GURPS Classic: Cops
β Scribed by Lisa J. Steele
- Publisher
- Steve Jackson Games Incorporated
- Year
- 2001
- Tongue
- English
- Leaves
- 131
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
http://www.sjgames.com/gurps/books/cops/
β¦ Table of Contents
About GURPS
Introduction
About the Author
1. Welcome to
the Job
Police Duties
Patrol
Crime Detection
Public Order
Public Safety
Police and the People
A Short History of Policing
Peelers β The First Modern Police
Bulls β Policing in the Early
20th Century
Fuzz β Policing in Wartimeand Between
Other Times, Other Places
Timeline
2. The Station
House
From Dragnet to Lethal Weapon
Realistic Campaigns
Cinematic Campaigns
The Department
Deadly Force
Police in the
United States
Too Black; Not Black
Enough
Intertional Police Organizations
United Kingdom
The Worldβs Biggest Boyβs Club
France
Japan
The Soviet Model
Interpol
The Thin Blue Line
Creating the Department
Hours
Patrol
The Beat
Detectives
Informants
Federal Guidelines
Federal Agents
Specialized Squads
Internal Affairs
The Station House
Police Unions
Cop Bars
Other Locations
What's the Story? - Creating Adventures
Pacing the Game
Playing Fair with the Fantastic
Corruption
Radio Codes
3. Characters
Character Concepts
Beat Officer
Defense Attorney
Detective
Federal Agent
Forensic Technician
Informant
Medical Examiner
Prosecutor
SWAT Officer
Undercover Agent
So, You Want To Be a Cop?
Advantages, Disadvantages, and Skills
Advantages
Attributes
Disadvantages
Skills
New Advantages
New Skills
New Maneuvers
Equipment
Uniforms and Clothing
Body Armor
Baton/Nightstick
Communications Gear
Firearms
Carrying a Piece
Firearms
Skip-Firing
Flashlights
Handcuffs
Criminals' Weapons
Incapacitating Weapons
Crime Scene Equipment
Traffic Equipment
Bomb Squad Equipment
SWAT Equipment
Undercover Equipment
Near-Future Police Equipment
Police Cruisers
4. Criminals
Adversaries for Patrol Officers
Crimes Encountered
by Patrol Officers
Society Control Ratings
Adversaries for Detectives
Is Someone You Know a Serial Killer?
Crimes Encountered
by Detectives
Cinematic Chases
Quick and Dirty Rules
Adversaries for Federal Agents
Immigrants and Illegal Aliens in the United States
Conspirators and Accomplices
Crimes Encountered
by Federal Agents
Rivalries and Bad Cops
Cops as Adversaries
Firearms Licenses
Martial Law and Military Law
Martial Law
Military Law
5. Solving Crimes
Criminal Investigations
May We Look Around? (Search and Seizure)
The First Responder
At the Scene
Reporting Delays
Looking for Physical Evidence
Means, Motive, Opportunity
Setting the Crime Scene
Time of Death
Interviews
Stakeouts
Prepare for an Interview
Interrogations
Memory and Confessions
Memory
False Confessions
Lie Detectors
Miranda
French Judicial Investigations
Sting Operations
The Arrest
The Investigator's Checklist
6. Putting Them
Away
Trials in Cinematic and Realistic Campaigns
Courtroom Culture
Arraignment
Public Defenders
Bail
The Pre-Trial
Bail and Bounty Hunters
Grand Jury
Plea Agreements
Trial
The Verdict
Investigators
Hearsay
Police Perjury
Sentencing
Appeals and Habeas
Escapes from the Courthouse
Americans Abroad
Extradition
Jailbreaks
Doing Time
The Convictβs View
Getting Out
Probation
Bibliography
Nonfiction
Fiction
Films
Television
Glossary
Index
Cops Campaign
Plan
β¦ Subjects
GURPS
π SIMILAR VOLUMES
http://www.sjgames.com/gurps/books/Autoduel/
http://www.sjgames.com/gurps/books/ogre/
http://www.sjgames.com/gurps/books/Illuminati/
http://www.sjgames.com/gurps/books/villains/
http://www.sjgames.com/gurps/books/Undead/