation POW+POW% View items
Social Class - Civilized 100% View items

Standard skills

Athletics STR+DEX+2d10+30 Boating STR+CON+10 Brawn STR+SIZ+10
Conceal DEX+POW+10 Dance DEX+CHA+10 Deceit INT+CHA+2d10+10
Endurance CON+CON+2d10+30 Evade DEX+DEX+2d10+30 First Aid DEX+INT+2d10+10
Influence CHA+CHA+2d10+40 Insight INT+POW+2d10+40 Locale INT+INT+50
Perception INT+POW+2d10+40 Ride DEX+POW+10 Sing CHA+POW+10
Stealth DEX+INT+10 Swim STR+CON+10 Unarmed STR+DEX+10
Willpower POW+POW+2d10+40

Professional skills

Art POW+CHA+1d10+10 Bureaucracy INT+INT+2d10+30 Commerce INT+CHA+1d10+10
Courtesy INT+CHA+1d10+10

Custom skills

Comms INT+INT+2d10+10 Computer INT+INT+2d10+30 Lore (Work Secondry) INT+INT+2d10+40
Lore (Work Primary) INT+INT+2d20+40 Craft (Work Secondry) DEX+INT+2d10+40 Craft (Work Primary) DEX+INT+2d20+40
Humanity POW+CHA+10 Drive DEX+INT+2d10+10 Electronics DEX+INT+1d10+10
Mechanisms DEX+INT+1d10+10 Style POW+CHA+1d10+10

Combat styles

Combat StylesSTR+DEX+2d10+30

Weapon options

1-handed weapons

Amount: 2
Club (1)
Pistol (1)

2-handed weapons

Amount: 0
AR (0)
SMG (1)

Ranged weapons

Amount: 0
Heavy Weapon (0)
Sniper (0)

Shields

Amount: 1d3
Cyberleg (1)
Cybereye (1)
Cyberarm (1)
Cybernetics (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Cyberleg shield M M - None N N 0 0
Cybereye shield - - - None N N 0 0
Cyberarm shield - - - None N N 0 0
Heavy Weapon ranged - - - None N N 0 0
Sniper ranged - - - None N N 0 0
AR 2h-melee - - - None N N 0 0
SMG 2h-melee - - - None N N 0 0
Pistol 1h-melee - - - None N N 0 0
Cybernetics shield - - - None N N 0 0