5704 in-depth character profiles from comics, games, movies

DC Heroes RPG – Stock police officers stats


Game system: DC Heroes Role-Playing Game

Context

This is a semi-technical article for the DC Heroes RPG.

As with essentially everything on writeups.org this article depicts fiction (particularly super-heroes comic books) ; references to real-world facts are only thrown in for those who need some verisimilitude.



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

The sets of generic stats in this article are presented in rough order of competence and rarity in stories — from the most common to the most elite.


Herbivore patrol officer

Some policemen consider that they and their colleagues mostly fall into two categories – herbivores and carnivores. Herbivores mostly try to stay out of trouble, do not aggressively investigate matters if they can help it, do not take risks or train hard, are more at risk from corruption, etc.

Basically, to them, it is just a job and they don’t feel like getting killed over it. Herbivore officers rarely have to discharge a firearm, and train their marksmanship but a few hours per year in static conditions.

The statistics for an herbivore cop will also fit many older officers, or officers in peaceful areas. When you need a random police officer, use the herbivore profile.

Dex: 03 Str: 02 Bod: 02 Motivation: Workin’ joe
Int: 03 Wil: 02 Min: 03 Occupation: Police
Inf: 02 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 008 HP: 003

Skills:
Detective (Legwork, police procedure): 03, Medicine (First aid): 02, Vehicles (Land): 03, Weaponry (Police): 02

Advantages:
Area Knowledge (their beat), Police Rank (Officer).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • Glock handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#03].
  • Belt radio [BODY 03, Radio communications: 05].
  • UNDERSHIRT VEST [BODY 03, Blunting: 04, Limitation: Partial coverage (Vest), Drawback: Real armour].
  • Hardened flashlight [BODY 06, EV 03, Flash: 03, Limitation : Flash only for illumination].
  • Pepper spray [BODY 02, Chemical attack (No Range): 04, Ammo: 05, R#03].
  • Handcuffs (x2) [BODY 05].
  • POLICE CRUISER [STR 05 BODY 07, Running: 06, R#02] with a Repeater Shotgun [BODY 04, Shotgun blast (Range: 03): 06, Ammo: 07, R#03, Recommended STR: 02, Drawback: Very Long Reload] kept handy inside.

Carnivore patrol officer

“Carnivore” officers tend to be very committed to their job, or rather their mission. They train seriously, do not hesitate to enter potentially dangerous situations, take care of their tactical equipment, etc. They often have domineering, forceful personalities. Risks of corruption are lower, but risks of violent incidents and civil rights violations are higher.

Use those statistics for energetic NPCs or cops from a tough PD frequently involved in violent situations (NYPD, LAPD, Gotham PD, etc.)

Dex: 03 Str: 03 Bod: 03 Motivation: Power
Int: 03 Wil: 02 Min: 03 Occupation: Police
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 009 HP: 005

Skills:
Detective (Legwork, police procedure): 03, Medicine (First aid): 03, Vehicles (Land): 04, Weaponry (Police): 03

Advantages:
Area Knowledge (their beat), Police Rank (Officer).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • Glock handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#03].
  • Belt radio [BODY 03, Radio communications: 05].
  • UNDERSHIRT VEST [BODY 03, Blunting: 04, Limitation: Partial coverage (Vest), Drawback: Real armour].
  • Hardened flashlight [BODY 06, EV 03 (04 w/STR), Flash: 03, Limitation : Flash only for illumination].
  • Tonfa-type nightstick [BODY 04, EV 03 (04 w/STR), +1CS to Block].
  • Backup pistol [BODY 02, Projectile weapons: 03, Ammo: 06, Miniaturisation: 01, R#04 – a very compact 9mm pistol hidden on the officer’s person, often in an ankle holster].
  • Either a Pepper spray [BODY 02, Chemical attack (No Range): 04, Ammo: 05, R#03] or a Taser pistol [BODY 01, Lightning: 04, Range: 02, Ammo: 02, R#3, Limitation: Lightning has no Range – use the listed Range instead, Drawback: Very long reload time].
  • Handcuffs (x3) [BODY 05].
  • POLICE CRUISER [STR 05 BODY 07, Running: 06, R#02] with a Repeater Shotgun [BODY 04, Shotgun blast (Range: 03): 06, Ammo: 07, R#03, Recommended STR: 02, Drawback: Very Long Reload] kept handy inside.

Herbivore police detective

A plainclothes investigator, just doing their job.

Dex: 03 Str: 02 Bod: 02 Motivation: Workin’ joe
Int: 03 Wil: 03 Min: 03 Occupation: Police
Inf: 02 Aur: 03 Spi: 03 Resources {or Wealth}: 004
Init: 008 HP: 003

Skills:
Charisma (Interrogation): 03, Detective: 04, Medicine (First aid): 03, Vehicles (Land): 03, Weaponry (Police): 03

Advantages:
Area Knowledge (their city), Police Rank (Detective).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • Glock handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#03].
  • UNDERSHIRT VEST [BODY 03, Blunting: 04, Limitation: Partial coverage (Vest), Drawback: Real armour].
  • Pepper spray [BODY 02, Chemical attack (No Range): 04, Ammo: 05, R#03].
  • Pen flashlight [BODY 01, Flash: 01, Limitation : Flash only for illumination].
  • Handcuffs (x2) [BODY 05].

County sheriff

Depictions of such tend to be either incompetent (often due to living in very quiet, low-crime areas) or quite versatile (often because they face a wide variety of issues with little manpower). The stats below are closer to the second type. Such characters often have Local Hero and/or Dark Secret when they play a more important role in the story than stock NPC.

For the first use the herbivore police with no HPs, and one fewer AP in one of his Skills – less Weaponry for a very quiet area (example – Barney Fife ), less Vehicles and perhaps less INT for a somewhat dim type like Rosco P. Coltrane , or less Detective for the motivated guy who only puts everything together a mite too late (like many horror movie characters).

Dex: 03 Str: 02 Bod: 03 Motivation: Power
Int: 03 Wil: 04 Min: 03 Occupation: Police
Inf: 02 Aur: 03 Spi: 03 Resources {or Wealth}: 004
Init: 008 HP: 003

Skills:
Charisma (Interrogation, Persuasion): 03, Detective: 03, Medicine (First aid): 03, Vehicles (Land): 03, Weaponry (Police): 03

Advantages:
Area Knowledge (the county), Familiarity (People and gossip in the country), Police Rank (Sheriff).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • Glock handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#03].
  • UNDERSHIRT VEST [BODY 03, Blunting: 04, Limitation: Partial coverage (Vest), Drawback: Real armour].
  • Hardened flashlight [BODY 06, EV 03 (04 w/STR), Flash: 03, Limitation : Flash only for illumination].
  • Handcuffs (x2) [BODY 05].
  • Repeater Shotgun [BODY 04, Shotgun blast (Range: 03): 06, Ammo: 07, R#03, Recommended STR: 02, Drawback: Very Long Reload].
  • POLICE CRUISER [STR 05 BODY 07, Running: 06, R#02].

Carnivore police detective

A sharp, determined, experienced professional. This profile exists at the cusp of being a named character with a full role in the story.

Undercover police has broadly similar stats plus 4 APs in Artist (Actor), 3 APs in Thief (Stealth) and a Familiarity with mob culture and a speciality area – often the drugs trade.

Dex: 03 Str: 03 Bod: 03 Motivation: Power
Int: 04 Wil: 04 Min: 03 Occupation: Police
Inf: 03 Aur: 03 Spi: 03 Resources {or Wealth}: 004
Init: 010 HP: 005

Skills:
Charisma (Interrogation): 04, Detective: 04, Medicine (First aid): 03, Vehicles (Land): 04, Weaponry (Police): 04

Advantages:
Area Knowledge (their beat), Police Rank (Detective).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • Glock handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#03].
  • UNDERSHIRT VEST [BODY 03, Blunting: 04, Limitation: Partial coverage (Vest), Drawback: Real armour].
  • Hardened flashlight [BODY 06, EV 03 (04 w/STR), Flash: 03, Limitation : Flash only for illumination].
  • Pepper spray [BODY 02, Chemical attack (No Range): 04, Ammo: 05, R#03].
  • Backup pistol [BODY 02, Projectile weapons: 03, Ammo: 06, Miniaturisation: 01, R#04 – a very compact 9mm pistol hidden on the officer’s person, often in an ankle holster].
  • Handcuffs (x3) [BODY 05].

Starsky and Hutch


Riot control officer

In the US these are usually patrol officers issued riot gear to monitor citizens exercising their right to assembly and petition. Some countries have officers trained specifically in social, observation, tactical, martial and paramedical skills to handle large assemblies.

The main difference is equipment ; the stats are those for the carnivore patrol officers who will normally be at the forefront of the events.

Dex: 03 Str: 03 Bod: 03 Motivation: Power
Int: 03 Wil: 02 Min: 03 Occupation: Police
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 009 HP: 005

Skills:
Detective (Legwork, police procedure): 03, Medicine (First aid): 03, Vehicles (Land): 04, Weaponry (Police): 03

Advantages:
Area Knowledge (their beat), Police Rank (Officer).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • RIOT ARMOUR [BODY 06, Flame immunity: 02, Skin armour: 02, Drawback: Real armour]. Full body armour plus riot helmet (with huge visor), riot gloves, leg armour, forearms/elbows/arms-and-shoulders guards.
  • Baton [BODY 04, EV 03 (04 w/STR)]. Usually made of a dense plastic, and often 30+ inches long.
  • TRANSPARENT SHIELD [BODY (Hardened Defenses) 04, EV 02 (04 w/STR), Note: the OV/RV bonus when using the Block Manoeuvre is 2 APs (3 APs vs thrown projectiles) ; the OV bonus for the Shield Cover Manoeuvre is 2 APs.]. Usually 4mm shatter-resistant transparent polycarbonate.
  • GAS MASK [BODY 06, Sealed systems: 06, Limitations: Sealed systems only to increase OV/RV against gas]. A sealed, shatterproof mask that can accept a screw on air filter on the right or left side. Protects against common riot control gasses, pepper spray and some poison gasses.
  • Tear Gas Grenades (x6) [BODY 01, Fog: 03, Chemical attack: 04, R#03, Grenade drawback, Bonus: Chemical attack is Combined With and Active Throughout the Fog]. CS gas grenades, often delivered using a 37mm launcher (often single-shot, occasionally 6-shots).

Stormtrooper-like riot police with batons


Tactimook

In some stories, tactical officers are mooks and redshirts. Like with some ninja assassins, the scary black faceless uniform is used because it looks cool, but these characters lack any of the acumen, training or tactics associated with the look and will just get overwhelmed by the opposition.

Dex: 03 Str: 02 Bod: 03 Motivation: Faceless thug
Int: 03 Wil: 02 Min: 03 Occupation: Police
Inf: 02 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 008 HP: 000

Skills:
Detective (Police procedure): 03, Medicine (First aid): 03, Vehicles (Land): 03, Weaponry (Police): 03

Advantages:
Police Rank (Officer).

Connections:
Usually none.

Drawbacks:
Usually none.

Equipment:

  • BODY ARMOUR [BODY 04, Blunting: 04, Skin armour: 01, Limitation: Partial coverage (vest), Drawback: Real armour].
  • Submachinegun [BODY 04, Projectile weapons: 05, Ammo: 07, R#02, Advantage : Autofire].
  • Flash-Bang Grenade (x1) [BODY 01, EV 02 (Area of effect 1 AP), Flash: 04 (Area of effect 2 APs), Sensory block (Audial): 06, Note : all Powers are Combined, Grenade drawback, R#03].

SWAT duty officer

Special Weapons And Tactics teams slowly emerged during the XXth century to deal with well-armed mobsters – then suddenly spread nationwide in the late 1960s and 1970s when it came to dealing with Black militants .

In most cases there are volunteer officers who receive specialised training allowing them to better handle tactical situations, not a full-time posting (only a few large cities require full-time tactical police officers). Tactical equipment will be stored at the station (or sometimes in the cruiser), often in a go-bag.

The quality of SWAT teams varies a lot – the stats below are intended for a competent professional, able to reliably handle the very complex jobs facing tactical officers.

Dex: 03 Str: 03 Bod: 03 Motivation: Power
Int: 03 Wil: 02 Min: 03 Occupation: Police
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 009 HP: 005

Skills:
Detective (Legwork, Police procedure): 03, Medicine (First aid): 03, Vehicles (Land): 04, Weaponry (Police): 04

Advantages:
Police Rank (Officer).

Connections:
Street (Low).

Drawbacks:
Usually none.

Equipment:

  • BODY ARMOUR [BODY 06, Blunting: 06, Flame immunity: 01, Skin armour: 01, Limitation: Partial coverage (vest), Drawback: Real armour].
  • TACTICAL RADIO HEADSET [BODY 01, Radio communications: 04, Shade (Audial): 01, R#2].
  • Submachinegun [BODY 04, Projectile weapons: 05, Ammo: 07, R#02, Advantage : Autofire] plus two extra magazines.
  • Glock handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#03].
  • Flash-Bang Grenade (x2) [BODY 01, EV 02 (Area of effect 1 AP), Flash: 05 (Area of effect 2 APs), Sensory block (Audial): 07, Note : all Powers are Combined, Grenade drawback, R#03].
  • Handcuffs (x2) [BODY 05].
  • At least one man will carry a Mirror-on-a-wand [BODY 01] to look around corners. At least one man will carry a Go-bar [BODY 07 /STR/ 05, /STR/ only to force open doors and the like].

Armored American SWAT team


Tactical specialist

A full-time, extensively-trained, experienced tactical officer – which normally only exists in huge police departments in violent cities. This profile exists at the cusp of being a “named” character, and are sometimes depicted as being able to make headway against super-villains.

Many such officers are ex-soldiers, and the team will have ready access to other specialised officers such as negotiators, emergency medical technicians, demolitions experts, snipers, etc. – some may be attached full-time to the unit and wear the same uniform as their assault specialist colleagues.

These units are well-equipped, and in comic-book worlds may have access to super-tech (the SCU of the Metropolis PD being a major example of such thanks to STAR Labs). They are the most likely to use real-world SWAT tactics and techniques rather than the fantasy tactics often seen in movies.

Dex: 03 Str: 03 Bod: 04 Motivation: Power
Int: 04 Wil: 03 Min: 04 Occupation: Police
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 010 HP: 010

Skills:
Detective (Police procedure): 03, Medicine (First aid): 03, Vehicles (Land): 04, Weaponry (Police): 04

Advantages:
Police Rank (Officer).

Connections:
Tactical officers in their PD (High).

Drawbacks:
Usually none.

Equipment:

  • BODY ARMOUR [BODY 06, Blunting: 06, Flame immunity: 01, Skin armour: 01, Limitation: Partial coverage (vest), Drawback: Real armour].
  • GAS MASK [BODY 06, Sealed systems: 06, Limitations: Sealed systems only to increase OV/RV against gas].
  • TACTICAL RADIO HEADSET [BODY 01, Radio communications: 04, Shade (Audial): 01, R#2].
  • Assault Carbine [BODY 04, Projectile weapons: 06, Ammo: 08, R#02, Advantage : Autofire] plus three extra magazines. Usually a Colt M4A1.
  • Handgun [BODY 03, Projectile weapons: 04, Ammo: 15, R#02] plus one extra magazine.
  • Flash-Bang Grenade (x3) [BODY 01, EV 02 (Area of effect 1 AP), Flash: 05 (Area of effect 2 APs), Sensory block (Audial): 07, Note : all Powers are Combined, Grenade drawback, R#02].
  • Tear Gas Grenades (x1) [BODY 01, Fog: 03, Chemical attack: 04, R#03, Grenade drawback, Bonus: Chemical attack is Combined With and Active Throughout the Fog].
  • Handcuffs (x3) [BODY 05].
  • Several officers on the assault team will carry:
    • Fiber optic wand [BODY 01, Remote sensing: 00]. The tip of the wand has a fisheye lens, and one can see what the wand “sees” on a small console. A higher-tech version of the mirror-on-a-wand.
    • Go-bar [BODY 07 /STR/ 05, /STR/ only to force open doors and the like]. A specialised pry bar.
    • Underbarrel Breaching Shotgun Breaching shotgun [BODY 04, Shotgun blast (Range 00): 08, Ammo: 04, R#02, Limitation: Shotgun blast only against doors, locks and hinges. Against other targets treat as Shotgun blast (Range 02): 04, Drawback: Long Reload, Misc.: Needs an Automatic Action to ready a new round to fire]. See the small arms #2 article.
  • Snipers will not have all this entry equipment, but will be armed with a Bolt-Action Sniper Rifle [BODY 01, Projectile weapon: 06, Range: 08, Telescopic vision: 04, Ammo: 06, R#02. Limitation: Projectile weapon has No Range – use the Range given next instead ; must expand one Automatic Action to ready a new round] and work with a spotter.
  • One officer may carry a Tactical Shield. See the shields article for everything about those.
  • The team will often travel in a van where they can stash a lot of equipment, though with the increased militarisation of US police forces a wheeled Armoured Personnel Carrier is a distinct possibility.


Personality

With the sheer volume of police/crime fiction, various stock Motivations are recurrent. These are :

  • Upholding the Law – this officer is similar to Upholding the Good, except that he sees the law in black and white terms that should never be bent or broken. While often these guys are part of the ’good guys’, they can also be quite authoritarian in carrying out their duties. A deformed, extreme example of this would be Judge Dredd.
  • To Serve and Protect – a little more close to the traditional Responsibility of Power, these officers see themselves more as protectors of their neighborhoods and servants of the people they protect. Andy Griffith  or the sheriff on Eureka  are examples of this.
  • Weight of the Badge – These officers feel the responsibility of their position heavily. Often them being a police officer has destroyed some section of their lives (marriage and alcoholism being a common trope), but some just feel the eyes of their community looking up to them (and might even warrant the Authority Figure Drawback in specific cases). Undercover detectives often have this Motivation due to the personal toll being undercover takes on their lives.
  • Dirty Harry’s Justice – typical action movie detectives who will bend the law to enforce justice no matter what. An exaggerated example would be Sledge Hammer.
  • On the take – this is a corrupt cop, who may or may not be on the direct payroll of the mob. This may be due a slippery slope of misguided ideals, blackmail, fear, or just a bad egg.
  • Mercenary – this officer similar to one On the Take, but will simply go with whatever makes himself a good score at the moment. The DEA member who steals half the drugs for personal use is a classic example, and some interpret Vic Mackey’s behaviour as fitting this Motivation.
  • Blue Brotherhood – loyal to his fellow officers to a fault. He’ll reflect the motivations of the cops around him, and resist anyone who goes after his brothers in arms, especially IA. He sees his job, the law, and outsiders a secondary to having his brothers’ backs. After all, if the police don’t have each others’ backs, who does ? Such characters often have relatives on the force.
  • Big for their britches – This officer is the kind of guy who got into law enforcement because it would give him power over others. Sometimes this is the jerk who pulls people over for a speeding ticket just because they can, or busts the tail light and then writes a ticket for it. Sometimes this is the Police Chief with political aspirations.
    They’re not necessarily all bad, the IA officer who bullies everyone in the precinct because he suspects they’re all corrupt might be another example.


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