TEXT: Mike Ursu (order #14108389)
  
  Mike Ursu (order #14108389)
  
  1
  Credits
  Written by Ian Hunt
  Editors: Ian Sturrock, Mark Ricketts and Kerry Lewis
  Cover Art: Ursual Vernon
  Cover Design: Lee Moyer
  Interior Art: David Esbri 
  Interior Design, Digital Cartography and Layout: Jaytype.com
  Production Manager: Tracey Richardson
  THE  OPEN  GAME  CONTENT  
  Crime Scene: Hong Kong is a ©2005 Hogshead
  Publishing Ltd. All rights reserved. 'Chapter 6' Skills
  and Feats' (excluding artwork) is designated as open
  game content. All other chapters (including artwork
  and text) are a designation of product identity.
  Reproduction without permission of the publisher is
  expressly forbidden. 
  The mention or reference to any company in these
  pages is not to challenge the trademark or copyright
  concerned. "Dungeons & Dragons® and Wizards of
  the Coast® are registered trademarks of Wizards of
  the Coast Inc., a subsidiary of Hasbro, Inc., and are
  used with permission."  
  Published by Hogshead Publishing Ltd
  and Greywood Publishing
  www.hogshead.demon.co.uk
  www.greywoodpublishing.com
  First Edition: March 2005
  ISBN: 1899749632 
  Mike Ursu (order #14108389)
  
  INTRODUCTION
  3
  ABOUT THIS BOOK
  4
  IMPORTANT!
  4
  CHAPTER 1  -  HONG  KONG
  (XIANGGANG)
  5
  HONG KONG SPECIAL ADMINISTRATIVE 
  REGION (XIANGGANG TEBIE
  XINGZHENGQU)
  5
  HONG KONG CULTURE
  7
  HONG KONG ISLAND
  7
  CHAPTER 2  -  THE  HKSAR
  POLICE  FORCE
  12
  THE HISTORY OF THE 
  HONG KONG POLICE FORCE
  12
  THE PRESENT DAY
  13
  CHAPTER  3  -  LIFE  WITHIN
  THE  HKSAR  POLICE
  14
  RECRUITMENT
  14
  ACADEMIC ENTRY REQUIREMENTS
  14
  TRAINING 
  14
  THE OATH OF OFFICE
  15
  THE DUTIES OF A POLICE OFFICER
  15
  DISCIPLINARY OFFENCES
  15
  PAY SCALES 
  15
  BENEFITS 
  15
  PROMOTION 
  16
  DETENTION, STOP AND SEARCH 
  17
  CHAPTER  4  -
  HKSAR  POLICE  ORGANIZATION
  18
  POLICE REGIONAL DIVISIONS
  18
  LAND REGIONS 
  18
  'A' DEPARTMENT (OPERATIONS)
  19
  STRUCTURE
  19
  'B' DEPARTMENT
  (CRIME & SECURITY)
  20
  'C' DEPARTMENT
  (PERSONNEL & TRAINING)
  20
  'D' DEPARTMENT
  (MANAGEMENT SERVICES)
  21
  'E' DEPARTMENT
  (FINANCE, ADMINISTRATION & PLANNING)
  21
  CHAPTER  5  -
  CHARACTER  CREATION
  22
  MULTICLASS
  22
  STARTING BACKGROUNDS
  29
  PUTTING IT ALL TOGETHER
  30
  CHAPTER  6  -
  SKILLS  AND  FEATS
  31
  NEW SKILL DESCRIPTIONS
  31
  FEATS
  38
  FULL DESCRIPTIONS OF NEW FEATS
  40
  CHAPTER  7  -  COMBAT
  43
  ADJUSTED COMBAT RULES 
  43
  AC BONUS
  43
  CHASE RULES 
  43
  TRANSPORT
  44
  CHAPTER  8  -  EQUIPMENT
  46
  COMMUNICATIONS TECHNOLOGY
  46
  POLICE WEAPONS
  46
  POLICE ISSUE BODY ARMOR
  49
  RESTRAINT EQUIPMENT
  50
  MOBILE CRIME SCENE UNIT
  50
  VISION ENHANCEMENT DEVICES 
  51
  CHAPTER  9  -  SCENE  OF  CRIME
  52
  MO
  52
  EVIDENCE
  53
  CIRCUMSTANTIAL VARIABILITY
  53
  INVESTIGATING A CRIME SCENE 
  55
  HOW TO TELL IF PEOPLE ARE LYING 
  57
  SEARCH OPERATIONS
  59
  HOSTAGE SITUATIONS
  59
  PAPERWORK
  59
  STRATEGIES FOR THE CRIMINAL
  HOSTAGE-TAKER:
  61
  STRATEGIES FOR DEALING WITH
  EMOTIONALLY DISTURBED PEOPLE:
  61
  CHAPTER  10  -
  SAMPLE  ADVENTURE:  
  CATCHING  THE  DRAGON
  62
  INTRODUCTION
  63
  PART ONE: HIDDEN DRAGON
  63
  A DETAILED LOOK AT THE CLUES 
  64
  PART TWO: CONFRONTING THE DRAGON
  66
  FINALE: THE CAGED DRAGON 
  70
  APPENDIX  A:  NARCOTICS  
  71
  APPENDIX  B:  CHINESE  NAMES  
  74
  CHARACTER  SHEET
  78
  OPEN  GAME  LICENCE
  80
  2
  TABLE OF CONTENTS
  Mike Ursu (order #14108389)
  
  3
  Crouched in the low scrub bushes of the gully, he strained his eyes into the cloaking darkness. Below,
  the tiny creek that had carved this deep channel into the hill glistened like tarnished silver under the
  moonlight. To his left and right, the other officers waited. Chan tried to keep still.  Adrenalin was pump-
  ing around his body in anticipation; his heart beat thunderously loud in the night's silence. From the
  bottom of the valley came the sound of movement, the slow careful rustling of someone trying very
  hard to be quiet. The rough pebbly ground here made this impossible, each footstep on the slope
  bringing down a tiny cascade of rocks that sounded loudly in the silence. He hoped that none of the
  other waiting officers made a similar noise. Without meaning to, he realized he'd been holding his
  breath.  He slowly blew the stale air out of his lung, and drew in another cold breath. Away from the
  city, this close to the border, the air was clearer, no longer tainted by car exhaust fumes and the other
  odors of the city. 
  As he approached, Chan got his first view of the newcomer. He was dressed in loose black combat
  fatigues, and cradled a short black machine gun in his hands. This was it! The weapon alone marked
  him out from the usual street-trash and triad gangsters. The way he moved was also disquieting, like
  one of the men from the Special Duties Unit, or a ninja from some cheap action film. Behind him a new
  group of people struggled into the gully.  They had none of their trailblazers' poise, stumbling and curs-
  ing in accented Cantonese. A loose ring of bulky men in woefully inappropriate dark suits was sur-
  rounding a pack of poorly dressed bearers. Unlike their guardians, they wore a miss-match of t-shirts,
  and cheap flimsy trainers. Some carried handfuls of grocery-bags; others had dirty rucksacks.  All
  looked heavily burdened. Most likely they were junkies, forced into taking this job to pay for their next
  hit.  Stupid and docile like the animals they were named after-mules. 
  The group advanced slowly, slipping and sliding on the loose earth, making their way forward. When
  the last person passed the lowest of his hidden men, Chan would give the order to spring the trap.
  Reaching down he slipped his pistol from his holster and thumbed the safety catch off, the cold black
  weapon a distinct comfort in his hand. Soon.  Just a little further. He swallowed and made sure his
  mouth was moist.  Inspectors had to give orders, not croak out garbled commands. Opening his mouth
  he pulled in air to bellow out the word to spur his men. At the top of the hill was the border, a galva-
  nized wall of steel, its top crested with a fringe of barbed wire. Here, the rain-swollen creek had cut a
  muddy trench underneath it. From the gap below the barrier, a powerful light arced out, sweeping down
  the gully. The whole scene was suddenly thrown into stark bleached relief. All of Chan's men silhouet-
  ted clearly, while below, the smugglers shielded their eyes against the searing light. Things suddenly
  got very confused. 
  The element of surprise was lost, but he could still try to get this bust! Yelling at his men to go, Chan
  sprang up, gun drawn and ready. All around him his men rose, trying to keep their aim steady as the
  sweep of the light from the hill strobed across them, making them wince. Chan ran down, looking for
  the lead man, the dangerous one with the gun. The light had taken his night-vision, leaving him stum-
  bling in a black landscape. He'd disappeared! A sudden sweep of the light exposed him; he was
  crouched just in front of him, trying to blend into the shadows. Realizing he'd been discovered, the man
  raised his gun. The barrel transfixed Chan. He was dead, he'd see the flash then it would be over. His
  own gun pointed straight and true, both caught in the moment of sudden mortality. 
  Around them, officers wrestled with the triad smugglers and mules, desperately confused and terrified.
  Somewhere else, a shot rang out, and the painful light vanished. Their frozen moment was over. Chan
  dived to his right and fired. In front of him, the machine gun spat bullets into the air where he'd just
  been, then arced up into the sky. Chan fired again. The gun ahead of him clicked empty, and was still.
  Groping forward, Chan's hands ran over the soft cotton of his opponent's fatigues, and into the wet
  warm of blood. He'd been holding his breath again. Straightening, he took control. 'This is the Police!
  Put the guns down, and lie down on the ground!'
  INTRODUCTION
  Mike Ursu (order #14108389)
  
  4
  ABOUT  THIS  BOOK
  Crime Scene: Hong Kong is a sourcebook for everything
  to do with police and criminals in Hong Kong. It covers
  structure, procedures, equipment, and much more. It is a
  comprehensive resource for playing law officers, as well as
  inserting police characters into your own stories. This book
  adds depth to any crime scene as a part of a campaign, as
  well as provides game masters (GMs) and players (PCs)
  with the detail needed to make crime and law enforcement
  feel real, dynamic, and exciting.
  In this book, players learn how to ask the right questions,
  get the right information, and catch the "perp." It shows not
  only what it takes to be a cop, but also how to act like one.
  The book thoroughly details such concepts as criminal law,
  police jurisdiction, civil rights, and chain of command,
  clearly outlining where police characters fit in and what
  conflicts and challenges they face. There is an extensive
  section on how to provide the right information and create
  solid leads (or red herrings). Examples of clues, crimes,
  and police locations (such as interrogation rooms or
  mobile crime units) are included. 
  Players can choose from a number of new character
  classes: Constable, Inspector, and Undercover Cop.
  There is a range of new skills and feats, covering such
  specialized areas as interrogation, surveillance, evidence
  collection, crime scene analysis, plus many more. PCs
  can form a special investigation team or a task force, or
  just be the local cops. 
  Furthermore, Crime Scene: Hong Kong details how
  crimes are solved, explaining not only how to catch crimi-
  nals, but how track them down and get the proof to put
  them away. 
  Note: Crime Scene: Hong Kong focuses exclusively on
  the region's law enforcement body-the HKSAR Police
  Force, and focuses on the period since Hong Kong
  ceased to be a British territory and once again became
  part of China. This book has been thoroughly researched
  both from factual and fictional sources, blending the two
  into a role-playing friendly resource. Real-crime enthusi-
  asts should be aware that Crime Scene: Hong Kong is
  not intended as a strictly accurate account of police proce-
  dure and practice - some facts have been sacrificed for the
  sake of playability and fun. All NPCs are entirely fictional,
  any similarity to people either living, dead, or fictional is
  entirely coincidental, and we mean no offence to the brave
  officers of the HKSAR Police Force, or any resident of
  Hong Kong.
  HOW  TO  USE  THIS  BOOK
  Crime Scene: Hong Kong is a game for the d20 Open
  Game License System. A copy of the Dungeons and
  Dragons Player's Handbook is required for play. This book
  is intended to be cross compatible with all other Crime
  Scene books.
  'd20 System' and the 'd20 System' logo are trademarks of
  Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
  and are used according to the terms of the d20 System
  License version 4.0. Acopy of this License can be found at
  www.wizards.com/d20. 
  Note: For the sake of simplicity, all law enforcement offi-
  cers - police officers, deputies, cops, crime scene officers
  etc.-regardless of rank or type will be collectively referred
  to as "the police." The term "cops" will apply to all police
  officers regardless of department or office. 
  IMPORTANT!
  First and foremost, Crime Scene: Hong Kong is a game.
  In a role-playing game, players engage in the fantasy of
  portraying someone that they are not, in this case law
  enforcement officers. Through consensual storytelling,
  players direct their characters to do and say things that
  they normally would not do in real life. 
  Crime Scene: Hong Kong is a book about investigating
  crime and how it works in the real world. We have tried to
  make it as realistic as possible using facts. This informa-
  tion is presented for entertainment purposes only. As a
  result, some types of criminal activity have been omitted:
  namely those we consider being of bad taste in a game.
  Similarly, if you think reading this book will help you com-
  mit crime more easily without being caught, you are wrong.
  You should seek professional help. You have confused
  role-playing with real life. 
  Crime Scene: Hong Kong focuses on the Hong Kong
  Police Force and their investigations in the Hong Kong
  Special Administrative Region. To learn more about foren-
  sics techniques used by police forces all over the world,
  check out Crime Scene: Forensics. The world of
  American police and federal agents is explored in detail in
  Crime Scene: Police Investigation and Crime Scene:
  Feds. For those interested in the police's investigations
  into the unexplained, and occult crimes, we have Crime
  Scene: Supernatural, covering situations where police
  and horror collide. And, guess what? We do books on the
  bad guys too, with Crime Scene: Triads coming in 2005.
  CRIME SCENE SERIES
  The Crime Scene series focuses on all aspects of
  the law and crime in the 21st century.
  Meticulously researched and highly detailed, these
  sourcebooks are the perfect complement to any modern-
  day game. Packed with background material, each
  Crime Scene book can be used either independently or
  combined with others to suit any needs. 
  Check out other titles in the Crime Scene series:
  �
  Crime Scene: Police Investigation 
  �
  Crime Scene: The Mob
  �
  Crime Scene: Supernatural
  �
  Crime Scene: Feds
  �
  Crime Scene: Forensics
  �
  Crime Scene: Yakuza
  �
  Crime Scene: Sheriff's Office, Red Pine Hollow
  �
  Crime Scene: Lower East Side
  �
  Crime Scene: Private Investigator
  �
  Crime Scene: Triads
  Mike Ursu (order #14108389)
  
  Hong Kong as we know it began as a small fishing
  community, and a haven for travelers and pirates in
  the South China Sea.  Then in 1841, the British arrived
  and occupied the island. It was formally ceded to them
  at the end of the First Opium War, with the signing of
  the treaty of Nanking in 1842. Ever tenacious, Britain
  then took Kowloon and Stonecutters Island from the
  Chinese in 1860; and in 1898, acquired the "New
  Territories" on a 99-year lease. 
  Hong Kong was a great coup for the British, who con-
  gratulated themselves on having a permanent base in
  the region and a foothold into China. The island was
  also an outpost for the East India Tea Company.  At
  the time, this was a well-known and highly celebrated
  company that grew opium in Burma, shipped it to
  Hong Kong, sold it for Chinese tea, which was then
  exported to London. This was a highly lucrative trade
  for the British Empire, as it created a revenue of hun-
  dreds of millions of pounds.  It was the unfortunate
  Chinese that really paid the price.
  Good things don't last forever, though, and at the
  beginning of the 1900s, the opium trade collapsed.  As
  a result, Hong Kong became less important and
  turned into a sleepy, colonial backwater.  This all
  changed at the end of World War II, when millions of
  Chinese refugees flocked to the island, fleeing first the
  Japanese and later, communist Chinese oppression.
  This sudden influx of people resulted in cheap labor in
  one of the remaining gateways to the Asian markets:
  the recipe for a second economic revival.  It was only
  a matter of time before Hong Kong became the trad-
  ing capital of the world.
  As time passed, the 99-year lease on Hong Kong
  started to run out.  This created a lot of insecurity; after
  all, China was a communist country, and many Hong
  Kong residents were former Chinese refugees.  What
  would happen to them?  What would happen to the
  capitalist economy?  It certainly didn't sit well with
  communism.  Many people left the city, because they
  didn't want to live under the Chinese. There was also
  a mass exodus of the rich and powerful, who mistrust-
  ed China's promises about maintaining the economic
  status quo. China's brutal response to the protests in
  Tiananmen Square made the news in virtually every
  country in the world. Hong Kong residents expressed
  fear about similar clampdowns and arrests.  The once
  powerful British were no longer much use: they didn't
  have the economic or military power to defy China and
  protect Hong Kong's residents. 
  China, however, was not going to "look a gift horse in
  the mouth".  Revenue is always important, no matter
  what your political ideology is.  It established special
  economic zones in neighboring regions and encour-
  aged trade with the rest of the world. As a time
  passed, the manufacturing industry became estab-
  lished in these zones and Hong Kong turned to finan-
  cial services. Now, Hong Kong is still one of the
  world's largest exporters and top ten economies.  
  HONG  KONG  SPECIAL
  ADMINISTRATIVE  REGION
  (XIANGGANG  TEBIE
  XINGZHENGQU)
  On 19 December 1984, China and the UK signed an
  agreement, creating the Hong Kong Special
  Administrative Region (HKSAR) of China. In this
  agreement, China promised not to impose its socialist
  economic system on Hong Kong.  There would be
  "one country, two systems", and Hong Kong was to
  have a high degree of autonomy in all matters except
  foreign and defense affairs for the next fifty years. 
  As a result, Hong Kong has a partly elected and a
  partly Chinese appointed government. This is true for
  the police force, too. The main difference is the repa-
  triation of foreign-born officers within the police, and
  the arrival of the Chinese military to take over civil
  defense. Citizens of Hong Kong now face tougher
  examination and visa checks when attempting to
  leave the country, as do visitors requiring visas from
  the Chinese government. 
  Many Hong Kong residents were worried about the
  PSB (Public Security Bureau)-the secret Chinese
  police force. There were rumors that they were con-
  ducting investigations within Hong Kong, their spies
  targeting political activists and journalists.  The reality
  is that while the PSB can perform investigations with-
  in the HKSAR, they must have the cooperation of the
  Hong Kong police. Another safety net is that local
  rather than Chinese law is followed.   
  5
  HONG  KONG  (XIANGGANG)
  -AN  INTRODUCTION
  CHAPTER 1
  Mike Ursu (order #14108389)
  
  FACTS  &  FIGURES
  Location:
  Eastern Asia, bordering the South 
  China Sea and China
  Area: 
  Total: 1,092 sq km (water: 50 sq km 
  land: 1,042 sq km)
  Climate:
  Tropical monsoon. Hot and rainy from
  spring through summer, warm and 
  sunny in fall, cool and humid in winter
  Terrain:
  Hilly to mountainous with steep 
  slopes; lowlands in north
  Population: 
  7,394,170 (July 2003 est.)
  Flag: 
  Red with a stylized, white, five-petal 
  bauhinia flower in the center
  Languages:
  Chinese (Cantonese), English; both 
  are official languages, most official 
  documents and signs are in both     
  languages.
  Overview of Economy: Hong Kong has a free market
  economy highly dependent on international trade.
  Food and raw materials must be imported into the ter-
  ritory, as natural resources are limited. As to be expect-
  ed, there are extensive trade and investment ties with
  China. Hong Kong's service industries are threatened
  by external competition, although its re-export busi-
  ness from China is still growing. Hong Kong has suf-
  fered two recent recessions: one due to the Asian
  financial crisis in 1998; the other with the global down-
  turn of 2001-2002. The Severe Acute Respiratory
  Syndrome (SARS) outbreak has also battered Hong
  Kong's economy.
  Local Currency: The Hong Kong dollar, rather than
  the Chinese Deng. Three local banks mint the Hong
  Kong dollar: the Hong Kong and Shanghai Bank (often
  shortened to Hongkong Bank) the Standard Chartered
  Bank, and the Bank of China. Following the1997 han-
  dover, notes no longer carried references to the British
  monarchy and the Queen's head was removed-a liter-
  al case of "Off with her head!"  The banks then
  switched to new designs more palatable to the commu-
  nist Chinese government. 
  Exchange rates: One US Dollar is roughly worth
  about 7.75 HK$; one English pound is about 13 HK$.
  Obviously these exchange rates will fluctuate. 
  Legal Basis: The HKSAR has a different set of laws to
  the Chinese Mainland. These laws are based on the
  British legal system.  Typically, the police administer
  the application of law; trials are conducted in front of a
  jury of ordinary people, with the defendant being inno-
  cent until proven guilty. The region does not have cap-
  ital punishment, and life imprisonment is the heaviest
  sentence. 
  Across in the mainland, the police operate a far tighter
  set of laws: protest and political dissent are considered
  acts of treachery; torture and other human rights abus-
  es are common; in the courts, a suspect is guilty until
  they can prove their innocence; capitol punishment is
  a sentence for a variety of lesser crimes. 
  Jurisdiction over crimes that cross the border, howev-
  er, is still under dispute. The usual deciders are the
  home of the criminal, and where the crime took place.  
  Illicit Drugs: Hong Kong is a source and transit point
  for both heroin and methamphetamine to regional and
  world markets. There is also a rising wave of synthetic
  drug use among young people, with more and more
  ecstasy being seized. The city's modern banking sys-
  tem provides a conduit for money laundering for the tri-
  ads and other organized crime groups. 
  Military Branches: Hong Kong has no regular native
  military forces; instead it garrisons China's People's
  Liberation Army (PLA). This includes elements of the
  PLA Ground Forces, Navy, and Air Force. These are
  under the direct leadership of the Central Military
  Commission in Beijing and under administrative control
  of the adjacent Guangzhou Military Region. The police
  cannot enter military property without the consent of
  the military. 
  Climate: The climate is subtropical, but tends toward
  temperate for nearly half the year. The huge landmass
  of Asia generates powerful blasts of cold wind that
  blow from the north during the winter, keeping the tem-
  perature down. In summer, the seasonal wind revers-
  es and blows from the south, bringing hot, humid trop-
  ical air. 
  From late October to December the weather is sunny
  and dry, with cool breezes.  January and February are
  cloudier and occasionally cold; temperatures can drop
  as low as 10'C in the New Territories, but snow and
  frost are quite rare. Not much rain falls, but when it
  does, it's usually a chilly, depressing drizzle that lasts
  for days-something the British would have been all too
  familiar with. Hong Kong's many mountains often have
  peaks shrouded in mist. March to April/May are usual-
  ly pleasant months, and then the scorching summer
  heat arrives in June. The onset of autumn brings a
  higher chance of rain and humidity.
  6
  Mike Ursu (order #14108389)
  
  7
  HONG  KONG  CULTURE
  The people of Hong Kong have an all-consuming
  desire for wealth.  Consequently, they are proud of
  their city, and of their success and prosperity. This is a
  city where the pursuit of profit is unashamed and the
  possession of wealth is admired, not envied. This pas-
  sion for wealth probably springs from the need of
  many to escape from their roots in Mainland China.
  Although the people of Hong Kong are physically and
  spiritually connected to China, they do not see them-
  selves as Chinese, but as residents of Hong Kong. 
  Hong Kong can be seen as the successful implemen-
  tation of the American dream, where race, class, and
  heritage are unimportant, and only success and
  money carry any weight. This has combined with
  Chinese family and community values, making Hong
  Kong a city where East meets West.
  HONG  KONG  ISLAND
  Hong Kong Island is the most metropolitan part of
  Hong Kong.  Everything maximizes the limited amount
  of space: fifty story buildings are more common than
  ten story ones; skyscrapers and office blocks crowd all
  around the edges of the Island.  The significance of
  Mike Ursu (order #14108389)
  
  trade can be seen from its port, which is the third
  largest in the world. Great wealth and great poverty
  can also be found here, with the rich and poor jammed
  together side-by-side. 
  The central district is home to Hong Kong's financial
  heart, with huge skyscraper banks dominating the
  crowded skyline. The city hall and St John's Cathedral
  lie in the shadows of these monoliths, and the office
  workers and commuters scurry like ants between
  them. This area is also home to the city's theaters and
  cultural centers, along with the Supreme Court.  
  The middle of the island is dominated by Victoria Peak
  which, standing 547 meters above sea level, boasts
  one of the most spectacular views in the world of the
  whole of Hong Kong. Here, the island's richest live high
  above the bustle of the city below. 
  The island's western district is the oldest area of the
  city, and the part first settled by the British. The
  Chinese have eliminated most traces of the British,
  though. The area now caters to tourists looking for
  Chinese trinkets, and "olde worlde" charm. Beijing's
  Hong Kong representative owns these stores, selling
  goods imported from the mainland. The Man Mo
  Temple lies here, built in 1842 and dedicated to Mo-the
  God of martial arts and war, more popularly known by
  his worshippers as Kuan Ti and Kuan Kung. Guarding
  the temple are statues of the legendary Eight
  Immortals, while inside, two huge bronze deer stand
  ready.
  Moving on to the more sordid side of life, Wanchai is
  the island's red-light district, which in the late 1940s
  was a hangout for sailors from America, Australia, and
  New Zealand. Gaudy hostess clubs, topless bars, dis-
  cos, and raucous English-style pubs are packed
  together in this apparent den of iniquity. The area also
  has a reputation for violence and triad problems, as the
  gangs compete for territory and try to exploit the thrill
  seekers. Not all is sleaze and drunkenness, however.
  Wanchai is home to the Pak Tai Temple, which houses
  a 3-meter high copper image of the deity Pak Tai. Pak
  Tai was a Chinese prince who was said to have
  attained perfection nearly 3,000 years ago. When he
  died, he was invited to become a god and was appoint-
  ed the Commander of the Twelve Heavenly Legions. 
  Happy Valley is another European area, and many of
  the more expensive houses can be found here. The
  district is home to the Royal Hong Kong Jockey Club's
  Happy Valley Racecourse, a huge stadium and horse
  track where gamblers try their hand. Around it are sta-
  bles and training grounds for some of the most expen-
  sive horses in the world. A short distance away are the
  Aw Boon Haw Gardens, an amusement park filled with
  terraced grottos and stone sculptures from Chinese
  mythology.
  Causeway Bay links the island to Kowloon via the 2 km
  four-lane Cross-Harbor Tunnel. In Causeway Bay, the
  famous noon gun is fired towards the sea at, not sur-
  prisingly, mid-day. No one knows where this tradition
  came from; although one story is that a ship laden with
  opium was once given a twenty-one-gun salute.  When
  8
  Mike Ursu (order #14108389)
  
  the governor heard the traditional welcome for digni-
  taries had been given to a common transport ship, he
  ordered such a salute be fired everyday, so it would no
  longer be special. 
  Eastern district is a largely residential area, also filled
  with shopping malls, cinemas, and other entertain-
  ment complexes. One of the few points of interest is
  the Tam Kung Temple. This is dedicated to the boy-
  god Tam Kung who predicts the weather and is a
  patron for fishermen.
  Another district of note is Aberdeen harbor on the
  southern side of Hong Kong Island, where 70,000
  people live or work on the anchored junks. Some of
  these "boat people" are traditional Chinese fishermen
  and sailors, living their lives on cramped boats; others
  are Vietnamese refugees who fled here from the war,
  and who are still arriving. Every April, the local Tin Hau
  Temple hosts a great boat festival, and the bay is filled
  with brightly colored boats of every kind. The rest of
  the year, sampans and motor cruisers take tourists out
  to the city's famous floating restaurants, situated in
  grand looking Chinese barges anchored away from
  shore. 
  The south side of Hong Kong Island is one of the few
  relatively undeveloped areas of the island. It has rocky
  coasts, little fishing villages, and smooth white beach-
  es. Every weekday, this is the destination for thou-
  sands of Hong Kong residents looking for sun and
  surf. Shek O Beach, Big Waves Bay, and Repulse Bay
  quickly fill with those trying to get away from it all. The
  south side also has the island's golf course, a popular
  destination for Japanese businessmen working on the
  island. This land used to be owned by the pirate
  Chang Po Chai, who captured the island in 1770, a
  century before the British seized it for themselves.
  Down the coast is Ocean Park, a water park and
  marine center, whose two areas are linked by a mile-
  long cable car system. 
  KOWLOON  PENINSULA
  Kowloon comes from Kow Lung, which means "Nine
  Dragons".  The boy-emperor Ping of the Sung
  Dynasty named the peninsula. He believed that each
  of the eight mountains on the peninsula was inhabited
  by a dragon, and as he himself was a celestial drag-
  on, that made nine. 
  Kowloon Peninsula was the second part of Hong Kong
  to be colonized by the British. It is also one of the most
  densely populated areas in the world. At the tip of the
  Tsimshatsui peninsula is the Star Ferry concourse,
  which used to be the main connection between
  Kowloon and Hong Kong Island. Each day, thousands
  of workers would pack onto the boats to go to work.
  This lifeline so was vital to Hong Kong that a five-cent
  rise in price sparked a terrible riot. Today, the Mass
  Transit railway tunnel and the Cross-Harbor road tun-
  nel connect the peninsula to the island… but the ferry
  is still as popular as ever. 
  The Yaumatei typhoon harbor shelters many of the
  city's boat people whenever a storm rises, and is
  always busy with junks and small boats. Here, the
  boat people conduct all manner of business, from food
  shopping to simple bartered deals and trades. The
  boat people like to pray at the Tin Hau Temple, which
  once stood on the shore, but is now inland as a result
  of land reclamation projects. Here, the people vener-
  ate the goddess of the sea and Ton Hau, protector of
  fishermen. 
  The Mongkok district in Kowloon has the highest pop-
  ulation density in Hong Kong. Here an estimated
  165,000 people live per square kilometer. These peo-
  ple live in packed tenements and tower blocks, com-
  muting each day to Hong Kong Island, or to the neigh-
  boring district of Sanpokong. This is to industry what
  Mongkok is to housing: a huge sprawling mass of fac-
  tories and assembly plants that power the regions
  economy. 
  The peninsula also houses one of the busiest airports
  in the world, Hong Kong International Airport. This is in
  the middle of the city and as a result is one the world's
  most dangerous airports. Pilots have to fly close to the
  ground to land, which means flying very near to the
  hills and tall residential buildings. A new airport has
  been built in Chek Lap Kok Island to take the pressure
  off this airport.
  The fourth district of Kowloon is Kwun Tong.  This area
  is administratively part of Kowloon, but is actually part
  of the New Territories. It is one of the region's newer
  centers for housing and industry, and has more hi-tech
  industries. It is important enough to be serviced by a
  new four-lane highway, ferries from Central, and the
  Mass Transit Railway (where it is the final stop). The
  only real point of interest in Kwun Tong is a Temple to
  the Monkey God.
  NEW  TERRITORIES
  The New Territories comprise about 88 percent of
  Hong Kong's land, and contain roughly a third of the
  region's population. The area is largely unspoiled, with
  marshes, wooded hills, and farms bordered by the
  massive new towns constructed to ease the pressure
  on Hong Kong. Built along the railway and river routes,
  these towns mushroomed from the tiny villages of the
  9
  Mike Ursu (order #14108389)
  
  10
  area to create vast conurbations of concrete. These
  are packed with the same tower block tenements and
  cheap housing as Kowloon, and residents share many
  of the same problems. Springing up in just twenty
  years, these new towns of tower blocks and malls are
  considered desirable places to live; and are much
  cheaper than comparable areas of Kowloon, or Hong
  Kong Island. 
  Many of these new towns dwarf their original name-
  sakes. The first of these is Fanling, the first stop on the
  Kowloon Railway into the area. Now a mass of con-
  crete and neon, it is home to some 600,000 people. It
  is also home of the Police Tactical Unit, which has its
  base in the nearby hills. 
  Tai Po (meaning buying place) was one of the oldest
  market towns in the district and has now been lost to
  recent development. Other new town developments,
  however, like Sha Tin, and Tai Wai still retain their tra-
  ditional features, such as the Temple of 10,000
  Buddhas which stands on the hill behind the railway
  station, and higher up, theTemple of Man Fat with its
  complex of pagodas. Sha Tin also has one of the
  region's other horseracing tracks, and is a favorite des-
  tination for gamblers.   
  Other areas such as Castle Peak still remain relatively
  undeveloped…or are undeveloped in a deliberately
  developed way. Shui Tau, for example, is a walled vil-
  lage on the outskirts of Kam Tin.  It is a reproduction of
  a traditional Chinese village from a thousand years
  ago, with traditional style Chinese houses. 
  OUTLYING  ISLANDS
  There are 234 outlying islands in the HKSAR; many of
  them are little more than uninhabited rocks. A few of
  the islands have connections to the rest of the region,
  with tunnels and bridges linking the larger islands. For
  many, though, the twenty-first century is yet to arrive-
  there are no phones or direct electrical connections.
  Their isolation and inaccessibility has protected the
  islands from the pressures of Hong Kong's need to
  expand and house its population. 
  Some, however, have large populations: Cheung Chau
  (2.5 sq km) has 20,000 residents and is fast develop-
  ing into a mini Honolulu, although it has no motorized
  traffic. The dumbbell-shaped island has hills at both
  ends and a small town nestling on the connecting rod
  of land. As with all of the islands, Cheung Chau has a
  very strong sense of community, with villagers being
  fierce proud of their way of life.  
  Lantau Island, which is the largest of the islands at 142
  sq km and much bigger than Hong Kong Island, has a
  population of 20,000. Its rugged terrain is topped by a
  933m peak, and is home to several important monas-
  teries both Buddhist and Christian, including Po Lin
  Monastery with its enormous bronze Buddha. 
  Other important islands include Lamma, the third
  largest island at 8 sq km. 6000 people make their
  homes here, earning a living fishing or supporting the
  "weekend admirals" and "Saturday sailors" from Hong
  Kong.  
  Other major islands include Ping Chau, Tap Mun, Kat
  O Chau, Ap Chau, Po Toi, Ma Wan, Sek Kwu Chau
  Peng Chau, and the uninhabited Tung Lung Chau.
  Many only have one small village or community of fish-
  ermen living there. The islands fall under the control of
  the Hong Kong Police's Marine Division, whose boats
  and patrols not only try to stop the flow of illegal aliens,
  drug smugglers, and pirates, but also provide one of
  the few regular links to the small islands.  
  TRAFFIC  AND  TRANSPORT
  The dense populations of Hong Kong Island and
  Kowloon make for some of the worst traffic jams and
  tailbacks in the world.  Busy streets are crammed with
  commuters and rush hour never seems to stop.
  Rickshaws, bicycles, and cars dodge each other in the
  street and it's not very surprising that accidents are
  commonplace, and police traffic units are always hard
  pressed. By contrast, the mountain roads are almost
  empty. Here, there are few cars and trucks; only slow
  farm vehicles and carts trundling up and down the
  steep roads.    
  TRAIN
  The MRT (Mass Transit Railway) operates from
  Central across the harbor and up along the Kowloon
  Peninsula. This ultramodern, high-speed subway sys-
  tem is very popular with commuters. The trains are the
  sole means of transport for many ordinary residents of
  Hong Kong and as a result, car ownership is lower than
  in other countries.   
  TAXI
  Rides in a Hong Kong taxi are usually exhilarating or
  terrifying, depending on the personality of the passen-
  ger. The trip is always memorable.
  TRAM
  The tram runs east-west along the northern side of
  Hong Kong Island. It's a picturesque and fun way to
  travel, so tourists often travel side-by-side with com-
  Mike Ursu (order #14108389)
  
  11
  muters trying to get to work.  It's cheap too, at HK$1
  for any distance. Travelers pay when they get off the
  tram.
  JUNKS,  SAMPANS,  AND  FERRIES
  A flotilla of small boats and ferries serve the harbors,
  waterways, and islands. Whole families and communi-
  ties live on the water here in tight packs of moored
  boats. The waterways are often just as busy as the
  streets, with slow, diesel-powered junks and rowboats
  contrasting with the modern speedboats and motor
  cruisers of the wealthy. The docks of Hong Kong are
  its lifeblood, with much of the city's food and imports
  pouring in from the sea. Hong Kong still suffers from
  piracy, with gangs using fast boats to board and steal
  from freighters. The Hong Kong police constantly
  patrol the water, but the sheer size of the region and
  the number of islands makes this a tough job. 
  Mike Ursu (order #14108389)
  
  12
  The Hong Kong Police Force claims to be one of the best
  trained, equipped, and disciplined forces in the world in its fight
  against organized crime, illegal narcotics, credit card fraud, and
  money laundering. With around 39,000 members, including
  28,200 regular officers, 4,800 Auxiliary Police and 5,800 civil-
  ian support staff, the territory has one of the highest police-to-
  population ratios in the world, with 482 officers for every
  100,000 people. Its marine fleet of 166 patrol-launches and
  other craft is the largest of any civil police force. The HKSAR
  does not work in isolation, however; it liaises closely with inter-
  national law enforcement agencies, including the FBI, CIA,
  Scotland Yard, and Interpol. At policy and working levels, it also
  cooperates with Chinese law enforcement agencies on the
  Mainland.
  THE  HISTORY  OF  THE  HONG  KONG
  POLICE  FORCE
  The British established the first official police force for the island
  three years after they seized Hong Kong. The tiny fishing vil-
  lage now had grog shops, brothels, and waters endangered by
  piracy. At first, the police were mainly watchmen, who were
  largely ineffective.  When Irishman Charles May took the reins,
  however, an effective force began to emerge. Seventeen
  years of dedicated work later, the Hong Kong police force had
  broken the tide of lawlessness and crime.
  The first major crisis occurred in 1911, when the Qing Dynasty
  of China fell, to be replaced by the new Republic of China. As
  Warlord armies caused waves of new settlers to flee over the
  Shenzhen River into the city, strikes and boycotts caused great
  civic unrest in Hong Kong.  The police had their work cut out
  keeping the peace in this time of upheaval.
  More political turmoil erupted during World War I, when threats
  were made to workers who refused to join strikes. A special
  police squad was formed to guard those who wished to work.
  At the same time, pirates in the region became so daring that
  a special squad made up largely of White Russians had to be
  stationed on coastal vessels to prevent piracy. 
  When the Japanese invaded in December 1941, the police
  joined Allied soldiers and Hong Kong Volunteers to fight the
  enemy. They struggled to keep the peace among panic-strick-
  en residents, to curb looting and to protect the public. Many
  police died during the Battle of Hong Kong, and surviving offi-
  cers were taken with other expatriates to internment camps.
  As a result, when Japan was defeated in 1945, the police force
  had to be entirely rebuilt. Not only this, but most of its equip-
  ment had been lost or looted, and its stations largely destroyed.
  And there was a lot of work to do. The communist Chinese
  now replaced the Japanese as the enemy; former residents
  and refugees now flooded across the border into the city to
  escape the communist regime. The confusion and sheer
  quantity of people made it easy for criminals to dispose of
  stolen goods. On a larger scale, the triads, who had blos-
  somed during the occupation, now arrogantly ran drugs, vice
  and gambling rackets. Bitter, vengeful, battle-hardened, nation-
  alist soldiers were also among the refugees.  They were armed
  and highly dangerous, ambushing and murdering police offi-
  cers for their revolvers.  Kidnapping was also endemic, and
  violence escalated.
  The next key event in the history of the force took place on
  Christmas Day, 1953, when a fire swept through the shanty-
  town of refugee huts.  The fire raged through the dry wooden
  shacks, making 58,000 homeless. The police helped to regis-
  ter them, and tried to administer emergency aid. Resettlement
  buildings were quickly built with concrete blocks. 
  Three years later on 10 October 1956 (the Nationalist celebra-
  tory day), an official from the resettlement department tried to
  pull down a Nationalist political poster.  This sparked angry
  protests from these newly housed refugees. Amurderous, full-
  scale riot soon ensued, with old scores from across the border
  being settled in blood. Triad gangsters and street hoodlums led
  hordes of looters and rioters on an orgy of destruction.
  Eventually, the riot burned itself out and the police restored
  order.  In an effort to prevent such a recurrence, the Police
  Tactical Unit was created. This riot control unit now manages
  all civil disturbance and crowd control situations. 
  The Police Tactical Unit's value was to be proved a decade
  later when a protest over a five-cent fare rise on the Star Ferry
  sparked off a riot that swept through Kowloon. In four nights of
  riots, criminals once again moved with demonstrators, using
  the protests as a cover for organized looting. 
  1967 contained a lot of teargas and a lot of terror.  This was
  due to the Cultural Revolution sweeping through China; the
  Hong Kong police had to deal with protestors and then a pro-
  tracted terrorist campaign. Children made bombs in the class-
  rooms of left-wing schools and then planted them indiscrimi-
  nately on the streets. Fortunately, the public was highly sup-
  portive of the police force and rallied to its side, helping them to
  turn the tide of violence. 
  In April 1969, the British Queen bestowed the title "Royal" upon
  the officers of the force, changing its title to the Royal Hong
  Kong Police. As a result, Princess Alexandra became
  Commandant-General of both the regular and auxiliary forces. 
  At around this time, police corruption began to be a cause for
  concern. Wages were poor, so the police used money from
  gambling and other rackets to pay informants in the under-
  world; their tips helping officers make important arrests. This
  created a culture in which petty theft was tolerated. The sheer
  level of corruption within the police force only really came to
  light after an enquiry from a Canadian bank about Chief
  Superintendent Peter Fitzroy Godber. He had been one of the
  heroes of 1967, confronting rioters on the streets, but it soon
  became clear he had been taking huge bribes. When confront-
  ed with this, Godber fled Hong Kong, causing an immense
  public protest. This led to the formation of a new law enforce-
  ment body, the Independent Commission Against Corruption.
  It was given wide-ranging powers of investigation and arrest,
  THE  HKSAR  POLICE  FORCE
  CHAPTER 2
  Mike Ursu (order #14108389)
  
  13
  and was charged with the task of cleaning up the city.
  The new force began to make arrests inside the police force,
  as well as in the community. Many officers began to feel, how-
  ever, that this was going too far: practices that had gone on for
  years were now subject to scrutiny and prosecution. In 1977,
  the police protested over what they saw as victimization by the
  anti-corruption force officers.  They marched on police head-
  quarters and staged meetings. In the end, the government
  conceded that a good thing had perhaps gone too far, and
  issued an amnesty for almost all former cases involving petty
  corruption.
  Following these events, the police force began to regain the
  trust of the public. Recruitment figures climbed, and there
  were some interesting changes to the ethnic make-up of the
  command structure. The men who had joined as probation-
  ary inspectors in the early 1960s were now reaching senior
  ranks. Many of them were Chinese, rather than foreign expa-
  triates, and their career structure and prospects were steadily
  improving. A career in the Hong Kong Police was now seen
  as desirable
  With the handover to China in 1997, the force dropped its
  royal title and freed itself from its British imperial legacy. As
  expatriate officers left the force, Chinese officers were
  groomed. At first, fears about Chinese influence and control
  abounded, but life in Hong Kong continued on as ever.
  THE  PRESENT  DAY
  No one knows how many people are members of a triad in
  Hong Kong; what is known is that there are around 60 triads,
  and between 15 to 20 are actively involved in crime. With the
  larger triads containing an estimated 30,000 members, the
  potential for serious crime creates a challenge for the HKSAR
  police. 
  Today, the triads continue with their illegal activities.  As we
  have seen, these can range from pornography to prostitution,
  from criminal damage to murder, and from gambling to kid-
  napping.
  Money equals power and this in turn creates security: if they
  have control, their victims will be less likely to stand up to them.
  Many of these victims are terrified into silence.
  It's important, however, to keep things in proportion.  The
  crime rate in 2000 was just 1,139 cases for 100,000 residents,
  and has more or less held steady since then-this is one of the
  lowest crime rates for any major city in the world. Hong Kong
  remains one in the world's safest cities due to: 
  �
  Ahigh profile police presence, with officers patrolling
  the streets on foot and in vehicles 24-hours-a-day
  �
  Strictly enforced laws on gun ownership and pos
  session. 
  �
  Acommunity that respects both the law and its      
  officers
  The Hong Kong Police Force has survived many turbulent
  times and evolved into an efficient and respected law
  enforcement body.
  CULTURAL  ATTACHS  AND  KUNG
  FU:  BEYOND  REALISM  IN  HONG
  KONG
  As with all Crime Scene books, Crime
  Scene: Hong Kong is designed to provide
  realistic information about its subject matter, or at
  least "Hollywood Realistic;" that is, it allows players
  and GMs to emulate a reasonably true-to-life
  movie, rather than heading off completely into fan-
  tasy or alternate history.
  For groups that prefer a still more cinematic or
  speculative game, Hong Kong can be a superb
  setting. Steeped in the mysterious lure of the
  Orient, with the added interest that comes from its
  unique situation as one of the most capitalist
  places in the world yet ruled by one of the most
  communist, Hong Kong can be the starting point
  for some exceptional adventures. Two optional
  tweaks are suggested below, allowing the GM to
  sacrifice a certain degree of realism in the interests
  of a good game.
  Cultural  Attachéés
  At present, the Chinese government is being very
  careful to avoid being seen to intervene excessive-
  ly with Hong Kong life, presumably recognizing
  how valuable the region is in terms of international
  trade and business. A new regime in Beijing, or a
  change of policy, could mean the end of that cau-
  tion, and the beginning of communist culture in
  Hong Kong. For maximum intrigue, the GM can
  emphasize this clash of cultures, so that even the
  police force is split into two sharply contrasting fac-
  tions: the old-school, conservative, British-trained
  officers, and a new breed of younger, pro-commu-
  nist police supported by a variety of Chinese cul-
  tural attachés and other political roles. The PCs
  may need to answer to a political appointee, with
  quite different agendas from their own, as well as
  their regular police boss. The province is sure to be
  more tense than ever, as the business interests
  fear the influence of old-fashioned Maoism tearing
  their lives and careers apart.
  Kung  Fu
  Crime Scene: Hong Kong has simple martial arts
  rules, but many other d20 products offer more
  complex, in-depth rules for martial arts combat.
  GMs wanting two-fisted, high-kicking action can
  either use such a set of rules, or devise their own,
  allowing for mysterious kung fu masters in secret
  chambers far below Triad-run restaurants, super-
  human Shaolin monks, and other Hong Kong
  wonders.
  Mike Ursu (order #14108389)
  
  14
  RECRUITMENT  
  If you want to join the Hong Kong Police Force, you
  can apply to become a Constable or an Inspector. With
  the US police force, you start at the bottom and then
  work your way up the ranks; in Hong Kong, you can
  join at the rank of Inspector if you have the right pre-
  requisites.   
  NATIONALITY
  To apply, you must be eligible to vote, and so be a per-
  manent resident of the Hong Kong Special
  Administrative Region.  You must also have lived in
  Hong Kong for at least seven years.
  PHYSIQUE
  You must be fit enough to pass a standard fitness test.
  If you're male, you must be at least 163 cm tall and
  weigh 50 kg. If you're female, you must be at least 152
  cm tall and weigh 42 Kg. You don't have to have per-
  fect eyesight: you can wear glasses, but you'll still have
  to pass an eyesight test.
  ACADEMIC  ENTRY  REQUIRE-
  MENTS
  You must have the following academic qualifications to
  be considered for the post of Inspector/Constable:
  INSPECTOR  
  ENTRY  REQUIREMENTS
  If you have the following qualifications, you stand a
  good chance of being accepted.  
  �
  A Hong Kong degree, or Higher Diploma, or 
  equivalent. 
  �
  Qualifications in the Chinese and English 
  Languages or equivalent. 
  �
  Be able to read and write Chinese and speak 
  fluent Cantonese. 
  POLICE  CONSTABLE  
  ENTRY  REQUIREMENTS  
  �
  "HKCEE" passes in five subjects, including 
  Chinese Language and English Language or 
  their equivalent. 
  �
  Be able to read and write Chinese and speak 
  fluent Cantonese.
  TRAINING  
  If you are successfully recruited into the HKSAR Police
  Force, you are sent to the Police Training School at
  Wong Chuk Hang. Here you'll find just under 600 full-
  time staff teaching more than thirty different training
  courses to around 2,000 residential recruits.  Your first
  impression might be that it's a cross between a tough
  military training camp and a university.
  INSPECTOR
  To be an inspector you have to undergo 36 weeks of
  basic training, which covers police procedures, laws,
  foot-drill, physical training, weapon handling, etc. You
  must also pass the Standard One Professional
  Examination before they you can pass out from the
  Police Training School. You'll learn how to take com-
  mand of a situation, with the judgment to look beyond
  the obvious. 
  POLICE  CONSTABLE
  As a constable, you are invariably the first to arrive at
  a crime scene or emergency. You have to learn how to
  quickly take stock of the situation and make sure you
  act not only to preserve the peace, but also to protect
  those around you.
  To be a constable you have to train for 27 weeks,
  studying police procedures, laws, foot-drill, physical
  training, weapon handling, and first aid, etc. The school
  will instill strict discipline and a strong sense of cama-
  raderie into you. You'll also be pushed to your physical
  limits to prove that you have what it takes to join the
  force. At the end of the course, you'll have to pass the
  Final Examination before you can pass out from the
  Police Training School. 
  At the school, make-believe street incidents are staged
  to prepare you for life on the beat. Incidents are then
  followed up in a mock report room, then a courtroom,
  as you learn not only how to deal with crime, but how
  to handle what happens after. 
  CONTINUOUS  PROFESSIONAL  DEVELOP-
  MENT
  Experienced officers also take refresher classes at the
  school are to upgrade their skills and keep them
  abreast of the latest developments. In other training
  rooms detectives undergo specialized investigative
  training at the Detective Training School.  Here, they
  study a wide variety of advanced courses for manage-
  ment, controlling crime scenes, and crisis situations. 
  LIFE  WITHIN  THE  HKSAR  POLICE
  CHAPTER 3
  Mike Ursu (order #14108389)
  
  15
  THE  DUTIES  OF  A  POLICE  OFFI-
  CER
  As a member of the HKSAR your duties are:
  �
  To preserve the public peace.
  �
  To prevent and detect crimes and offences.
  �
  To prevent injury to life and property.
  �
  To apprehend anyone where sufficient 
  grounds for apprehension exist.
  �
  To regulate processions and assemblies in 
  public places. 
  �
  To control traffic and remove obstructions. 
  �
  To preserve order in public places and at    
  public meetings. 
  �
  To assist coroners to discharge their duties 
  and exercise their powers. 
  �
  To assist in carrying out any revenue, excise,
  sanitary, conservancy, quarantine,            
  immigration, and alien registration laws.
  �
  To assist in preserving order in the waters of 
  Hong Kong, and in enforcing port and        
  maritime regulations.
  �
  To execute summonses, subpoenas,          
  warrants, commitments, and other processes
  issued by the courts.
  �
  To exhibit information and conduct                
  prosecutions.
  �
  To protect unclaimed and lost property and 
  find the owners.
  �
  To take charge of and impound stray animals.
  �
  To assist in the protection of life and property
  from fires.
  �
  To protect public property from loss or injury.
  �
  To attend the criminal courts and, if specially 
  ordered, the civil courts and keep order there.
  �
  To escort and guard prisoners.
  �
  Any other duties that may by law be imposed
  on a police officer.
  DISCIPLINARY  OFFENCES
  There are strict guidelines in place for dealing with
  disciplinary offences.  If you're accused of
  something, you'll have to answer to the appropriate
  tribunal. 
  There are different types of punishments: notes of
  censure on your record; suspension; loss of pay or a
  fine; being relived of duty; being fired; or having to
  face criminal charges. If you pervert the course of jus-
  tice, you run the risk of ending up in jail.  Offences
  might include falsifying evidence, using force to gain
  confessions, or planting evidence.
  You can be disciplined for any of the following: 
  �
  Being absent from duty without leave or good
  cause.
  �
  Sleeping on duty.
  �
  Lack of good order and discipline.
  �
  Cowardice in the performance of duty.
  �
  Contravention of police regulations, or any 
  police orders, whether written or verbal.
  �
  Insubordination.
  �
  Being unfit for duty through intoxication.
  �
  Neglect of duty or orders.
  �
  Malingering.
  �
  Making a false statement.
  �
  Unlawful or unnecessary exercise of authority,
  resulting in loss or injury to another person or
  to the Government.
  �
  Willful destruction or negligent loss of or injury
  to Government property.
  �
  Conduct calculated to bring the police into dis
  repute.
  PAY  SCALES  
  INSPECTOR/SENIOR  INSPECTOR
  Depending on your academic qualifications, your
  salary will begin at around HK$26,500. 
  POLICE  CONSTABLE  
  Depending on your academic qualifications, your
  salary will begin at around HK$15,200. 
  BENEFITS  
  You'll also receive a number of additional benefits and
  work entitlements:
  �
  Housing benefits 
  �
  Free medical and dental care 
  �
  Paid leave 
  �
  Education assistance for children/dependents
  �
  Recreation and sports facilities 
  THE  OATH  OF  OFFICE
  Upon the completion of training all recruits must
  swear an oath to uphold the law and to serve the
  people of Hong Kong.
  I, (insert name) (swear by Almighty God/ do solemnly
  and sincerely declare) that I will well and faithfully serve
  the Government of Hong Kong Special Administrative
  Region according to law as a police officer, that I will
  obey uphold and maintain the laws of the Hong Kong
  Special Administrative Region, that I will execute the
  powers and duties of my office honestly, faithfully and
  diligently, without fear of or favor to any person and with
  malice or ill-will toward none, and that I will obey without
  question all lawful orders of those set in authority over
  me.
  Mike Ursu (order #14108389)
  
  16
  PROMOTION  
  Just as there are two distinct entry levels into the Hong
  Kong police, there are two paths of promotion. The first
  covers the rise of a Constable to Sergeant and then to
  Inspector; the second deals with those at Inspector's
  rank into senior police management.  
  PROMOTION  FROM  THE  RANK  OF  CON-
  STABLE  
  PROMOTION  TO  SERGEANT  
  As Constable, you must have four years' service, pass
  the qualification exam, and be approved by a selection
  board.
  PROMOTION  TO  STATION  SERGEANT  
  As Sergeant, you must have three years' service at
  that rank and a recommendation by a review board.
  PROMOTION  TO  INSPECTOR  
  As Station Sergeant, you must have two years' service
  at that rank, plus a recommendation by the Final
  Selection Board. 
  PROMOTION  FROM  THE  RANK  OF
  INSPECTOR
  PROMOTION  TO  INSPECTOR,  GRADE  II
  As Inspector, you must have three years' service at
  that rank, and pass the Standard II examination.
  PROMOTION  TO  SENIOR  INSPECTOR
  As Inspector (Grade II), you must have five years' serv-
  ice at that rank, and pass the Standard III examination.
  PROMOTION  TO  CHIEF  INSPECTOR
  As Inspector (Grade II), you must have five years' serv-
  ice at that rank, and pass the Standard III examination.
  PROMOTION  TO  SUPERINTENDENT
  As Chief Inspector, you must have two years' service
  at that rank, and a recommendation by the Final
  Selection Board. 
  Mike Ursu (order #14108389)
  
  DETENTION,  STOP  AND  SEARCH  
  The powers of the Hong Kong Police differ from those
  of the American police forces; individuals suspected of
  committing an offence are not protected by the
  "Miranda Rights" as they are in the US, so there is no
  single statement to read to them.  
  STOPPING  &  QUESTIONING
  As a police officer, you have the power to question
  anyone about a crime. You can stop and question any-
  one behaving suspiciously, and you might demand
  proof of identity.  You can also conduct computerized
  enquiries (checking car registrations, etc.), and a
  physical search for weapons or drugs.
  CAUTION
  If you suspect someone of having committed an
  offence, you will caution the suspect that what they
  say will be written down and might be used in evi-
  dence.
  SEARCHING
  If you have grounds to believe that a person has com-
  mitted an offence, or is about to commit an offence,
  you can conduct a thorough search for items relevant
  to that offence. 
  ARREST  
  The term "arrest" means to deprive a person of their
  liberty; that person must be released from arrest in
  order to be free. You can arrest someone for one or
  more of the following: 
  �
  To further inquiries if suspected of a crime or 
  offence.
  �
  If the offence is serious. 
  �
  If the person is likely to abscond.
  �
  Where the person is likely to impede the   
  investigation or interfere with witnesses.
  �
  If the person refuses to give their name, 
  address, or the particulars they give are rea-
  sonably believed to be false.
  �
  Where it is in the person's own interest that 
  they are taken into custody. 
  �
  Where arrest action may preserve evidence, 
  or reveal additional evidence concerning the 
  charge.
  �
  If the person is required by law to be finger
  printed. 
  You should always tell someone that they are under
  arrest and the reason for the arrest. Once arrested,
  you should charge them as soon as possible, and cer-
  tainly within 48 hours. In Hong Kong, certain immigra-
  tion offences are exempt from this 48-hour rule. 
  You'll then take the arrested person to the Duty Officer
  of the nearest police station.  Your detainee will be
  answerable to a court of law at the next available court
  session.
  17
  Mike Ursu (order #14108389)
  
  18
  POLICE  REGIONAL  DIVISIONS
  The force is divided into six regions:
  �
  Hong Kong Island 
  �
  Kowloon West 
  �
  Kowloon East
  �
  New Territories North 
  �
  New Territories South
  �
  Marine 
  The regions are divided into 23 districts and divisions
  and in a few cases, sub-divisions. Regional police pro-
  vide front-line policing 24 hours a day. They are
  responsible for preserving life and property; prevent-
  ing and detecting crime; keeping the peace; and
  responding in times of emergency. 
  LAND  REGIONS  
  Each of the five land regions has a headquarters,
  which is responsible for dealing with operational prob-
  lems and procedures at Regional level: 
  1
  Regional Command and Control Center 
  (RCCC): This controls resources both at 
  regional and district levels. It also acts as an 
  information center between Headquarters 
  CCC and other agencies. The RCCC receives
  911 calls from the public and provides a fast 
  and efficient service to operational officers. 
  2
  Emergency Unit (EU): This unit 
  responds to emergencies and sends 
  police officers where they are needed
  as quickly as possible. 
  3
  Police Tactical Unit (PTU): This unit 
  provides reserves to deal with threats 
  to internal security and natural disas
  ters.  When these are not taking 
  place, the PTU walks the beat and 
  tackles day-to-day crime. 
  4
  Administration Formation: Has 
  responsibility for general administra
  tion. Its responsibilities include com
  munity relations and staff relations.
  5
  Crime Formation: Investigates seri
  ous and inter-district crimes. In addi-
  tion, it collects, collates and evaluates
  intelligence on criminals and criminal 
  activity within the Region. 
  6
  Traffic Formation: Responsible for: 
  � Enforcing traffic legislation and regu-
  lations
  � Implementing Force and Regional 
  traffic policies
  � Investigating traffic accidents
  � Promoting road safety
  � Traffic control
  MARINE  REGION  
  The Marine Division was established in 1846 to stop
  pirates and island-hopping criminals.  Today, the
  police target smugglers moving electronic goods and
  narcotics. This Division is also the main source of con-
  tact between tiny villages scattered across the
  region's islands; with police launches being the only
  way to reach them.          
  The Marine Region has a Regional Headquarters and
  two sea Districts. Its resources include a fleet of 145
  HKSAR  POLICE  ORGANIZATION
  CHAPTER 4
  Mike Ursu (order #14108389)
  
  craft, which are used to patrol 850 square kilometers
  (sq km) of Hong Kong waters and 240 outlying
  islands. 
  The Marine Police are responsible for: 
  �
  Evacuating casualties
  �
  Enforcing the law in regional waters
  �
  Preventing illegal immigration by sea 
  �
  Search and rescue in HKSAR and adjacent 
  waters
  There are also the usual the regular departments that
  you would expect from a police force e.g., Regional
  Command and Control Center, and the Range,
  Weapons and Tactics Unit.  The only differences are
  specific to the water, such as their Small Boat
  Division. 
  There is also a Support Formation, responsible for
  training and assessment of Marine police in naviga-
  tion, seamanship, engineering and safety, acquiring
  specialist equipment, etc.
  'A'  DEPARTMENT
  (OPERATIONS)
  This consists of three sections:
  OPERATIONS  BUREAU
  One division worthy of note is the Counter-Terrorism
  and Internal Security Division. This section includes
  the Police Negotiation Cadre (PNC), which handles
  hostage and terrorist negotiations in police stand-offs.
  The PNC has been in existence since 1975 and is an
  integral part of the Hong Kong Police Force's
  Counter-Terrorism (CT) response organization. Since
  1985, the role of the PNC has expanded to include
  criminal cases such as hostage incidents, domestic
  barricade situations, and talking down would-be sui-
  cides. 
  When responding to incidents, members of the PNC
  can call on the Hong Kong police force to resolve the
  situation. This includes full communications back up
  (such as landlines), as well as use of the Force Mobile
  Command Unit (FMCU) if required. For incidents tak-
  ing place at the Chek Lap Kok International Airport, a
  purpose-built negotiation suit has been prepared to
  facilitate negotiations.
  Whenever members of the PNC are deployed, they
  expect to work unhindered. Negotiations may be pro-
  tracted, and Incident Commanders are encouraged to
  heed the advice of the negotiator, although the ulti-
  mate responsibility for any action at the scene rests
  with the Incident Commander. Members of the PNC
  STRUCTURE
  The structure of the Hong Kong Police Force is as follows:
  Police Commissioner
  Deputy Commissioner of Operations                           Deputy Commissioner of Management
  Director                                 Director                                    Director                             Director
  A-Operations                   B-Crime and Security               C-Personnel & Training       D-Management Services
  Assistant                             Assistant                                   Assistant                          Assistant 
  Commissioners                    Commissioners                          Commissioners                Commissioners
  Regional                             Regional                                   Regional                          Regional 
  Commanders                       Commanders                           Commanders                    Commanders
  There is also a Department of Finance Administration and Planning ('E' Department), run by a civilian officer with
  equal rank to the Directors of the above four departments.
  19
  Mike Ursu (order #14108389)
  
  will not usually make arrests or undertake any follow-
  up action at the scene other than providing statements
  if required.  They are expected to negotiate, rather than
  attempt any resolution themselves.
  POLICE  TACTICAL  UNIT
  The city's Police Tactical Unit grew from the need to
  have dedicated anti-riot squads, following riots in 1956
  that left 59 people dead. The Emergency Units of PTU
  officers include Training, Administration and the
  Special Duties Unit. The Special Duties Unit is Hong
  Kong's version of a SWAT unit, with specially trained
  officers using the latest equipment to confront terrorists
  or armed criminals.
  The PTU was first put to the test in 1966, when the Star
  Ferry riots erupted. The PTU units rapidly restored
  order and stopped any further looting. In 1967, the
  PTU was called out again when political unrest brought
  people out onto the streets. Since then, the PTU has
  been utilized when needed.  The most recent notable
  occasion followed the protests over Tiananmen Square
  in 1989. Here, looters pretended they were patriots,
  and rioting broke out. Already on the scene, the PTU
  quickly moved in a restored order.
  EXPLOSIVE  ORDNANCE  DISPOSAL
  BUREAU  
  Responsible for all bomb disposal work both on land
  and underwater, it also trains officers on explosives-
  related matters, and inspects storage of ammunition
  and explosives.
  'B'  DEPARTMENT  (CRIME  &
  SECURITY)
  CRIME  WING  
  Comprises a Headquarters and a Support Group plus:
  Commercial  Crime  Bureau
  This investigates anything from commercial fraud to
  computer crime, from counterfeiting or forging money
  and credit cards to fake travel and identity documents.  
  Narcotics  Bureau
  This department collects intelligence about the import,
  manufacture and distribution of drugs within the
  HKSAR and abroad. It works closely with the Chinese
  Mainland and overseas agencies to stop Hong Kong-
  connected organized crime gangs. The Bureau also
  tracks down, freezes, and confiscates drug money.
  Criminal  Records  Bureau
  This contains records on all convicted criminals, want-
  ed persons, suspected offenders, missing persons,
  stolen property, outstanding warrants, and missing
  vehicles.
  Organized  Crime  and  Triad  Bureau
  (OCTB)
  The OCTB investigates organized crime and triad
  gangs, whose activities include money laundering,
  extortion, and protection rackets.  The OCTB also
  seizes criminal assets. 
  Criminal  Intelligence  Bureau
  The Bureau gathers information through the research
  and the surveillance of suspected criminals, societies,
  and organized and serious crime. It launches intelli-
  gence-based operations, and produces strategic and
  tactical intelligence information for the OCTB to act on.
  The Bureau also deals with kidnapping and terrorist
  incidents.
  Forensic  Firearms  Examination  Bureau
  This Bureau specializes in arms and ammunition. If a
  gun is missing from a crime scene, the bullets are
  deposited here. The Bureau then checks these against
  all recovered arms and crime-related fired ammunition
  for possible links.
  Identification  Bureau  
  The Bureau handles all matters relating to fingerprint
  matching and identification through descriptions,
  sketches, and photographs. 
  SECURITY  WING
  This is responsible for a range of security-related mat-
  ters, including VIP protection and counter-terrorism.
  'C'  DEPARTMENT  (PERSONNEL
  &  TRAINING)
  PERSONNEL  WING
  Branches include: 
  Personnel  Management  Branch  
  This branch is divided into two sections: the
  Recruitment Group, which handles all aspects of
  recruitment; and the Career Management Group,
  which deals with all other personnel matters, including
  discipline, performance management, career develop-
  ment, etc.
  20
  Mike Ursu (order #14108389)
  
  Personnel  Services  Branch  
  This consists of the Administration and Support
  Group, which deals with general administration,
  resources allocation, and welfare projects.  The
  Psychological Services Group handles professional
  counseling and educational services for police officers
  and their families.
  TRAINING  WING  
  This is responsible for all matters relating to training
  within the Force except internal security and Marine
  Police training. It comprises three groups: 
  In-Service Training Bureau: Helps developmental
  and vocational training, as well as support services for
  officers. The Bureau is responsible for training officers
  in: command and management, firearms and tactics,
  police driving, criminal investigation, and information
  technology.
  Police Training School (PTS): This trains all new
  recruits, and provides developmental training for jun-
  ior police officers. 
  Training Development Bureau: This department
  writes the training programs, and helps train officers to
  become instructors.
  'D'  DEPARTMENT  (MANAGE-
  MENT  SERVICES)
  INFORMATION  SYSTEMS  WING  
  This Wing has a small team that coordinates all mat-
  ters concerning administration, finance, planning, per-
  sonnel and training: 
  Communications  Branch  
  This Branch is responsible for the assessment of the
  current and future communications needs of the force. 
  Information  Technology  Branch  
  This branch is responsible for managing the force's
  information technology needs and requirements. 
  SERVICE  QUALITY  WING  
  The Service Quality Wing implements strategy on
  service quality.
  'E'  DEPARTMENT  (FINANCE,
  ADMINISTRATION  &  PLANNING)
  ADMINISTRATION  WING  
  This section has two divisions: 
  Personnel and General Division: This unit looks
  after the administration of the force's civilian person-
  nel. It distributes Headquarters Orders, and manages
  the Police Museum and the Force Library. 
  Establishment and Civilian Staff Relations
  Division: The unit works with civilian and police per-
  sonnel who are seconded to different departments, or
  brought in as specialist consultants.  
  FINANCE  WING  
  This deals with the management and control of finan-
  cial matters and transactions within the force. 
  PLANNING  AND  DEVELOPMENT
  BRANCH  
  This develops long-term plans to meet future policing
  demands. It is also responsible for the planning of all
  new police building projects and the maintenance of
  existing buildings.
  21
  Mike Ursu (order #14108389)
  
  In Crime Scene: Hong Kong you can play a keen
  young rookie, newly graduated from Wong Chuk Hang
  Police Training School, or you can play a tough, sea-
  soned veteran close to retirement. All characters must
  have minimum Ability Scores of 9+ to reflect the
  screening and selection process, as well as training
  and experience. Each PC starts with some bonus feats
  to reflect this initial police training. 
  Each character class has a list of available bonus
  feats. You can only get additional feats outside of those
  listed if the GM agrees, or by multiclassing (see
  below). PCs get a bonus feat at every odd-numbered
  level (1, 3, 5 and so on), which they must choose from
  that class' list of bonus feats. They also receive a spec-
  ified feat as a class ability at even-numbered level (2,
  4, 6, 8, 10), which is determined by character class.
  (See Chapter 6: Skills and Feats, page 31, for descrip-
  tions of individual feats listed). PCs have no choice in
  the specified feats they receive at even levels. Unless
  stated, a character cannot take the same feat twice. 
  They also get bonuses to skills relating to the police
  departments or divisions they worked in prior to the
  start of the game. Characters must therefore pick a
  Starting Department to which they are initially assigned
  (see Starting Backgrounds, page 29). 
  The character classes for Crime Scene: Hong Kong
  are:
  �
  Constable 
  �
  Crime Scene Investigator
  �
  Inspector
  �
  Negotiator 
  �
  Tactical Unit Officer
  �
  Triad Expert
  MULTICLASS
  There is only one multiclass restriction-players wishing
  their characters to multiclass to the Inspector character
  class must possess the Promotion: Station Sergeant
  feat first. 
  Changes gained through Multiclassing represent new
  training for the character or a re-assignment to anoth-
  er area of work. However, if multiclassing gives a PC a
  feat they already have, they gain no benefit and cannot
  substitute a different feat.
  CONSTABLE
  Description: As a Constable, you are the backbone of
  the Hong Kong Police Force. You are the uniformed
  officer that patrols the streets. You are usually the first
  on the scene if a 999 call comes in, and the force's first
  line of response in an emergency. When called in to a
  crime scene, your role is to assess the situation: it is
  your responsibility to secure the area; locate witness-
  es; and make sure that the public is safe from further
  harm. In these vital early minutes of an investigation, it
  is you who prevents evidence from becoming contam-
  inated. If the crime scene isn't properly secured, peo-
  ple may move objects, or smear fingerprints by picking
  up clues.  This makes any forensic evidence worthless. 
  Hit Die: d8
  22
  CHARACTER  CREATION
  CHAPTER 5
  Mike Ursu (order #14108389)
  
  23
  Class Skills: Dog Handling (Cha), Drive: Chase (Dex),
  Gather Evidence (Wis), Gather information (Cha),
  Interview (Int), Intimidate (Cha), Knowledge: Law (Int),
  Knowledge: Region (Int), Knowledge: Triads (Int),
  Listen (Wis), Navigate (Int), Pilot: Ship (Wis), Pilot:
  Speedboat (Dex), Police Bureaucracy (Wis), Sense
  Motive (Cha), Speak Language (N/A), Spot (Wis),
  Swim (Str).
  Skill points at first level: (5 + Int modifier) x 4
  Skill points per level: 5 + Int modifier
  Starting Feats: At first level, Constables receive the
  following feats: Driving License, Sidearm Weapon
  Proficiency, and Simple Weapon Proficiency
  Bonus Feats: Each time a Constable receives a
  Bonus Feat they may choose a feat from the following
  list:
  Acrobatic, 
  Appraise 
  Suspect, 
  Ballistic 
  Armor
  Proficiency, Combat Expertise, Connecting Evidence,
  Crack Driver, Dodge, Dragon Fisted, Driving License,
  Emergency Medic, Endurance, Fingerprint Taking,
  Great Fortitude, Imposing, Improved Initiative,
  Informant Handling, Investigator, Iron Will, Lightning
  Reflexes, 
  Local 
  Respect, 
  Longarm 
  Weapon
  Proficiency, Martial Artist, Persuasive, Point Blank
  Shot, Precise Aim, Promotion: Inspector, Promotion:
  Station Sergeant, PTU Training, Ready Weapon, Ship
  Rated Pilot, Skill Focus, Stealthy, Triad Buster,
  Toughness, Weapon Finesse.
  CRIME  SCENE  INVESTIGATOR
  Crime Scene Investigator is a specialized police role;
  their primary function is in dealing with crime scenes.
  They are also fully sworn in police officers, with the
  powers and responsibilities inherent in that title. A
  Crime Scene Investigator may have a background as
  a Constable who is then given additional special train-
  ing, or may be a civilian expert who has joined the
  Hong Kong police force as a Crime Scene Investigator
  and take the oath of office.
  As a Crime Scene Investigator, your main role is to pro-
  tect and process a crime scene, so that information
  can be collected and documented before the crime
  scene is damaged or corrupted. Your task is to assess
  and gather evidence for later analysis. You may be an
  evidence collector, a sketch artist, a photographer, or a
  combination of all three. You will also have training in a
  number of forensic fields, though your focus is on col-
  lecting evidence, rather than interpreting it.
  You must be able to visually sift through a crime scene
  and determine the relative importance of various bits of
  potential evidence. You must also protect the crime
  scene from interference, both from outsiders and from
  other police officers, who may unwittingly destroy evi-
  dence through negligence or lack of experience.
  As a sketch artist or photographer, you are responsible
  for thoroughly documenting a crime scene, providing
  information for later analysis. You decide what to
  record and how to record it. You are rarely the first per-
  son on a crime scene, so you have to be able to iden-
  tify prior interference and work fast to prevent further
  degradation of a scene. In larger crime scenes, you
  may supervise crime scene technicians (civilian NPCs
  controlled by the GM).
  Constable  
  Level 
  Feats
  BAB
  AC Bonus
  Fort Save
  Ref Save
  Will Save
  1
  Starting Feats
  +0
  +0
  +1
  +1
  +0
  2
  Alertness
  +1
  +1
  +2
  +2
  +0
  3
  Bonus Feat
  +2
  +1
  +2
  +2
  +1
  4
  Archive Knowledge
  +3
  +2
  +2
  +2
  +1
  5
  Bonus Feat
  +3
  +2
  +3
  +3
  +1
  6
  Walking The Area
  +4
  +3
  +3
  +3
  +2
  7
  Bonus Feat
  +5
  +3
  +4
  +4
  +2
  8
  Strong Stomach 
  +6/+1
  +4
  +4
  +4
  +2
  9
  Bonus Feat
  +6/+1
  +4
  +4
  +4
  +3
  10
  Crime Scene Hazard
  +7/+2
  +5
  +5
  +5
  +3
  Mike Ursu (order #14108389)
  
  24
  Hit Dice: d6
  Class Skills: Analyze: Narcotics (Int), Autoshop (Int),
  Balance (Dex), Climb (Str), Computer Operation (Int),
  Concentration (Con), Crime Scene Recording (Int),
  Disable Device (Int), Evidence Analysis (Int), Gather
  Evidence 
  (Wis), 
  Gather 
  Information 
  (Cha),
  Knowledge: Autopsy (Int), Listen (Wis), Research
  (Int), Search (Int), Spot (Wis).
  Skill points at first level: (7 + Int modifier) x 4
  Skill points per level: 7 + Int modifier
  At first level, the Crime Scene Investigator character
  class starts off with the following feats: Sidearm
  Weapon Proficiency, Driving License, and either
  Fingerprint Taking or Evidence Analysis (player's
  choice as to which).
  Bonus Feats: Each time a Crime Scene Investigator
  receives a Bonus Feat they may choose a feat from
  the following list: Alertness, Connecting Evidence,
  Counter-Surveillance, Dodge, Emergency Medic,
  Endurance, Evidence Analysis, Fingerprint Taking,
  Great Fortitude, Imposing, Improved Initiative, Iron
  Will, Lightning Reflexes, Media Handling, Point Blank
  Shot, Promotion: Inspector, Promotion: Station
  Sergeant, Ready Weapon, Respected in the Field,
  Skill Focus, Toughness.
  Crime  scene  investigator
  Level 
  Feats
  BAB
  AC Bonus
  Fort Save
  Ref Save
  Will Save
  1
  Starting Feat
  +0
  +0
  +0
  +1
  +1
  2
  Strong Stomach
  +1
  +1
  +0
  +2
  +2
  3
  Bonus Feat
  +1
  +1
  +1
  +2
  +2
  4
  Crime Scene Hazard
  +2
  +2
  +1
  +3
  +3
  5
  Bonus Feat
  +2
  +2
  +1
  +3
  +3
  6
  Walking the Area
  +3
  +3
  +2
  +4
  +4
  7
  Bonus Feat
  +3
  +3
  +2
  +4
  +4
  8
  Take Charge
  +4
  +4
  +2
  +4
  +4
  9
  Bonus Feat
  +4
  +4
  +3
  +5
  +5
  10
  Archive Knowledge
  +5
  +5
  +3
  +5
  +5
  Mike Ursu (order #14108389)
  
  25
  INSPECTOR
  Description: In Hong Kong, you can join the police
  force at the more senior rank of Inspector if you have
  high academic achievements-the force wants dynamic,
  intelligent people at your rank. Your job is to find sus-
  pects, evaluate evidence, and determine who is guilty.
  Most crimes are spontaneous acts of anger and greed,
  but some are premeditated acts, or the perpetrator has
  attempted to cover up their actions.  You sort through
  the evidence to uncover the truth. 
  As an Inspector, you are assigned to work a specific
  type of case.  This could be fraud, robbery, homicide,
  vice, or serious assaults. Each requires specialized
  skills and training, as well as the ability to talk to wit-
  nesses and suspects to find out who is telling the truth,
  and who is lying. 
  Sometimes, just knowing who is guilty won't be
  enough: you have to be able to prove it in court. You
  may need to conduct surveillance operations, or just
  keep on digging until you have a case. Only then can
  you arrest the suspect and get a conviction.  
  Hit Die: d6
  Class Skills: Analyze: Narcotics (Wis), Bluff (Cha),
  Computer Operations (Int), Drive: Tailing (Wis), Gather
  Evidence (Wis), Gather Information (Cha), Hide (Dex),
  Interview (Int), Interrogate (Cha), Knowledge: Autopsy
  (Int), Knowledge: Law (Int), Knowledge: Street Sense
  (Int), Listen (Wis), Navigate (Int), Pilot: Ship (Wis),
  Pilot: Speedboat (Dex), Police Bureaucracy (Wis),
  Interrogate  (Cha), Research (Int), Search (Int), Sense
  INSPECTOR
  Level 
  Feats
  BAB
  AC Bonus
  Fort Save
  Ref Save
  Will Save
  1
  Starting Feats
  +0
  +0
  +0
  +1
  +1
  2
  Informant Handling
  +1
  +1
  +0
  +2
  +2
  3
  Bonus Feat
  +2
  +1
  +1
  +2
  +2
  4
  Appraise Suspect
  +2
  +2
  +1
  +2
  +2
  5
  Bonus Feat
  +3
  +2
  +1
  +3
  +3
  6
  Walking The Area
  +3
  +3
  +2
  +3
  +3
  7
  Bonus Feat
  +4
  +3
  +2
  +4
  +4
  8
  Take Charge
  +4
  +4
  +2
  +4
  +4
  9
  Bonus Feat
  +5
  +4
  +3
  +4
  +4
  10
  Local Respect
  +5
  +5
  +3
  +5
  +5
  Mike Ursu (order #14108389)
  
  26
  Motive (Wis), Speak Language (N/A), Spot (Wis),
  Surveillance (Wis), Swim (Str), Tailing On Foot (Wis).
  Skill points at first level: (7 + Int modifier) x 4
  Skill points per level: 7 + Int modifier
  Starting Feats: At first level, Inspectors receive the
  following feats: Sidearm Weapon Proficiency,
  Promotion: Station Sergeant and Driving License  
  Bonus Feats: Each time an Inspector receives a
  Bonus Feat they may choose a feat from the following
  list:
  Acrobatic, Alertness, Ballistic Armor Proficiency,
  Combat Expertise, Connecting Evidence, Crack
  Driver, Crime Scene Hazard, Criminal Psychologist,
  Dodge, Dragon Fisted, Emergency Medic, Endurance,
  Fingerprint 
  Taking, 
  Great 
  Fortitude, 
  Hostage
  Negotiation, Imposing, Improved Initiative, Infiltrator,
  Investigator, Iron Will, Lightning Reflexes, Martial
  Artist, Media Handling, Persuasive, Point Blank Shot,
  Precise Aim, Promotion: Inspector, Ready Weapon,
  Simple Weapon Proficiency, Ship Rated Pilot, Skill
  Focus, Stealthy, Strong Stomach, Triad Buster,
  Weapon Finesse.
  NEGOTIATOR  
  Description: As an officer of the Police Negotiation
  Cadre, you are an expert in criminal psychology and
  siege tactics. You are used to working with the Police
  Tactical Unit (PTU) with siege scenarios. You did a
  two-week training and screening course to join the
  PNC. This qualified you to help in breaking long,
  drawn-out confrontations and hostage situations.
  You have normal police duties, but are called upon by
  regional divisions to help when needed. You might
  also be brought in to assist with some cases, using
  your training and experience to offer an insight into, or
  an explanation for, a criminal's actions.          
  Hit Die: d6
  Class Skills: Bluff (Cha), Computer Operation (Int),
  Concentration (Con), Counseling (Cha), Diplomacy
  (Cha), Disable Device (Int), Intimidate (Cha), Interview
  (Int), Knowledge: Law (Int), Knowledge: Street Sense
  (Int), Listen (Wis), Medical Assistance (Int), Move
  Silently (Dex), Police Bureaucracy (Wis), Sense
  Motive (Cha), Speak Language (N/A), Spot (Wis),
  Surveillance (Wis), Tactical Deployment (Wis).
  Skill points at first level: (7 + Int modifier) x 4
  Skill points per level: 7 + Int modifier
  Starting Feats: At first level, Negotiators receive the
  following feats: Driving License, Sidearm Weapon
  Proficiency, and Criminal Psychologist
  Bonus Feats: Each time a Negotiator receives a
  Bonus Feat they may choose a feat from the following
  list::
  NEGOTIATOR
  Level 
  Feats
  BAB
  AC Bonus
  Fort Save
  Ref Save
  Will Save
  1
  Starting Feats
  +0
  +0
  +1
  +0
  +1
  2
  Appraise Suspect
  +1
  +1
  +2
  +0
  +2
  3
  Bonus Feat
  +1
  +1
  +2
  +1
  +2
  4
  Take Charge
  +2
  +2
  +2
  +1
  +2
  5
  Bonus Feat
  +2
  +2
  +3
  +1
  +3
  6
  Psychological Profiling 
  +3
  +3
  +3
  +2
  +3
  7
  Bonus Feat
  +3
  +3
  +4
  +2
  +4
  8
  Hostage Negotiation
  +4
  +4
  +4
  +2
  +4
  9
  Bonus Feat
  +4
  +4
  +4
  +3
  +4
  10
  Media Handling
  +5
  +5
  +5
  +3
  +5
  Mike Ursu (order #14108389)
  
  27
  Acrobatic, Alertness, Archive Knowledge, Ballistic
  Armor Proficiency, Combat Expertise, Crack Driver,
  Crime Scene Hazard, Dodge, Dragon Fisted,
  Emergency Medic, Endurance, Great Fortitude,
  Imposing, Improved Initiative, Infiltrator, Informant
  Handling, Investigator, Iron Will, Lightning Reflexes,
  Local Respect, Longarm Weapon Proficiency,
  Marksman, Martial Artist, Negotiator, Persuasive, Point
  Blank Shot, Precise Aim, Promotion: Inspector,
  Promotion: Station Sergeant, PTU Training, Ready
  Weapon, 
  Ship 
  Rated 
  Pilot, 
  Simple 
  Weapon
  Proficiency, Skill Focus, Stealthy, Strong Stomach,
  Triad Buster, Toughness, Walking the Area, Weapon
  Finesse, Sidearm Proficiency.
  TACTICAL  UNIT  OFFICER
  The Police Tactical Unit performs very similar duties to the
  US-based SWAT teams, and its officers must pass a sim-
  ilarly stringent set of examinations. Tactical Unit Officers
  are highly trained close-combat specialists. The unit takes
  volunteer police officers, and if they pass the rigorous
  selection process, they are allowed to join. They are then
  given further training in counterterrorism and combat situ-
  ations. 
  As a Tactical Unit Officer, your main role is to enter poten-
  tially hostile environments and clear them of threats. You
  are taught to spot booby traps, to approach the enemy
  silently and unseen, to break sieges, and to release
  hostages. The Police Tactical Unit also performs work at
  high-risk public appeances of politicians, business person-
  nel, and celebrities, making sure such events pass without
  incident. 
  Tactical Unit Officers are usually deployed in teams, but
  they are sometimes assigned to investigations where
  there is a high risk or threat from terrorist or criminal
  groups. Here, they help keep other police officers safe, act-
  ing as bodyguards and security. 
  Hit Die: d8
  Class Skills: Balance (Dex), Climb (Str), Disable Device
  (Int), Drive: Chase (Dex), Hide (Dex), Intimidate (Cha),
  Listen (Wis), Medical Assistance (Wis), Move Silently
  (Dex), Pilot: Speedboat (Dex), Navigate (Int), Search (Int),
  Sense Motive (Wis), Spot (Wis), Swim (Str), Tactical
  Deployment (Wis), Tumble (Dex). 
  Skill points at first level: (5 + Int modifier) x 4
  Skill points per level: 5 + Int modifier
  Tactical  unit  officer
  Level 
  Feats
  BAB
  AC Bonus
  Fort Save
  Ref Save
  Will Save
  1
  Starting Feats
  +0
  +0
  +1
  +1
  +0
  2
  Ballistic Armor Proficiency
  +1
  +1
  +2
  +2
  +0
  3
  Bonus Feat 
  +2
  +1
  +2
  +2
  +1
  4
  Longarm Wpn Proficiency
  +3
  +2
  +2
  +2
  +1
  5
  Bonus Feat 
  +3
  +2
  +3
  +3
  +1
  6
  PTU Training
  +4
  +3
  +3
  +3
  +2
  7
  Bonus Feat 
  +5
  +3
  +4
  +4
  +2
  8
  Ready Weapon
  +6/+1
  +4
  +4
  +4
  +2
  9
  Bonus Feat 
  +6/+1
  +4
  +4
  +4
  +3
  10
  Precise Aim
  +7/+2
  +5
  +5
  +5
  +3
  Mike Ursu (order #14108389)
  
  28
  Starting Feats: At first level the Tactical Unit Officer gains
  Sidearm Weapons Proficiency, Simple Weapons
  Proficiency and Driving License as starting feats. 
  Bonus Feats: Each time a Tactical Unit Officer receives a
  bonus feat he must select it from the list of possible feats
  below: Acrobatic, Alertness, Athlete, Combat Reflexes,
  Counter-Surveillance, Dodge, Dragon Fisted, Emergency
  Medic, Endurance, Great Fortitude, Imposing, Improved
  Disarm, Improved Initiative, Iron Will, Lightning Reflexes,
  Marksman, Martial Artist, Point Blank Shot, Promotion:
  Inspector, Promotion: Station Sergeant, Rapid Shot,
  Ready Weapon, Run, Simple Weapons Proficiency, Skill
  Focus, Stealthy, Strong Stomach, Toughness, Weapon
  Finesse.
  TRIAD  EXPERT  
  Description: You are an expert on the dangerous world of
  Hong Kong's triads and criminal gangs. People are often
  too frightened to talk to the police, and are afraid of violent
  reprisals if they testify. In these circumstances, your job is
  to discover the shadowy figures behind the street thugs,
  drug dealers, and smugglers.
  You are also an expert consultant and witness in related
  cases, using your inside knowledge to help convict gang-
  sters and triad members.     
  The Organized Crime and Triad Bureau gave you special
  training when you volunteered for the job, but you may
  well be a former triad or gang member yourself -- many
  Triad Experts are, using their inside knowledge to battle
  their former criminal colleagues.
  Often, Triad Experts are assigned to the Criminal
  Intelligence Bureau to go undercover, particularly those
  who were not Triad members themselves (the latter risk
  too much if identified). When undercover, you know there's
  no back up to help you: it's only by your wits that you'll get
  through the assignment alive. Once you've completed an
  undercover operation, you help train other new volunteers
  and act as a link to the world of the criminal gangs.
  Hit Die: d6
  Class Skills: Analyze: Narcotics (Int), Bluff (Cha),
  Computer 
  Operation 
  (Int), 
  Concentration 
  (Con),
  Diplomacy (Cha), Drive: Chase (Dex), Gather Evidence
  (Wis), Gather Information (Cha), Intimidate (Cha),
  Interview (Int), Knowledge: Law (Int), Knowledge: Region
  (Int), Knowledge: Street Sense (Int), Knowledge: Triads
  (Int), Listen (Wis), Move Silently (Dex), Police
  Bureaucracy (Wis), Research (Int), Search (Int), Sense
  TRIAD  EXPERT
  Level 
  Feats
  BAB
  AC Bonus
  Fort Save
  Ref Save
  Will Save
  1
  Starting Feats
  +0
  +0
  +0
  +1
  +1
  2
  Informant Handling
  +1
  +1
  +0
  +2
  +2
  3
  Bonus Feat
  +1
  +1
  +1
  +2
  +2
  4
  Local Respect
  +2
  +2
  +1
  +2
  +2
  5
  Bonus Feat
  +2
  +2
  +1
  +3
  +3
  6
  Triad Buster
  +3
  +3
  +2
  +3
  +3
  7
  Bonus Feat
  +3
  +3
  +2
  +4
  +4
  8
  Connecting Evidence
  +4
  +4
  +2
  +4
  +4
  9
  Bonus Feat
  +4
  +4
  +3
  +4
  +4
  10
  Appraise Suspect
  +5
  +5
  +3
  +5
  +5
  Mike Ursu (order #14108389)
  
  29
  Motive (Cha), Speak Language (N/A), Spot (Wis),
  Surveillance (Wis), Undercover (Cha).
  Skill points at first level: (7 + Int modifier) x 4
  Skill points per level: 7 + Int modifier
  Starting Feats: At first level, Triad Experts receive the fol-
  lowing feats: Driving License, Sidearm Weapon
  Proficiency, and Simple Weapons Proficiency.
  Bonus Feats: Each time a Triad Expert receives a Bonus
  Feat they may choose a feat from the following list:
  Alertness, Archive Knowledge, Ballistic Armor Proficiency,
  Combat Expertise, Crack Driver, Dodge, Dragon Fisted,
  Emergency Medic, Endurance, Great Fortitude, Imposing,
  Improved Initiative, Infiltrator, Investigator, Iron Will,
  Lightning Reflexes, Longarm Weapon Proficiency,
  Marksman, Martial Artist, Negotiator, Persuasive, Point
  Blank Shot, Precise Aim, Promotion: Inspector, Promotion:
  Station Sergeant, PTU Training, Ready Weapon, Ship
  Rated Pilot, Simple Weapon Proficiency, Skill Focus,
  Stealthy, Strong Stomach, Toughness, Walking the Area,
  Weapon Finesse.
  STARTING  BACKGROUNDS
  Each PC selects a starting background, which represents
  experience gained prior to game start. This previous expe-
  rience serves as a background origin, where PCs obtained
  much of the specialized training and expertise required in
  their chosen fields. 
  These starting backgrounds are summarized in the table
  below.  Please note that some character classes have a
  wider choice of starting backgrounds, and that only one
  starting background may be chosen.
  Civilian-Certain specialist roles within the Hong Kong
  police recruit from among civilian personnel. Whether
  graduates in Criminal Psychology or individuals with a
  more shady past, these police have one thing in common:
  unrivalled expertise in their subject matter.
  Benefits: Choose any one class skill. You gain a +3 bonus
  to all checks with that skill. 
  Commercial Crime Bureau-The Commercial Crime
  Bureau's officers must be expert in corporate law.
  Benefits: +2 to all Knowledge: Law and Sense Motive
  checks. 
  Criminal Intelligence Bureau-CIB officers are experts at
  acquiring intelligence, by whatever means necessary.
  Benefits: +2 to all Surveillance and Research checks. 
  Marine-Officers from this division are part of the marine
  patrols that police Hong Kong's waterways, harbors, and
  islands.
  Benefits: +2 to all Pilot: Ship and Navigate checks. 
  Narcotics Bureau-Detectives with the Narcotics Bureau
  try to tackle the city's 150-year connection to the opium
  trade, and try to bring down the smugglers and dealers
  who profit from other people's addiction.
  Benefits: +2 to all Analyze: Narcotics and Search checks. 
  Organized Crime and Triad Bureau-Members of the
  OCTB combat the street gangs, gangsters and Triads that
  still operate the region, or who funnel money through Hong
  Kong. 
  Benefits: +2 to all Knowledge: Street Sense and
  Knowledge: Triads checks. 
  Patrol-Keeping the streets safe at night is the job of the
  patrolling officer, acting as visible deterrent and frontline
  against crime for the regional divisions. 
  Benefits: +2 to all Knowledge Listen and Sense Motive
  checks. 
  Police Negotiations Cadre-PNC staff are all trained in
  talking to criminals using threats, persuasion, or whatever
  else works.
  Mike Ursu (order #14108389)
  
  30
  Benefits: +2 to all Counseling and Intimidate checks. 
  Police Tactial Unit-Members of the PTU train for long
  hours to ensure they are superb shots, ignoring the con-
  fusion and terror most officers feel when the bullets start
  flying.
  Benefits: Choose one specific model of firearm. You gain
  +1 to all attack rolls when firing that particular gun. 
  Undercover-Undercover officers are most commonly
  associated with the CIB or OCTB, but the skills required
  to be a successful undercover operative are quite differ-
  ent to those needed by the desk jockey.
  Benefits: +2 to all Bluff and Undercover checks. 
  PUTTING  IT  ALL  TOGETHER
  GMs can use various devices to unite teams of seeming-
  ly disparate character classes.  They may wish to run a
  crime scene from its discovery by a Constable, Marine
  Cop, Inspector, or patrolling PNC Negotiator, through its
  investigation by Detectives aided by Undercover Cops,
  before calling them all together for a final raid on the crim-
  inal's headquarters. 
  Alternatively, they can make all the players members of a
  special task force set up to tackle a specific criminal or
  type of crime. A vital task for players is to decide who has
  authority, and who performs which functions within the
  team.
  Constable
  Crime Scene
  Investigator
  Inspector
  Negotiator Tactical Unit
  Officer
  Triad
  Expert
  Civilian
  X
  X
  X
  Commercial
  Crime Bureau
  X
  Criminal
  Intelligence
  Bureau
  X
  X
  X
  Marine Region
  X 
  X
  X
  X
  Narcotics
  Bureau
  X
  X
  X
  Organized Crime
  and Triad Bureau
  X
  X
  X
  Patrol
  X
  X 
  Police
  Negotiations
  Cadre
  X
  X
  X
  Police Tactical
  Unit
  X
  Undercover
  X
  ELIGIBLE  STARTING  BACKGROUNDS,  BY  CHARACTER  CLASS
  Mike Ursu (order #14108389)
  
  31
  Being a law enforcement officer draws upon a multi-
  tude of very unique and specialized abilities; abilities
  that have been learned on the job, in police training
  school, or through advanced training. For this game,
  we have developed new skills and feats to reflect the
  singular needs and talents of the police.
  The following are the new and existing skills used in
  the Crime Scene: Hong Kong game. Some, on the
  character sheet, remain unchanged and can be found
  in Dungeons and Dragons Player's Handbook. New
  skills and existing skills that have been altered to
  reflect the genre are detailed below. GMs should feel
  free to adapt any rules and skills to suit their own cam-
  paigns as needed. 
  Notes: The Dungeons & Dragons Player's Handbook
  has been abbreviated to PHB in the references.  
  New  Skills  Descriptions
  Here are descriptions of the new skills that appear in
  Crime Scene: Hong Kong. 
  ANALYZE  NARCOTICS  (WIS)
  Description: The skill also covers the analysis of nar-
  cotic substances to establish type, as well as chemical
  formulas, purity, and likely effects. 
  Analysis: The resources available to the PC deter-
  mine the difficulty of the check; it could be a simple
  taste test, a basic test kit, or a full laboratory. The more
  sophisticated the equipment, the more accurate the
  results, but the longer it takes. A PC can elect to per-
  form the test either quickly or accurately. For every 5
  points the character exceeds the DC, they can choose
  to have the analysis performed either more quickly or
  more accurately, to gain further information about the
  tested substance.
  PCs can also use this skill to trace dealers - based on
  the specific chemical components used in the nar-
  cotics. 
  Failure: The sample is either lost or misinterpreted,
  due to a tainted sample or carelessness.
  COMPUTER  OPERATIONS  (INT)
  Description: This skill governs the use of computers
  and their applications, as well as security and data
  management. Characters can use this skill to hack into
  computer systems and to dig out data from a person's
  files. The skill also covers setting up security measures
  for computer systems.
  Check: 
  LOCATING DATA: The difficulty for this check is based
  on the size of the operation involved - the larger the file
  base, the longer it takes to sort through. 
  For every 5 points the character exceeds the DC, they
  can reduce the time required by one rank (see table
  below), to a minimum of one round.
  SKILLS  AND  FEATS
  CHAPTER 6
  Level of
  Facility
  DC
  Time
  Accuracy
  None
  30 1 round SCANT: Only simple guess-
  es as to substance type.
  Basic Test Kit
  (portable)
  25
  5 min
  BRIEF: Identification of the
  narcotic, using a reagent.
  On Site
  Testing Kit
  (crime scene
  van, etc.)
  20
  1 hour
  DETAILED: Identification
  plus purity level, using
  methods to test and isolate
  basic ingredients
  Local (basis
  forensics
  lab)
  15 6 hours COMPLETE: Identification
  plus purity and likely effects,
  using above methods plus
  limited animal testing. PCs
  with the feat Chemical and
  Microscopic Analysis can
  take 10; reduces the time to
  two hours.
  Regional
  (specialized
  lab)
  10
  2 days
  PROFESSIONAL:
  Identification of purity, likely
  effects, composition, and
  origins of ingredients, using
  cutting-edge equipment.
  PCs with Chemical and
  Microscopic Analysis can
  take 10; reduces the time to
  one day.
  Narcotics  Analysis  Table
  Mike Ursu (order #14108389)
  
  HACKING AND SECURITY SET UP: PCs can attempt
  to access a secure system, or try to secure a system
  against hacking. The character makes a Computer
  Operations check against a DC determined by the
  level of security present.
  Try again? No. A significant failure may mean the PC
  left evidence of their tampering or even a trail.
  COUNSELING  (CHA)
  Description: The PC knows how to give comfort and
  advice to people in stressful circumstances or situa-
  tions, as well as to provide professional psychological
  help. PCs can use this skill to calm characters and dif-
  fuse tension from a situation. It also allows PCs to deal
  with aggressive or highly emotional individuals and to
  influence their attitude (i.e., talk down a jumper or get
  a twitchy person to hand over a gun).
  Check: A successful use of the skill shifts the attitude
  of an emotional character towards neutral or indifferent
  (see Dungeon Master's Guide for full rules on charac-
  ter attitude). 
  The DC is determined by the emotional state of the
  subject - the more extreme the emotion, the higher the
  DC. The subject gets a chance to resist the attempt by
  making a Will save versus the PC's skill check. 
  Try Again? The PC can try to calm the subject again,
  but each failed attempt increases the difficulty of the
  next attempt by 5. It is likely the subject would respond
  poorly to repeated efforts to manipulate their emotions,
  making them either more antagonistic or aggressive to
  the PC.
  CRIME  SCENE  RECORDING  (INT)
  Description: Use this skill to record evidence at the
  crime scene by either sketching the scene or taking
  detailed pictures. Recording a crime scene quickly and
  accurately is vital for later analysis or court use since
  once the police leave a crime scene, it is likely to be
  cleaned or contaminated in some way. The photo-
  graphs or sketches are the only record of the scene.
  This skill determines how much information the PC has
  recorded in their crime scene notes and how easily the
  information can be used. This skill can also be used
  when interpreting old crime scene notes and records.
  A successful check can let a PC spot in the additional
  evidence in a picture or sketch that others may have
  missed.
  Photographs need to capture the details from all
  angles, leaving no ambiguity. The most common error
  is taking a "pretty" picture, rather than concentrating on
  the actual information required. 
  Sketches must detail distances and sizes with care.
  Every object should be triangulated from two fixed
  points. Identifying a body's position by measuring the
  distance from a chair is less accurate, as the chair can
  be moved. It is better to measure it from the doorframe. 
  Check: Checks are made as DC 10 for making a prop-
  er and accurate recording of the crime scene. The
  amount by which the PC exceeds that DC determines
  how well the evidence was captured. It takes 1d4 min-
  utes per 5-foot square to properly document it from
  several angles. 
  Try Again? No, the PC would not realize that they had
  got it wrong. Once they have left the initial crime scene,
  it becomes contaminated so any photos or sketches
  made later on could not be trusted to be accurate.
  DRIVE:  CHASE  (DEX)
  This skill covers the use of vehicles to pursue another
  vehicle. The vehicle being chased is often aware of
  such pursuit and will try to evade the following vehi-
  cles. 
  Note: Acts as a default for any ordinary driving checks.
  DRIVE:  TAILING  (WIS)
  Description: This skill governs the surreptitious pur-
  suit of another vehicle without alerting them to the PC's
  presence. It involves using various techniques to keep
  the target from spotting the PC. Tailing a car is easier
  in heavy traffic than on lonely roads, since the driver
  can use the other traffic as cover. Typically a tailing car
  stays two to three cars behind the target and must
  32
  Size of System
  DC
  Time
  Domestic
  10
  5 rounds
  Business
  15
  2 minutes
  Secure Business
  20
  10 minutes
  International
  30
  1 hour
  Level of Security
  DC
  Weak/Negligible
  20
  Minor
  25
  Strong
  35
  Secure
  40
  Mike Ursu (order #14108389)
  
  anticipate the target's actions and be prepared to
  make split second lane changes and turns, bullying
  other drivers and even jumping lights. 
  The vehicle should be as inconspicuous as possible -
  flashy or uncharacteristic cars (with vanity plates or
  obvious decals) apply penalties to the PC's check. A
  distinctive car is more likely to draw the target's atten-
  tion, especially in a sparsely populated area. 
  This skill can be used for pursuits involving other types
  of vehicles, such as snowmobiles or boats, but again
  it is harder to tail someone the less incidental traffic
  there is. 
  Check: A Drive: Tailing check is made against the tar-
  get's Spot skill to avoid being noticed. The GM should
  make modifications as necessary. 
  Failure: The PC has either been spotted by the target
  or has lost the trail. 
  Note: Acts as a default for any ordinary driving
  checks.
  EVIDENCE  ANALYSIS  (INT)
  Description: Use this skill to identify and categorize
  evidence. When a PC enters a crime scene, they are
  faced with a multiplicity of potential clues. The PC
  must be able to decide what is significant and what is
  not. PCs use this skill when looking at an object to
  decide whether it is significant evidence or not. For
  example, if somebody is stabbed and there are knives
  in a kitchen nearby, the PC should be able to recog-
  nize which ones could potentially match the wounds
  on the victim, as well as be able to tell bloodstains
  from, say, dried ketchup or molasses, etc. 
  Check: Typical checks are made at DC10 for any
  piece of evidence, with the following modifiers:
  Try again? No, the PC is unaware they have misinter-
  preted the evidence. 
  GATHER  EVIDENCE  (CHA)
  Description: The PC knows how to collect, preserve,
  and package evidence on a crime scene so that it is
  suitable for later analysis and presentation in court. 
  Check: Properly collecting evidence takes time, skill,
  and some luck. The GM determines how hard a par-
  ticular kind of evidence is to collect and whether or not
  the evidence has degraded or been corrupted by out-
  side influences (the longer the crime scene has been
  going, the higher the DC). 
  Try Again? This depends entirely on the nature of the
  evidence the PC is trying to collect. If it is a single
  item, then they only have one chance to collect it prop-
  erly, otherwise it is either damaged or destroyed dur-
  ing the collection process. If it is something like a large
  pool of blood or an object with several clear finger
  prints, the PC can try again, if the GM determines that
  this is feasible. 
  Special: The PC can take 10 or 20, provided there are
  no outside factors degrading the evidence in question
  (e.g. weather, people disturbing the scene, or haz-
  ards). The GM determines whether this is the case or
  not. Collecting evidence generally takes d2 minutes
  for every 5 points of the DC per object. 
  INTERROGATE  (CHA)
  Description: PCs use this skill to legally gain verbal
  evidence from a suspect who is most likely unwilling to
  talk. What differentiates interrogation from other types
  of investigation is that it is obtained using authority. As
  such, it relies on the character doing the interrogation
  to be credible and (maybe) intimidating. The subject
  feels compelled to cooperate. There are two types of
  interrogation styles: manipulative and empathetic. In
  the films, both styles are often used as "good cop/bad
  cop." Different suspects will respond in different ways
  to both.
  Manipulative interrogation is the coercive style that
  relies on the suspect feeling intimidated. This is done
  by using the interrogator's personality (i.e., being
  frightening, acting angry) and by manipulating the
  subject's environment (i.e., restricting break times,
  seating them in an uncomfortable chair, etc.). The sus-
  pect can refuse to say anything, though this course of
  action is not enshrined by law in Hong Kong and a
  subject who attempts it may well find him or herself
  arrested. 
  The manipulative interrogator uses several techniques
  to put the suspect on edge. These can be subtle, such
  as making the suspect sit as far away from the door
  (hence freedom) as possible; controlling the suspect's
  33
  Circumstance
  DC Modifier
  The evidence is contaminated.
  (Depending on contamination)
  +5 to +10 
  The evidence is inconspicuous,
  unclear or well hidden.
  +5
  The crime scene is large or
  complex.
  +4
  The crime scene is small with a
  limited amount of evidence
  present.
  - 4 
  The evidence is obvious.
  -5
  Mike Ursu (order #14108389)
  
  cigarette, fluid and food intake; depriving them of visi-
  tors, etc. More dramatically it might involve lying to the
  suspect: "Your fingerprints were on the weapon," "You
  were seen at the crime," and so on. Obviously, this is
  risky if the suspect realizes that the interrogator is
  lying. For instance, if the suspect knew there could be
  no fingerprints because they know they wore gloves. 
  Empathetic interrogation makes the interrogator
  appear more reasonable to the suspect. The interroga-
  tor acts more warmly and friendly. They listen carefully
  to what the suspect has to say and appear to appreci-
  ate the comments they make. Whenever possible, the
  interrogator puts themselves in the place of the sus-
  pect, saying, "Oh, I feel like that sometimes," or "Hey,
  I've got an aunt who lives there." This method of inter-
  rogation build a rapport between the cop and subject,
  making it more likely the subject supplies more
  detailed information than they would have otherwise as
  they ramble on. 
  Note: A PC can use Intimidate rather than Interrogate
  to get information from suspects; however, any state-
  ments or confessions made will not be admissible in
  court.
  Check: The PC makes a check against the target's
  Will save. The GM may decide to add bonuses to the
  check based on good role-playing. 
  Failure: The subject has either resisting telling any-
  thing important to the PC or has fed the PC misleading
  or incorrect information, GM's discretion.
  Try Again? Typically, no new attempt to make the tar-
  get talk can be made until the PC has cause to doubt
  the subject's given statement, or it can be disproved. 
  INTERVIEW  (INT)
  Description: This skill represents police interviewing
  that happens outside the interrogation room where the
  person being interviewed is not obliged to answer any
  of the questions asked. It can still happen in a police
  station, of course, but the situation is very different.
  The skills needed for a good interviewer are also differ-
  ent. In interrogation, the PC has lots of time and con-
  trol over the subject, whereas in an interview there may
  be a time pressure and the subject can leave at any
  time. Interviewing relies on good preparation.
  Interviewers are professional and courteous. They nar-
  row down the facts quickly, avoiding speculation and
  opinion, but at the same pick up on little facts that could
  be relevant. Most people want to help and are happy to
  talk, but politeness helps. After all, witnesses need to
  feel they are critical to the case and are being heard.
  In some situations, rudeness or disinterest can help to
  shake someone up, but this is rare. 
  The skills allow an interviewer to cull data from an
  enthusiastic witness rather than to pull specific facts
  from them. Sometimes the PC may spot that the per-
  son is holding out and then they can try to probe or per-
  suade. This skill lets the PC develop useful triggers for
  prompting a interviewee's fuzzy memory, such as get-
  ting them to look at things from a different perspective
  or going over the facts chronologically. 
  Since preparation for an interview is critical, the PC
  must state ahead of time what they hope to gain from
  the interview. This way, they can gauge success or not
  after the interview. It is best to take the interviewee to
  one side and avoid crowds. 
  Check: The DC for a typical interview is 10, modified
  by the GM (for any extraneous circumstances that
  would make things more difficult or easier). 
  Try Again? Yes. 
  KNOWLEDGE:  AUTOPSY  (INT)
  Description: This untrained skill does not require a
  medical degree or training in the forensic examination
  of the body. Having this skill does not give a PC the
  right to perform an autopsy, but allows them to observe
  one. It is used to understand autopsy information either
  from talking to forensic pathologists (i.e., the presence
  of gangrene within the fatty tissue layer could indicate
  severe frostbite) or from reading their notes or reports.
  Note: Autopsy notes are written in a special kind of
  shorthand. 
  KNOWLEDGE:  LAW  (INT)
  Description: This skill covers legal education and
  experience. The character thoroughly understands the
  workings of the law and the courts, both civil and crim-
  inal. They know how to serve writs, to plea-bargain,
  and coach witnesses. This skill also offers information
  about the local legal system - who's who, major cases,
  and so on.
  KNOWLEDGE:  REGION  (INT)
  Description: Characters with this skill have a fuller
  understanding of one of the six police regions of the
  HKSAR. They are familiar with the fastest routes, hid-
  den shortcuts, places of interest, and criminal hotspots.
  They also know the region's criminal fraternity, as well
  as its community leaders.  
  Players must designate which area the skill refers to,
  choosing one of the six police regions to specialize in.
  The six possible regions are: 
  34
  Mike Ursu (order #14108389)
  
  35
  �
  Hong Kong Island 
  �
  Kowloon West 
  �
  Kowloon East
  �
  New Territories North 
  �
  New Territories South
  �
  Marine and Outlying Islands
  A character can therefore take the skill multiple times,
  once for each different region. Each Knowledge:
  Region skill must be purchased separately.
  Special: Characters with five of more ranks in
  Knowledge: Region gain a +2 synergy bonus for other
  Knowledge: Region checks. Characters with five or
  more ranks of Knowledge: Region gain a +2 synergy
  bonus to Knowledge: Triad checks concerning Triad
  activities within the relevant region..  
  KNOWLEDGE:  STREET  SENSE
  (INT)
  Description: This skill reflects a character's knowl-
  edge of urban culture. It covers the customs and prac-
  tices of the street, as well as criminal fraternities.
  Characters with this skill recognize and understand
  aspects of the scene - music, media, and personalities
  originating from this arena.
  KNOWLEDGE:  TRIADS  (INT)
  Description: Characters with this skill are aware of
  how the shadowy world of the triads functions. They
  will understand how members are initiated, and the
  ways in which they make their money. The skill also
  covers knowledge of the structure and personalities of
  the triad gangs, although just knowing who's involved
  is not proof in itself. 
  Special: Characters with five of more ranks in
  Knowledge: Triad gain a +2 synergy bonus to
  Knowledge: Region checks concerning areas that
  have strong Triad influences. 
  MEDICAL  ASSISTANCE  (INT)
  Description: This is a trained skill that allows a PC to
  tend injuries and ailments. The skill has three parts:
  stabilization, long-term treatment, and surgery. 
  Note: Unless the character has the Emergency Medic
  feat for patching wounds for surgery, then all checks
  are at -4. 
  Also, in order to use this skill effectively, the character
  needs the correct medical equipment to hand and a
  commitment of time. Without the proper equipment,
  stabilization and long-term treatment skill checks are
  made at an additional -4 penalty. Surgery without the
  correct equipment is a brutal mediaeval affair-the DC
  is raised to 25 for any such attempt.
  STABILIZATION: This aspect prevents a wounded
  character from deteriorating further. The skill can also
  be used to arrest the spread of poison. 
  Check: The PC performs a check at DC 15. This can
  only be done once per injury. 
  Success: The patient is stabilized, if they have nega-
  tive hit points, or recovers d4 hit points, if they still had
  positive hit points. For poison, the effects have been
  slowed, but only long-term treatment can cure the
  patient.
  Failure: The patient receives no benefit from the
  attempt at healing. 
  Retry: No, patient must receive care from other spe-
  cialists.
  LONG-TERM TREATMENT: This covers all attempts
  to restore a PC back to full hit points. Such care
  requires both rest and attention. Generally police
  characters receive long-term treatment in hospitals or
  clinics; however, in remote areas they may have to
  rely on unofficial specialists for medical treatment. 
  Check: The PC makes a skill check at DC 15 at the
  end of each day's rest. 
  Success: The patient recovers another 3 hps plus
  their Con modifier to a minimum of 1. They also recov-
  er 1 point of ability plus their Con modifier to a mini-
  mum of one.
  Failure: The patient receives no benefit from the
  attempt at healing. 
  Retry: The PC can try again the following day.
  SURGERY: Surgery is most often used in the removal
  of bullets, but could apply to any number of other treat-
  ments. Surgery helps patients recover more quickly
  from serious injuries or conditions. In general, surgery
  takes place within a hospital, but sometimes emer-
  gency surgery on the scene may be needed.
  Check: The surgeon makes a check against DC 20.
  Success: Surgery increases the amount of base hps
  the patient recovers during long-term treatment, giving
  them a base of 5 instead of 3 (see above). This effect
  lasts for a number of days equal to the amount by
  which the PC succeeded the check. Damage to abili-
  ty is also recovered at a faster base rate (2 instead of
  1). 
  Mike Ursu (order #14108389)
  
  36
  Failure: The surgeon inflicts d6 damage. 
  Retry: The PC can try again the following day.
  NAVIGATE  (INT)
  Description: The character knows how to use sea
  charts, maps, sonar, and GPS positioning information
  to determine their position while at sea. The character
  has learnt to gauge their location without fixed land-
  marks for reference. From calculating simple latitude
  and longitude to setting courses and headings, this
  skill is vital in marine travel. 
  Check: To determine and follow a set course the char-
  acter must make a Navigate check at DC 15:  
  1
  If the character has access to GPS informa-
  tion (available on most police boats), the DC 
  is reduced by 5. 
  2
  To navigate in enclosed or tight spaces, the 
  difficulty is increased by 5.
  Failure: The character has drifted off-course, and is
  not where they think they are. If there are hazards in
  the area, the DC for Pilot: Ship skill checks is increased
  by 5.
  PILOT:  SHIP  (WIS)
  Description: This skill covers the control, maneuver-
  ing, and steering of ships, large boats and other pow-
  ered ocean-going surface vessels, such as police
  launches and command ships. Unlike smaller, more
  maneuverable craft, these ships have very large turn-
  ing circles; this makes it very difficult to get the weight
  and momentum to stop or maneuver with precision.  
  Check: Regular manovers are at DC10 adjusted by
  the GM if they become more difficult.
  Note: Players without the Ship Rated Pilot feat receive
  a -4 penalty for any Pilot: Ship check they attempt.
  PILOT:  SPEEDBOAT  (DEX)
  Description: unlike Pilot: Ship, this skill covers the
  smaller and more agile craft used by the Marine
  Division. These boats are both faster and more control-
  lable, with powerful engines to chase down smugglers
  and traffickers. 
  Check: For ordinary sea journeys made by the charac-
  ter, a check at DC 10 is required every time, though the
  character may usually Take 10 on this check if skilled.
  Players who wish to complete journeys faster, or to
  travel in adverse weather, or perform more dangerous
  maneuvers such as chases, should see the Chase
  Rules in the combat chapter on p. (XX). Note that the
  Ship Rated Pilot feat is not necessary to gain maxi-
  mum use out of this skill.
  POLICE  BUREAUCRACY  (WIS)
  Description: Paperwork features heavily in police
  work and there is a lot of "red tape." The most obvious
  example is the need to get warrants for search and
  arrest. Furthermore, PCs must make a formal request
  to get access to vehicles or equipment, and to work
  with other forces or specialists. Issues crop up around
  jurisdiction and leadership authority. A PC with this skill
  knows how to work the system - files paperwork, calls
  in favors, sweet-talks the bosses, etc. In the event of
  an emergency where an officer has not followed policy
  and protocol, this also helps cover their tracks and
  avoid any possible disciplinary action. 
  Check: The DC is at the GM's discretion, but the fol-
  lowing guidance applies:
  For every 5 points success or failure GM's can also
  modify the outcome accordingly.
  Try again? No. 
  Special: The PC can take 10 using this skill.
  RESEARCH  (INT)
  Description: Use of this skill covers gathering informa-
  tion from the Internet or library, or other information
  resources, such as microfiche, universities, newspaper
  morgues, etc.
  Check: The DC for using this skill is largely up to the
  GM - some subjects may be concealed or harder to
  research. Basic facts are DC 10, obscure facts are DC
  20, hidden or illegal information is DC 25, and informa-
  tion on government secret projects and covert opera-
  tions is DC 40.
  Failure: The sought-after information one of the follow-
  ing: unavailable, unclear, contradictory or conflicting, or
  even non-existent. 
  Situation
  DC
  Doing a perfectly legitimate action
  quicker.
  15
  Making a close call look perfectly
  legitimate.
  20 
  Obtaining a favor from a superior for some-
  thing that is otherwise unavailable.
  25
  Covering for a colleague who has flagrantly
  violated procedure and been caught.
  30
  Mike Ursu (order #14108389)
  
  37
  SURVEILLANCE  (WIS)
  Description: Surveillance mostly involves observing
  location, object, or person that is static. Usually this
  also involves being inconspicuous at the same time.
  The effectiveness of surveillance is determined by the
  planning of the operation. The whole area needs to be
  examined in detail to determine the best approach to
  take. The appropriate clothes have to be worn for the
  environment and the appropriate technology has to be
  deployed.
  Surveillance can be from on foot, from a parked vehi-
  cle, or from a building. Unlike the "stake outs" of the
  movies, they tend not to be the pretzel and pizza eat-
  ing gatherings from the neighboring window. If any-
  thing, those involved are spread out and work meticu-
  lously and silently - independent of each other.
  Surveillance is painstaking and dull, but highly effec-
  tive. 
  The primary use of this skill is to observe and record
  the activities of suspected criminals in the hope of
  catching them performing a criminal act, or getting
  them to reveal information they have not told the
  police. A warrant is required for certain surveillance
  activities, and strict laws govern the level of intrusion
  that officers can perform. If the PCs overstep any such
  laws, any evidence gathered is inadmissible in court
  and the police officers may be subject to a disciplinary
  investigation or prosecution from the individuals under
  surveillance. 
  Check: This skill only covers attempts at observing,
  not in positioning themselves to remain unnoticed; this
  would require the use of Hide and Move Silently skills.
  GMs should set a difficulty for the skill check based on
  the circumstances and equipment the officers are uti-
  lizing. 
  To observe an individual unaided from 20 feet would
  require a skill check with a DC of 15. The further away
  the observer is and the higher the amount of back-
  ground distortion and cover, the harder the check. 
  Try Again? No, the PC either missed something or
  got spotted, GM's discretion. 
  TACTICAL  DEPLOYMENT  (WIS)
  Description: This skill is used in the deployment of
  officers at a siege or when storming a suspect's prem-
  ises. It allows the officer-in-charge to formulate a plan
  of action and coordinate the other officers. 
  The police adopt methods from the army and Special
  Forces units for room clearance, sniping, and other
  urban combat situations.  This reduces police, civilian,
  and criminal casualties.
  Check: The PC must have enough time to assess the
  situation fully and to brief other officers. In some situ-
  ations - such as dangerous raids or arrests - this can
  be done at the station house.  The PC will view sur-
  veillance footage, and allocate tasks and positions.
  For sieges and hostage situations, the PC may have
  to rely on rapid briefings at the crime scene before
  clarifying individual roles.
  Characters make a Tactical Deployment check at a
  DC set up the GM. The difficulty will depend on the
  level of risk the officers are facing, with simple busts
  requiring a DC of 10, and breaking a siege in a forti-
  fied building against multiple desperate terrorists
  requiring a DC of 35. If the character's check is suc-
  cessful, all officers given a briefing receive a +1 bonus
  on Saves and attack rolls..   
  Try Again? Weaknesses in a plan (as indicated by a
  failed check) will only come to light when the plan is
  executed.  Characters may not attempt to reformulate
  their actions unless new information comes to light, or
  their intended plan is tried. 
  Special: Characters may not Take 10 on a Tactical
  Deployment check. Characters other than the officer-
  in-charge can attempt tactical deployment checks, but
  they must convince the officer-in-charge of the wis-
  dom of their strategy before being given permission to
  continue.
  UNDERCOVER  (CHA)
  Description: This involves specially trained police
  officers pretending to be criminals in order to catch
  and punish the bad guys. They are commonly used in
  drug-related cases where police officers attempt to
  buy or sell illegal drugs and then arrest any people
  they do the deal with. It is extremely dangerous and
  many officers are injured in these operations. 
  "Sting operations" involve a group of police officers
  joining together to catch criminals by pretending they
  are somebody else (i.e., bogus company dealing in
  stolen goods or a fake car shop that offers to repaint
  stolen cars). Such operations can be as large as a
  bogus corporate crime cartel or they can be as small
  as getting a minor to buy cigarettes illegally and
  arresting the storeowner. 
  "Decoy operations" put temptation in the way of the
  potential criminal. In these, cops pretend to be vulner-
  able. For instance, acting as a tourist with an expen-
  sive camera positioned in a bad neighborhood or pos-
  ing as a drunk with money hanging out of their pock-
  et. 
  "Deep cover operations" involve infiltrating organized
  Mike Ursu (order #14108389)
  
  38
  crime group such as the Triads over a long period of
  time. These people become fully absorbed into their
  new world-they don't get any time off and must main-
  tain their cover 24-7. Undercover operatives have, in
  extreme circumstances, gone to jail to maintain their
  persona. Some have lost themselves in their role,
  becoming criminals. There is also a danger from other
  officers who do not know the undercover person is one
  of the good guys. 
  There is plenty of potential in role-playing undercover
  operations. For the agent there are plenty of chal-
  lenges that can be presented, the biggest of which is
  one that occurs in the real world. Undercover work rots
  the soul: one hangs around with a lot of undesirable
  people and sees a lot of bad things. What is worse,
  they either get with the program, or find themselves in
  very big trouble. While undercover officers wear wires,
  they many choose not to wear protective clothing or
  anything else that may incriminate them. This leaves
  them extremely vulnerable and often in very danger-
  ous situations. 
  The skills needed to perform undercover operations
  are widespread: acting, make-up, imitating accents, or
  postures - generally pretending to be someone else.
  Check: The undercover skill is rolled is made at each
  significant scene (or once per day in the case of deep
  cover operations, at the GM's discretion). Failure indi-
  cates that the character has acted inappropriately for
  the role she is attempting to portray; she may attempt
  to cover up or gloss over her gaffe with a successful
  Bluff check, opposed by the Sense Motive checks of
  those she is trying to fool. If she loses the opposed
  check, her cover is completely blown.. 
  Try again? No. 
  FEATS
  The following new and existing feats are used in Crime
  Scene: Hong Kong. Some remain unchanged and
  can be found in the Dungeons & Dragons Player's
  Handbook. New feats have been created and existing
  feats have been altered to reflect the genre as detailed
  below. GMs should feel free to adapt the feats as
  needed for their own campaigns.
  Note: The Dungeons & Dragons Player's Handbook
  has been abbreviated to PHB in the references. In the
  Feats table on pp. 39-40, all new feats are labeled with
  an asterisk (*).
  Here are descriptions of the new feats that appear in
  Crime Scene: Hong Kong. 
  Feat 
  Prerequisites 
  Details 
  Acrobatic
  PC gets a +2 bonus on all Jump checks and Tumble checks.
  Alertness
  See Feats chapters in PHB.
  *Appraise Suspect
  Wis 13
  Ability to determine the reliability, honesty, and background
  of witnesses and suspects. Gains +4 to all relevant Sense
  Motive and Diplomacy rolls. 
  *Archive Knowledge 
  Access to police archive
  Gains +2 to any Interview, Knowledge: Law, or Research roll.
  *Automatic Firearm
  Proficiency 
  Allows the PC to use an automatic firearm without a -4 penalty.
  *Ballistic Armor Proficiency
  Allows the PC to wear modern forms of body armor without incurring
  the penalties associated with the wearing of such protection.
  Combat Expertise
  Int 13
  When the PC uses the attack action or the full attack action
  in melee, s/he takes a penalty of as much as -5 on the
  attack roll and adds the same number (+5 or less) as a
  dodge bonus to Armor Class. This number may not exceed
  the base attack bonus. The changes to attack rolls and
  Armor Class last until the next action.
  Combat Reflexes
  See Feats chapters in PHB.
  *Connecting Evidence
  Wis 13
  PC can recognize specific evidence that is important at any
  crime scene. +4 to relevant Search and Spot checks. 
  *Crack Driver
  Dex 13, Driving License
  PC receives a +2 bonus to any Driving checks.
  *Crime Scene Hazard
  PC has the ability to spot dangers in a crime scene. They get a +4
  bonus to all relevant Spot and Search rolls when at a crime scene. 
  TABLE  -  FEATS
  Mike Ursu (order #14108389)
  
  39
  Feat 
  Prerequisites 
  Details 
  *Criminal Psychologist 
  The character receives a +2 bonus to Sense Motive and
  Counseling skill checks.
  *Doctor
  Int 13, Medical
  Assistance 4 ranks
  PC received extensive medical training and can perform surgery
  without incurring a -4 penalty.
  Dodge
  See Feats chapters in PHB.
  *Dragon Fist
  Martial Artist
  The PC gains +1 to attack and damage rolls with unarmed
  attacks.
  *Driving License 
  Age 16+
  PC is proficient in driving a class of vehicle and no longer incurs
  the -4 penalty for use. Each time this feat is chosen, select one of
  the following: Cars, Motorbikes, Boats, or Helicopter. Can be taken
  multiple times.
  *Emergency Medic
  Wis 11
  PC has received training in first aid and treating injuries. They
  gain a +6 bonus to all Medical Assistance checks when attempting
  to stabilize.
  Endurance
  See Feats chapters in PHB.
  *Fingerprint Taking
  PC is proficient in collecting and collating fingerprint samples. +6
  to relevant Gather Information checks.
  Great Fortitude
  See Feats chapters in PHB.
  *Hostage Negotiation 
  Int 13
  Ability to pacify and negotiate with hostage-takers. PC receives +4
  to relevant Diplomacy, Counseling, and Bluff rolls.
  *Imposing
  Str 13
  PC can use their police status to influence the general public.
  They receive +4 on all relevant Bluff and Intimidate rolls. 
  Improved Initiative
  See Feats chapters in PHB.
  Infiltrator 
  PC is good at winning peoples confidence through deception and
  guile, and so gains a +2 bonus to Bluff and Undercover.
  *Informant Handling
  Cha 13
  PC knows how to extract information and services from inform-
  ants. Gets +4 to Interrogate or Intimidate when dealing with them.
  Iron Will
  See Feats chapters in PHB.
  Investigator 
  The character gets a +2 bonus on all Gather Information checks
  and Search checks.
  Lightning Reflexes
  See Feats chapters in PHB.
  *Local Respect 
  The character is well known and liked within their regional division
  area. They receive +4 circumstance bonus to Gather Information
  and Diplomacy checks, whilst in that region. 
  *Long Arm Firearm Proficiency 
  Allows the PC to use a long arm firearm without a -4 penalty.
  *Marksman
  Base attack
  bonus +1
  The range increment for a ranged weapon is increased by 1.5 for
  any full action attack taken to shoot with it.
  *Martial Artist
  Str 11, Dex 11
  PC is always considered armed and does not provoke an attack of
  opportunity when attacking an armed opponent.
  *Media Handling
  Cha 13
  Ability to handle the media. Gets +4 on relevant Bluff and
  Diplomacy rolls. 
  Persuasive 
  PC gets a +2 bonus on all Bluff checks and Intimidate checks.
  Point Blank Shot 
  See Feats chapters in PHB.
  *Precise Aim
  PC can fire any single shot weapon into a melee, ignoring the -4
  penalty.
  *Promotion: Inspector 
  Promotion:
  Station Sergeant
  PC gains promotion to the rank of Inspector with the relevant
  increase in pay and position.
  *Promotion: Station Sergeant 
  PC gains promotion to the rank of Station Sergeant with the rele-
  vant increase in pay and position.
  Mike Ursu (order #14108389)
  
  40
  FULL  DESCRIPTIONS  OF  NEW
  FEATS
  APPRAISE  SUSPECT
  Description: The character can study the suspect for
  clues of how to behave when they start the interview.
  They do this by looking at the following: 
  1
  How smart is this person? Smart people give 
  different behavioral signs that one can pick up
  on.
  2
  How emotionally stable is this person? 
  Unstable, emotional people make decisions 
  much more on emotions rather than logic and
  will respond accordingly.
  3
  How mature are they? Do they understand 
  right from wrong? 
  4
  Are there any cultural differences that are 
  going to affect this conversation or could 
  explain unorthodox views or behaviors? 
  5
  Finally, does this person have a medical con-
  dition or are they on drugs? If they were 
  drunk, for instance, they may be more lucid 
  with less fear of the consequences. 
  Prerequisites: Wis 13
  Benefits: You gain +4 to all relevant Sense Motive and
  Diplomacy rolls.
  ARCHIVE  KNOWLEDGE
  Description: Deep within most police buildings are the
  archives. Many of these pre-date any electronic infor-
  mation systems. Knowing these archives is very use-
  ful, as experienced officers can draw upon them to add
  facts to cases that otherwise would have been missed.
  These archives include old case notes and evidence. 
  Prerequisites: Access to a criminal records archive
  Benefits: You gain +4 to any Interview, Knowledge:
  Law, or Research roll if using the PC's local archive.
  Feat 
  Prerequisites 
  Details 
  *PTU Training
  Base attack bonus +3
  PC has gone through training and service with the PTU. They gain
  the Shield Proficiency feat, and +1 bonus on attack rolls when
  using police batons. 
  *Psychological
  Profiling 
  Sense Motive 4 ranks
  PC is trained in recognizing psychological traits and behavioral
  indicators, enabling them to build a profile of the suspect. 
  *Ready Weapon
  Base attack bonus +1
  PC can ready a weapon as a free action, and reload or clear a
  jammed firearm as a half action.
  Ship Rated Pilot
  Pilot: Ship 1 rank
  The PC is proficient at sailing ships and other ocean going ves-
  sels, and no longer incurs a -4 untrained penalty when doing so. 
  *Sidearm Weapon
  Proficiency 
  .
  Allows the PC to use a side arm weapon without a -4 penalty
  *Simple Weapon
  Proficiency
  Allows the PC to use a melee weapon without a -4 penalty.
  Skill Focus
  See Feats chapters in PHB
  Stealthy 
  The character gets a +2 bonus on all Hide checks and Move
  Silently checks.
  *Strong Stomach
  PC gets a +4 to Saving throws to resist being affected by gory or
  morbid scenes.
  *Take Charge
  Cha 13
  PC is skilled at using authority to deal with people at a crime
  scene. When processing a crime scene, PC gains +4 to
  Diplomacy and Intimidate.
  *Triad Buster
  PC gains +4 Knowledge: Triads and Intimidate when dealing with
  suspected triad members
  *Walking the Area
  PC is adept at walking around large crime scene areas and identi-
  fying which parts are significant. Gets +4 to all relevant Spot and
  Search rolls. 
  Toughness
  See Feats chapters in PHB.
  Weapon Finesse
  See Feats chapters in PHB.
  Mike Ursu (order #14108389)
  
  CONNECTING  EVIDENCE
  Description: In many crime scenes the perpetrator
  leave evidence that connects them to the crime.
  Fingerprints, footprints, blood etc. are the obvious
  ones, but it could include finding matches that origi-
  nate from a particular club or a rare brand of cigarette.
  All this is connecting evidence. Some people are good
  at spotting evidence that is out of place at a crime
  scene - lipstick in a bachelor flat, a music CD when the
  owner has no CD player, etc. This feat is for those that
  have the knack of knowing which evidence should not
  be there, and maybe links the crime scene to the per-
  petrator. 
  Prerequisites: Wis 11
  Benefits: You gain +4 to relevant Search and Spot
  checks.
  CRIME  SCENE  HAZARD
  Description: Crime scenes happen in the strangest
  places. They may be burnt-out buildings, junkyards,
  and so on. Officers always have to be careful when
  processing a crime scene or walking the area for the
  first time. Some people are skilled at spotting dangers
  and this feat represents that. 
  Prerequisites: None
  Benefits: You get a +4 bonus to all relevant Spot and
  Search rolls when at a crime scene.
  CRIMINAL  PSYCHOLOGIST
  Description: the character has been trained in crimi-
  nal psychology, either as part of their job, or as part of
  their own studies. They have come to understand the
  typical thought patterns, emotions and responses of
  criminals, so helping them understand and anticipate
  their actions.
  Prerequisites: None
  Benefits: You receive a +2 bonus to Sense Motive
  and Counseling skill checks. 
  DRIVING  LICENSE
  Description: Most PCs have received extensive
  police training, including driving. Those with this feat
  can drive to a reasonable standard and don't require a
  skill roll to do so. Each time this feat is chosen, select
  one of the following: Cars, Motorbikes, Boats, or
  Helicopter. This feat can be taken multiple times.
  Prerequisites: Age 16+
  Benefits: You no longer suffer the -4 penalty for using
  that type of vehicle. 
  EMERGENCY  MEDIC
  Description: The character has training in emergency
  response. They may be ex-military or have an emer-
  gency services background. PCs with this feat are
  often expected to help other characters in an emer-
  gency where there is a "man down."
  Prerequisites: Wis 11
  Benefits: You gain a +6 bonus to all Medical
  Assistance checks when attempting to stabilize a
  patient.
  FINGERPRINT  TAKING
  Description: PC is proficient in taking fingerprints
  from crime scenes. This feat assumes that they have
  the appropriate equipment to do so. Occasionally, at
  the GM's discretion, some fingerprinting won't yield
  good results, either because of the poor surface upon
  which the print occurs, or because the print is only a
  partial one. 
  Prerequisites: None
  Benefits: You gain a +6 bonus to all relevant Gather
  Evidence checks.
  HOSTAGE  NEGOTIATION
  Description: The character has been trained in
  hostage negotiation. This includes elements of psy-
  chology, timing process, and so on. The negotiator
  understands crisis team structure, the dynamics of
  negotiation, psychology, tactical team deployment,
  negotiating stress, and dealing with the media.
  Hostage negotiation requires a lot of psychological
  training - two thirds of all hostage-takers threaten sui-
  cide and one in five take their own life. (See Hostage
  Situations on p. 59.)
  Prerequisites: Int 13
  Benefits: You get +4 to any relevant Diplomacy,
  Counseling, and Bluff rolls.
  IMPOSING
  Description: There are some officers who are able to
  make the uniform count when it matters. They some-
  how manage to appear wearing it when needed. This
  helps in dealing with the general public, particularly
  those who respect authority. 
  Prerequisites: Str 13
  Benefits: You get +4 on relevant Bluff and Intimidate
  rolls.
  INFORMANT  HANDLING
  Description: Contacts need sustaining. They are not
  always unfortunate runts that a detective can rough up
  a bit for "the word on the street." Informants are
  human. They won't be very happy if all the PC does is
  tap them for information without some reward.
  Contacts have to be maintained and need lots of
  attention at that time. If it is a bar owner, then PC
  needs to drink in that bar. If it is a secretary, it is going
  to cost that PC lunch every now and then, even if they
  do not want particular information. Good informants
  include court clerks, a tax or insurance assessors, and
  41
  Mike Ursu (order #14108389)
  
  public librarians or archivists. Of course, the best con-
  tacts are often dealers, gang members, or other crimi-
  nals. There is no game system for informants: they are
  determined and managed by GMs, according to their
  need. 
  Prerequisites: Cha 13
  Benefits: You get +4 to any Interrogate or Intimidate
  checks when dealing with informants.
  MEDIA  HANDLING
  Description: In high profile cases some officers are
  expected make statements to the press, hold press
  conferences, or give interviews. This feat represents
  those who are good at manipulating the media. This is
  not just saying the right things, but planning what to
  say and strategically revealing the right information at
  the right time. 
  Prerequisites: Cha 13
  Benefits: You get +4 on relevant Bluff and Diplomacy
  checks.
  PROMOTION
  Description: There are two types of Promotion feats:
  Promotion: 
  Inspector, 
  and 
  Promotion: 
  Station
  Sergeant. Promotions are acquired through getting the
  right feat. Ordinarily, promotion between grades is over
  several years, so GMs can block characters taking this
  feat at their discretion, ruling that such promotions are
  unwarranted. Similarly, the GM can insist on the rela-
  tive grades in a game if it is significant to the story. 
  Prerequisites: 
  Characters 
  must 
  posses 
  the
  Promotion: Station Sergeant feat before being
  allowed to take the Promotion: Inspector feat. PCs who
  start play with the Inspector character class automati-
  cally begin with this feat; so unlike the other character
  classes, they do not need to possess the Promotion:
  Station Sergeant feat.
  Benefits: You gain the rank - and the authority and pay
  that comes with it.
  PSYCHOLOGICAL  PROFILING
  Description: Psychologists and psychiatrists can link
  visible evidence to personality types. As a science, it is
  not exact. PCs can ask for psychological profiles, but
  only in big cases and usually just for homicides. The
  police use profiling when there is no main suspect. The
  FBI is the biggest user of profiling; its own study found
  that only 17 percent of cases had been solved by the
  use of profiling. Profilers draw most of their evidence
  from the scene of the crime. 
  It is not unusual for profilers to disagree. Example pro-
  files include: 
  1
  An urbane intellectual who is a manipulation 
  freak.
  2
  A blue-collar worker of low intelligence and no
  remorse.
  3
  A victim of great personal loss or anguish con-
  nected with the MO.
  4
  An antisocial personality looking to articulate 
  themselves.
  These would be good profiles to receive if the PC is the
  officer assigned to a case. They represent a big clue
  from the person telling the story. When writing a story,
  the GM needs to think about the psychology of their
  criminals; however, in game, the GM should not want
  to give too much away too soon. In reality, profiling
  adds flavor rather than facts. Profiling only gives clues
  and signals, not a detailed description (i.e., the suspect
  is a highly intelligent person, etc.).
  Prerequisites: Sense Motive 4 ranks
  Benefits: See above.
  TAKE  CHARGE
  Description: During the chaos that is a large crime
  scene, crucial evidence is sometimes lost, particularly
  in the first few hours. Quite often there can be an issue
  over who has jurisdiction or where the actual scene
  begins and ends. The general public may be present
  and all sorts of experts may be arriving on the scene.
  There is great need for somebody to assert them-
  selves and start organizing people. Characters with
  this feat are better at doing just that. 
  Prerequisites: Cha 13
  Benefits: You gain +4 to all Diplomacy and Intimidate
  checks when dealing with people at a crime scene.
  WALKING  THE  AREA
  Description: Many crime scenes occur in wide-open
  spaces such as a wood. It is very difficult to know just
  where evidence will be and where the edges of the
  crime scene actually are. In larger crime scenes,
  somebody has to walk the area for two reasons: the
  first is to identify the area that will be taped off and
  secured; the second is to prioritize where within this
  area the most clues are likely to come from. These
  clues may be very well hidden-something is buried, for
  example. This feat represents having a great instinct
  for this. 
  Prerequisites: None
  Benefits: You get +6 to all Spot and Search checks in
  large or outdoors crime scenes..
  42
  Mike Ursu (order #14108389)
  
  43
  a police context.  It also offers a suggested adjustment
  to Armor Class bonus rule. The new firearm rules take
  into account factors like rate of fire, different kinds of
  fire, reloading, and strafing. Guns themselves are
  described in 'Chapter 8: Equipment' on pp. 46-51. 
  This chapter also presents rules for running car chase
  scenes, which are ubiquitous in a police setting. 
  ADJUSTED  COMBAT  RULES  
  Comparatively, people and objects in the modern
  police world are fragile and prone to damage. As such,
  we offer an adjustment to the regular Armor Class
  bonus rules to reflect this difference
  AC  BONUS
  PCs and objects receive an AC bonus ability in the
  game; this represents how easily they can be hit in a
  fight or how vulnerable they are to damage. PCs who
  are attempting to hit something or someone roll their
  attack with the target's AC bonus as a bonus to a nor-
  mal DC 10 plus any ability or circumstance modifiers. 
  Example: A 7th Level Cop with a Dexterity of 15, giv-
  ing them a +2 Dex bonus and a +4 total AC bonus,
  would require a To Hit check of 16 or better to be hit
  with no additional circumstance modifiers.
  CHASE  RULES  
  The following rules permit GMs to run fast-paced,
  exciting chases, with any kind of vehicle. The main
  determining factors in a chase are the distance
  between participants, their relative speeds, and the
  maneuvers they are trying to perform (modified based
  on the conditions present). 
  SPEED!
  If the above ranges are maintained, the participants
  keep pace with one another. Some characters will wish
  to catch up or pull away from other participants. To do
  so, one car must move faster than the other with a
  resulting increase in difficulty in performing maneu-
  vers. Going faster also makes the vehicles harder to hit
  with weapons, thus increasing their defense. Running
  characters do not benefit from this, however. If a char-
  acter cannot keep pace with a participant, they auto-
  matically lose a level of range, falling further behind
  each round. 
  VEHICLE  SPEEDS
  There are five levels of speed for vehicles:
  PARKED/ANCHORED
  The vehicle is stationary and receives no bonus to its
  defense.
  URBAN
  The vehicle is moving at normal city speeds (15-50
  MPH). The vehicle receives +1 to its defense. 
  FREEWAY
  The vehicle is moving at fast speeds (51-99 MPH). The
  vehicle receives +2 to its defense and all maneuvers
  are at +2 difficulty. 
  RACE
  The vehicle is moving at extremely fast speeds (100
  MPH or more). The vehicle receives +2 to its defense,
  and all maneuvers are at +4 difficulty. Waterborne vehi-
  cles are not usually capable of going this fast.
  FLIGHT
  This is only for airborne vehicles. Flying vehicles are at
  +4 to their defense with no maneuver penalties unless
  flying at low altitudes. 
  MANEUVERS
  Each round, the drivers of vehicles participating in a
  chase have various maneuver options:
  1
  They can try to out run the other vehicle by 
  increasing their speed.
  2
  They can try to lose their pursuer by making 
  sharp turns and taking harder routes.
  3
  At Close and Neck and Neck ranges, they can
  try to outmaneuver their pursuer by cutting 
  across them or sideswiping them. To do so, the
  driver of the lead car sets a check they think 
  they can achieve and makes a Drive: Chase 
  roll. The pursuing drivers must equal the roll to
  keep up, or higher than the lead car's roll to 
  outmaneuver it. 
  Every round the driver can choose to increase or
  decrease speed as a free action.
  COMBAT
  CHAPTER 7
  Mike Ursu (order #14108389)
  
  COMPLICATIONS
  Drivers and running participants engaged in a chase
  will have their checks modified by the following circum-
  stances. Various complications can either make pursuit
  much easier or much harder. 
  CROWDED  STREETS
  Empty, nighttime streets are easily navigated, but rac-
  ing against heavy traffic going the wrong way down a
  freeway is as difficult as it is foolhardy.
  A -1 to -5 penalty should be applied to allow for the
  level of other traffic on the road. This can also reflect
  crowded waterways, such as when in or near a large
  dock.
  NARROW  STREETS  AND  ALLEYS
  Moving quickly through narrow or confined spaces is
  extremely dangerous at high speeds and the likelihood
  of crashing is greatly increased. Also in such areas,
  drivers may not be able to pass one another, and will
  have a smaller margin for error when making corners. 
  A +2 increase to DC is applied to chases in narrow or
  confined areas. For waterborne chases, this could
  include harbour entrances, or narrow channels
  between reefs.
  OFF  ROAD
  This penalty applies when taking vehicles unsuited to
  such conditions off the main road. Such vehicles may
  easily become grounded or bogged down in sand or
  mud. 
  Drivers of such vehicles are at -2 to their Drive or Pilot
  checks. This could apply to boats and shipping when
  sailing over an area which is close to the draft of the
  boat, such as a shoal, sandbank, or protruding rock.
  POOR  CONDITIONS
  Adverse weather conditions further complicate chases.
  Heavy rain or snow makes spotting other cars harder
  and increases the chances of high-speed skids or
  hydroplaning. 
  A -1 to -4 penalty should be imposed depending on the
  severity of the weather. This may be increased to up to
  -8 at sea, given the potential for both choppy seas and
  stormy weather,
  RANGES
  For the purposes of chases, there are three possible
  ranges: 
  Neck and Neck: The participants are side-by-side or
  bumper-to-bumper. Drivers can elect to try to knock the
  other vehicle off the road or force it to a standstill by
  use of the maneuver option. When Neck and Neck, the
  vehicles are close enough to perform melee attacks on
  the opposing passengers, if circumstances allow, albeit
  at a -4 penalty.
  Close: The participants are easily within sight of each
  other. Participants can fire sidearm, SMG, and shotgun
  weapons at each other at a -4 penalty, as circum-
  stances allow.
  Medium: The participants are still in sight of each
  other, but will frequently lose direct line of sight if in
  built up or forested terrain. They can fire long arms at
  each other, but at a -4 penalty, as circumstances allow.
  FAILURE
  Failure means either a pursued car is lost or a purser
  catches up. If a check fails by more than 10, the care
  ends up in a very bad crash. Even though failure for a
  pursuer means only they have lost their quarry, if they
  fail by 10 or more they still can crash. See rules for
  crashing below.
  CRASHING
  If driver fails a Drive: Chase check by more than 10,
  or if the vehicle sustains enough critical damage to
  make it uncontrollable, the vehicle will crash. The
  extent of the damage depends on how fast the vehicle
  was going. 
  For each speed rank over parked, the vehicle takes
  2d6 damage plus modifier for size. The driver can
  attempt a Reflex save to halve the damage. This save
  applies to all the vehicle's occupants. If the occupants
  are secured by seat belts or the car has air bags, then
  the damage is further reduced by half. Note: Secured
  occupants cannot fire at other vehicles or perform any
  physical actions while being restrained. 
  Pedestrians hit by vehicles involved in a chase are
  dealt with in the same way, but lack the protection of
  being secured. In the case of two vehicles colliding,
  their combined speed is used when applying damage. 
  Example: A car traveling at 75 MPH (freeway speed)
  collides with a stationary (parked speed) car. Both cars
  and their occupants take 4D6+2. However, if both were
  traveling in opposite directions at freeway speeds the
  combined speed inflicts 8D6+4 (4D6* 2 +2) on each.
  A boat or ship which crashes immediately begins to
  sink. This will take 1d6 rounds for a boat, or 5d6 rounds
  for a larger ship. Any character still onboard after this
  period will begin to drown.
  TRANSPORT
  The following table is a list of sample vehicles com-
  44
  Mike Ursu (order #14108389)
  
  monly used with the Chase Rules.
  Max Speed: The highest speed a vehicle can achieve.
  Armor Class (AC): This rating counts as the DC for any
  attempt to hit it. Vehicles moving at speed gain an addi-
  tional +2 for each rank of speed they possess. 
  Handling: This modifies all Drive and Initiative checks
  made by the driver.
  Hit Points (HP): This represents the structural integri-
  ty of the vehicle. When it is reduced by 50 percent, the
  driver is at a -2 penalty for handling the vehicle, and
  the vehicle's top speed is reduced by one category. If
  the vehicle's hps are reduced to zero, it is inoperable
  and cannot be driven further. Damaged vehicles might
  still be drivable, but might not be roadworthy and will
  attract the attention of the police if driven further. 
  Damage Reduction: This rating is deducted from the
  damage inflicted on the vehicle. 
  All Terrain: Only vehicles with the all-terrain option
  can operate "off road" without incurring penalties for
  terrain.
  Size: This determines the relative size of the vehicle.
  (To Hit modifiers have already been included in the
  Armor Class rating).
  Vehicle
  Max Speed
  AC
  Handling
  HP
  Damage
  Reduction All Terrain
  Size
  Dirt bike
  Freeway
  10
  +2
  20
  0
  Yes
  M
  "Hog" bike
  Freeway
  9
  0
  20
  2
  No
  L
  Sports bike
  Racing
  10
  +2
  20
  0
  No
  M
  Economy car
  Freeway
  8
  0
  30
  2
  No
  L
  Police Car/Sedan
  Freeway
  8
  0
  30
  5
  No
  H
  Sports car
  Racing
  8
  +2
  30
  0
  No
  H
  Luxury car
  Freeway
  12
  -2
  35
  5
  No
  G
  Pick-up truck/4X4
  Freeway
  8
  0
  35
  5
  Yes
  H
  Van
  Freeway
  8
  -2
  40
  5
  No
  H
  Semi and trailer
  Freeway
  8
  -4
  45
  5
  No
  C
  Helicopter
  Flight
  8
  +2
  35
  0
  N/A
  H
  Inflatable Power Boat
  Freeway
  9
  +2
  20
  0
  N/A
  L
  Seaspray Patrol Boat
  Freeway
  9
  +1
  35
  2
  N/A
  H
  Damen Patrol Boat
  Urban
  7
  0
  60
  5
  N/A
  C
  ASL Launch
  Urban
  5
  -4
  150
  5
  N/A
  C 
  TRANSPORTATION  TABLE
  45
  Mike Ursu (order #14108389)
  
  46
  COMMUNICATIONS
  TECHNOLOGY  
  As a uniformed officer, you'll carry a beat radio, which links
  you to a regional command and control room.  Other meth-
  ods of communication include beepers, cars and jeep
  radios, and cellular telephones. The average response
  time for the HKSAR police is nine minutes. Once a 999 call
  for help is made, the emergency operator can easily locate
  the nearest beat constable, who races to the scene while
  backup is being organized. The control room also has links
  to other emergency services such as fire and ambulance.  
  POLICE  WEAPONS
  It is standard practice for you to carry a firearm:
  1
  Most officers carry .38 special caliber Smith 
  and Wesson Model 10 revolvers.  
  2
  The Marine, Airport Security, and Special 
  Duties Unit carry 9 mm Glock 17 pistols; these 
  more hazardous units can also be issued with 
  Heckler and Koch MP5 submachine guns. 
  3
  The Marine Division arms its ship-borne offi
  cers with Colt M16 assault rifles. 
  4
  Constables serving with Emergency Units can 
  be issued with variants of the M-16 assault rifle 
  for exceptional situations. 
  5
  The Remington 870 pump action shotgun is 
  issued to Emergency Unit, PTU, and Special 
  Duties Unit Officers.  
  6
  All patrolling constables, and members of the 
  Police Tactical Unit (PTU), are also armed with 
  modern batons and sets of handcuffs. 
  7
  Non-uniformed officers, such as the force's 
  detectives, are armed with the smaller, more 
  concealable .38 Colt Detective Special 
  revolver. 
  Only the force's airport security branch carries powerful
  side arms as part of its normal day-to-day function.
  Characters wishing to carry long arms or automatic
  weapons will only be able to do so if the situation warrants
  it and their inspector agrees.  
  Listed below is a selection of firearms that either you or the
  criminals will carry:
  COLT  DETECTIVE  SPECIAL  AND  THE  SMITH  AND
  WESSON  MODEL  10  REVOLVERS  (.38    SPECIAL)
  The detective special and model 10 are both tried and
  trusted police issue revolvers, the model 10 having seen
  over 100 years' service with law enforcement agencies
  since its launch in 1899. Both revolvers hold six .38 Special
  rounds, with the Detective Special having a shorter two-
  inch stub barrel, and the Model 10 having a longer, more
  accurate four-inch barrel.
  GLOCK  17  (9MM)
  This Austrian-made pistol set the standard for modern gun
  design. It features many plastic components, leading to
  unsubstantiated fears that it could slip through a metal
  detector. The pistol is extremely reliable and has a high
  ammunition capacity. Marine, Airport security, and Special
  Duties Unit officers carry this pistol.
  NORINCO  TYPE  M-77  (7.62  MM)
  This pistol is the common sidearm for the Chinese main-
  land police and PLA officers. Quite old fashioned when
  compared to newer pistols, it only holds seven rounds and
  has weak stopping and penetration power. The pistol is,
  however, a tried and tested design and is unlikely to jam. 
  DESERT  EAGLE  (.50  ACTION  EXPRESS)
  This large bulky pistol gained many fans due to the
  sheer size of its caliber. Although originally released in
  .357 by Israel Military Industries, it has been adapted
  to fire even larger calibers, including .44 Magnum and
  .50 Action Express rounds. This pistol is very heavy
  and produces an exceptionally loud report when firing. 
  HECKLER  AND  KOCH  MP5  (9MM)
  One of the most famous submachine guns in the world,
  this German-made weapon has numerous variants
  used by many police and military forces. It is highly reli-
  able and so benefits from the high-built quality rule,
  allowing a player to re-roll one Rate of Fire die the first
  time multiple 6s are rolled.
  KALASHNIKOV  AK-47  (7.62)
  Possibly the most common assault rifle, its Russian
  designer envisioned it ending oppression for the poor
  since it was cheaply produced and easily operated. In
  reality, it is the armament of choice in nearly all third-
  world countries in countless border and civil wars.
  Many copies and updates of this weapon exist with
  most Eastern Block and former Soviet satellite states
  producing their own model. 
  The Chinese People's Liberation Army (PLA) used to
  carry a copy of the AK-47 called the Type 81.
  Hundreds of thousands of Type 81 rifles were then sold
  on to third world countries, or found their way into crim-
  inal hands.   
  EQUIPMENT
  CHAPTER 8
  Mike Ursu (order #14108389)
  
  47
  NORINCO  TYPE  95  (5.58  MM)
  Brought in to replace the aging assault rifles of the
  Chinese People's Liberation Army, the type 95 is a
  modern bullpup assault rifle. The weapon has yet to
  show up on the streets, with its unusual caliber mak-
  ing it difficult to get ammunition on the black market.
  Only deserting soldiers or triad gangs with connec-
  tions to China's warlord generals are likely to carry
  one.    
  COLT  M16  A2  /(5.56  NATO)
  Similar in configuration to the weapon used by the US
  in Vietnam, this modern update is more rugged and
  durable, serving as a standard military and police
  assault rifle.
  FRANCHI  SPAS  12  (12  GAUGE)
  This is a military-grade, pump-action shotgun that was
  derived from a riot gun commissioned for the Italian
  police (the Franchi SAS). Both versions are widely
  available and very popular with gun enthusiasts, and
  have appeared in numerous films and television
  action shows. 
  REMINGTON  870  (12  GAUGE)
  This shotgun is the standard issue for Emergency
  Units and for officers with Hong Kong's SWAT team-
  The Special Duties Unit. It operates a pump-action
  reload with a five shell internal magazine.
  Weapon
  Damage Crit
  Type
  Range
  Ammo
  Weight
  Colt Detective Special
  2d4
  20
  Ballistic 
  20 ft
  6 round cylinder
  1.5 lb
  S & W Model 10
  2d4
  20
  Ballistic
  30 ft
  6 round cylinder
  2 lb
  Glock 17 (9mm pistol)
  2d6
  20
  Ballistic 
  30 ft
  17 round box
  2 lb
  Type M-77
  2d6
  20
  Ballistic
  25 ft
  7 round box
  2 lb
  Desert Eagle (.50 AE)
  2d8
  20
  Ballistic 20f ft
  9 round box
  4.5 lb
  H & K MP5
  2d6
  20
  Ballistic 
  20 ft
  15 or 30 round box
  7 lb
  Kalashnikov AK 47 (7.62) 
  2d8
  20
  Ballistic 
  70 ft
  30 round box
  10 lb
  Type 95 (5.58 mm)
  2d8
  20
  Ballistic
  80 ft
  30 round box
  8 lb
  Colt M16 A2 (5.56)
  2d8
  20
  Ballistic
  80 ft
  30 round box
  6 lb
  Franchi Spas 12 (12 gauge)
  2d8
  20
  Ballistic 
  20 ft
  8 shell internal
  10 lb
  Remington 870 (12 gauge)
  2d8
  20
  Ballistic
  20 ft
  5 shell internal
  7 lb
  POLICE  WEAPONS
  Mike Ursu (order #14108389)
  
  48
  BASEBALL  BAT
  A common sporting product, the advantages of its size
  and weighted design allow tremendous force to be
  inflicted at the point of impact.
  BUTTERFLY  SWORD
  Usually used in pairs, this martial art weapon consists
  of a broad bladed short sword, with a simple hand
  guard. The guard can be used to trap other blades or
  weapons giving the proficient user a +2 bonus on dis-
  arm attempts. 
  CHINESE  BROADSWORD
  This ancient scimitar-like sword is used either singular-
  ly or in pairs in the martial arts. The sword often has a
  long bright scarf attached to the pommel to draw the
  eye away from the blade. 
  CHINESE  LONGSWORD
  More commonly used by the softer styles of Kung Fu,
  this long straight-edged sword has a flexible twin-
  edged blade, and a short one-handed grip. It usually
  has a tassel attached to the pommel. 
  NIGHTSTICK
  These are simple truncheons and batons carried by
  police and security forces around the world. Most are
  just over a foot long, but some are longer to give heav-
  ier blows.
  MEAT  CLEAVER
  Devastatingly sharp, meat cleavers will intimidate any
  opponent and are synonymous with the triad
  enforcers. Cleavers are also short, making them easy
  to conceal.
  NUNCHAKA
  Made famous by martial art film legend Bruce Lee, this
  simple weapon consists of two short batons linked by
  a chain or rope. When wielded properly, the nunchaka
  is a potent, lightning-fast weapon, but it can be very
  hard to control in the hands of an untrained character. 
  SPRING  COIL  BATON
  This baton is used by a variety of cops. It consists of
  short sections of coiled metal that fit inside each other,
  creating an extendible baton that carries considerable
  weight for its size. It collapses down to a small size,
  can be easily carried, and may be retracted or extend-
  ed as a free action. The construction, however, does
  not lend itself to use with hold moves, but is typically
  used for strikes in an attempt to incapacitate an oppo-
  nent.
  TONFA
  Originating as handles from rice mills in Asia, these
  batons have a short grip extending from the shaft,
  about a third of the way down their length. This gives
  the baton an off set 'T' configuration. Police and secu-
  rity forces use this style of baton for its improved trip-
  ping and hold capabilities (may be used to make a Trip
  attack, and may be dropped if the trip attack fails,
  instead of the wielder falling prone; +2 to all Trip and
  Grapple attacks made when wielding it).
  Weapon
  Damage
  Critical
  Type
  Size
  Weight
  Baseball Bat
  d6
  x3
  Bludgeoning
  Two-handed
  3 lb
  Butterfly Sword
  d6
  19-20
  Slashing
  Light
  2 lb
  Chinese Broadsword
  d6
  18-20/x2
  Slashing 
  One-handed 
  3 lbs
  Chinese Longsword
  d8
  19-20/x2
  Piercing
  One-handed 
  4 lb
  Meat Clever
  d6
  20/x3
  Slashing 
  One-handed 
  1 lb
  Night Stick
  d6
  20
  Bludgeoning
  One-handed
  1 lb
  Nunchaka
  d6
  20
  Bludgeoning
  One-handed 
  1 lb.
  Spring Coil Baton
  d4
  20
  Bludgeoning
  Light/One-handed
  1 lb
  Tonfa 
  d4
  20
  Bludgeoning
  One-handed
  1 lb
  COMMON  MELEE  WEAPONS
  Mike Ursu (order #14108389)
  
  49
  POLICE  ISSUE  BODY  ARMOR
  The rise in urban violence has led to many forces mak-
  ing body armor available to its officers. Such armor is
  still quite bulky and heavy, making it hot and relatively
  uncomfortable to wear for long periods. Because of
  this, it is usually only worn in high-risk situations, or
  where there is significant threat of violence. This
  includes any forced entry or crowd control action. The
  armor is then either distributed at the station house, or
  retrieved from the trunks of patrol car or crime scene
  vehicles. The harbour patrols favour body armor.
  The Hong Kong police use several different types of
  armor to respond to their officer's needs: 
  CONCEALABLE  VESTS
  This first type is a light, concealable vest that can be
  worn under regular clothing without being too conspic-
  uous. Undercover cops, and detectives on dangerous
  stakeouts, often use it to give them an edge. A Spot
  check at DC 20 must be made to notice its presence.
  The vests, made of Kevlar or other such substances,
  prevent a bullet from penetrating and spread the pen-
  etrating force of bullets. Police wearing these can still
  be knocked out by the force of a bullet and could have
  a nasty bruise and even broken ribs, but will survive
  being shot. Such vests are however offer little protec-
  tion against cutting or stabbing weapons. 
  POLICE  VESTS
  The second type of body armor is for officers respond-
  ing to high-threat situations. It consists of a heavier
  vest worn over the regular uniform. Such vests often
  have webbing or utility pockets built into them. Unlike
  the concealable vest, these incorporate layers of metal
  weave to help prevent injury from stabbing weapons. 
  RIOT  GEAR
  In civil disturbances or riots, the police additionally
  equip their officers with riot helmets; these have clear,
  bullet-resistant visors to protect the face, and are
  designed to protection the officer from blows and blunt
  trauma. 
  Officers are usually issued with riot shields in addition
  to the body armor and helmet. The shields are made
  from the same bullet-resistant clear material as the
  visors for their helmets and are circular in shape. 
  "SPECIAL  DUTIES"  ARMOR
  The force's Special Duties Unit wears the next type of
  body armor It consists of hooded overalls and heavy
  vests along with plates for the lower legs, arms, and
  groin. The armor is designed to work primarily against
  ballistic impacts, but also functions well against knives
  and blunt trauma. Although made from heavy plates of
  ceramic and Kevlar, the weight is distributed across
  the body, so that maneuverability is not impaired too
  much. 
  BOMB  DISPOSAL  ARMOR
  Police and military bomb disposal squads wear the
  heaviest and most protective type of body armor. This
  is designed to offer maximum protection at the
  expense of maneuverability. The armor is very bulky,
  but offers the wearer a chance of survival if caught in
  a bomb blast. The armor totally encloses the wearer in
  thick layers of ballistic cloth, with thick plates on all but
  the joints. 
  Such armor also imposes a penalty on the following
  skill checks: Balance, Climb, Hide, Jump, Move
  Silently, and Tumble. Having the appropriate Armor
  Proficiency feat halves any such penalty rounded
  down to zero. PCs wishing to use multiple pieces or
  body armor such as a riot shield, riot helmet, or police
  vest should add the armor's AC bonus and armour
  check penalty for each piece of armor to get a final
  modifier to their armor class.
  RESTRAINT  EQUIPMENT
  It is of course up to the individual police officer to
  POLICE  ARMOUR
  Armor Type
  AC Bonus
  Max Dex Bonus 
  Penalty
  Police Motorcycle Jacket
  +2
  +3
  -1
  Police Motorcycle Helmet
  +1
  +4
  0
  Light Concealable Vest
  +1
  +4
  -1
  Police Vest
  +3
  +3
  -2
  Police Riot Helmet
  +1
  +3
  0
  Police Riot Shield
  +2
  +2
  -1
  Special Duties Armor
  +4
  +3
  -2
  Bomb Disposal Armor
  +6
  +0
  -6
  Mike Ursu (order #14108389)
  
  assess any threats they face, but they may have to jus-
  tify the use of the force they exhibit. Over the last few
  years, improvements in this field have helped give
  police an extra edge and reduced the number of times
  when injury occurs to both the arresting officer and
  assailant. 
  Non-lethal restraints/incapacitants fall into two cate-
  gories: chemical and mechanical. Such incapacitants
  include gel or stun rounds, as well as handcuffs and
  other physical restraints.
  CHEMICAL  INCAPACITANTS  
  These usually take the form of irritants that inflame the
  eyes or skin. Leaving the target unable to focus or
  breathe. 
  Tear Gas: Usually delivered by gas grenade, tear gas
  produces a dense cloud that has a 10-foot radius on
  the first round of dispersal, expanding up to a 15-foot
  radius on the second. It lasts 4 + d4 rounds in an open
  area, but any wind can disperse it, subtracting -4
  rounds from the dispersal time. Anyone caught in the
  cloud without appropriate eye protection must make a
  Fortitude save at a DC of 25 or become blinded for 3d4
  rounds.
  MECHANICAL  INCAPACITANTS
  Primarily used in riot situations, these are very large-
  caliber bullets, usually made from a synthetic rubber or
  plastic. These are fired at sub-sonic speeds into a per-
  son, striking with tremendous force, but with little pen-
  etrative effect. These are commonly called beanbag,
  stun, or rubber bullets. Use of these weapons is heav-
  ily controlled, due to the unpredictable nature of their
  use. Normally they are only ever brought out in the
  most extreme situations where firing live rounds would
  cause massive loss of life. These bullets can still cause
  very severe injury and have been known to kill. The
  bullets can only be fired from shotgun or canister round
  firearms. They do d6 damage. 
  MECHANICAL  RESTRAINTS
  Once a suspect has been arrested or subdued, they
  are usually restrained to limit any threat or ability to
  escape. The standard police method for ensuring this
  is by the use of handcuffs. Officers are trained
  extremely well to position and secure a suspect without
  exposing themselves to danger. Standard procedure is
  for the suspect to have their hands secured behind
  their back. 
  A handcuffed character takes a -2 penalty on attack
  rolls in addition to a -4 penalty to Dex. If the handcuffs
  are anchored to an immobile object, the restrained
  character can't move. Otherwise, PC can move at half
  speed. Handcuffs require a Disable Device check DC
  30 to open; metal cuffs have 20 hit points at AC 13.
  Plastic strip-binder cuffs only require a Disable Device
  check of 20 to remove and have 5 hps with AC 10.
  The other form of restraint commonly used is called
  shackles. These are employed by prison services to
  restrain prisoners while in transit. They consist of cuffs
  for hands and feet joined by a central chain, which is
  sometimes secured to a belt. Unlike handcuffs, the
  prisoner's hands are kept in front, but the central chain
  limits their movement; they can only take shuffling
  steps. Shackled PCs have an equivalent Dex of 4 for
  any physical activity checks at -4. They can only move
  at quarter speed and cannot run or jump. A Disable
  Device at DC 35 is required to remove them; they have
  40 hps at AC 15.
  MOBILE  CRIME  SCENE  UNIT
  Every character is comforted by the presence of a
  large van (or in this case boat) outside, with gear in it
  that is going to help them. They can call in a mobile
  crime scene unit to be present at any crime scene.
  Sometimes they are called Mobile Forensic Units or
  something similar, depending on their function.
  Different forces have differently outfitted vehicles,
  based on their needs and budget. Usually there needs
  to be a reason for the unit to be called in; maybe it is a
  high-profile case that needs a speedy conclusion or
  maybe forensic services are far away, as the crime is
  in a remote area. Characters would not be thanked for
  bringing in specialists and sitting them for days in a van
  if the services are available three blocks down the
  road. 
  These vans come in all different types and are some-
  times given slightly different names. Usually they are
  openly marked as police vehicles; these are obviously
  not those used in surveillance operations. In Crime
  Scene, they are graded as follows:
  LOW-GRADE  
  This is a converted van where officers eat and rest. It
  has unit markings with a blue emergency light, a radio
  system, a small evidence locker, a computer and a
  cool, dry forensics locker. It also has a TV, telephone,
  coffee maker, refrigerator, and video facilities. 
  MEDIUM-GRADE  
  This is a converted van or ambulance that has all the
  above but with specialized cameras, blood kits, and
  forensic lights. It has machinery for processing and
  interpreting blood, and digitally capturing and identify-
  ing latent fingerprints. It also has a GPS (global posi-
  50
  Mike Ursu (order #14108389)
  
  51
  tioning system). Some of the better ones also have
  drug chemistry facilities to identify illegal substances
  and toxicology facilities to measure the amount of alco-
  hol in the blood. They may also have microscopy facil-
  ities to enlarge images and the ability to match bullets
  to guns if necessary. These need a specialized crime
  scene investigator to operate. Police launches have
  the equivalent to a Medium grade Crime scene set-up
  installed as standard. 
  HIGH-GRADE  
  The Hong Kong police use converted coaches as
  mobile command centers for major crime scenes, or
  emergency situations. It has all the equipment men-
  tioned above. It also has a fax machine and
  microwave. On the roof is an observation deck and
  lighting to light up the immediate area. Larger ones
  may have a small conference room. Sometimes, these
  vehicles have direct video links and their primary use is
  to arrange search warrants "live." The Marine division's
  two command launches contain everything a mobile
  high-grade command center has. 
  Access to such vehicles will depend a lot on the situa-
  tion, but as a general rule of thumb, only PCs that are
  5th Level and above can access a medium-grade vehi-
  cle, and those of 7th Level and above should be able
  to get access to a high-grade one, if one is available.
  VISION  ENHANCEMENT  DEVICES  
  Binoculars: Binoculars are the most common of vision
  enhancement devices used by the police. They are
  classified by two numbers (e.g., 7 x 35 or 10 x 50). The
  first number is the magnification, so 10 means some-
  thing looks ten times closer than it is. The second num-
  ber is the diameter of the lens in millimeters. Bigger
  lenses let in more light and are better. 
  Those typically available in to HKSAR police officers
  are: 
  1
  10 x 50, which cannot be concealed within 
  clothing as they are large and heavy
  2
  8 x 40, which are good but less chunky
  3
  7 x 35, light and good for general purposes
  4
  10 x 25, which are pocket sized
  Monoculars: Monoculars are less powerful than
  binoculars and are rarely used. Spotting scopes, how-
  ever, can have a magnification of up to 40 and need a
  tripod (read - big telescope), but tend only to be used
  by surveillance teams. 
  Night Vision: These devices allow vision in partial and
  total darkness. They can be attached to video record-
  ing equipment. Those available are:
  1
  Goggles
  2
  Sights (for guns) 
  3
  Binoculars (at a lower magnification) 
  4
  Monoculars 
  These devices are very compact - night vision binocu-
  lars are smaller than regular binoculars. Only special
  units or the military are likely to have anything more
  sophisticated than this, such as infrared technology. 
  Camera Lenses: An 1800mm lens allows photo-
  graphs to be taken from a mile away; however, it
  requires a tripod and is very large. In fact anything
  above 200mm requires a tripod. The standard lens on
  most cameras is 55mm. 
  Pinhole lens cameras are very small and designed to
  be concealed. They need a video transmitter nearby,
  which in itself needs only be as small as a coin. Police
  officers need to be aware of the individual's right to pri-
  vacy when deploying these devices. Apart from that,
  they are surprisingly easy to use. 
  Vehicle Tracking Devices: These can be "radio fre-
  quency" or "global positioning systems." The radio fre-
  quency device feeds back to a receiver, which indi-
  cates how far and which direction the vehicle is from
  the receiver - most work in 180-degree or 360-degree
  arcs. They are relatively simple devices, but make tail-
  ing much easier. Crowded environments can some-
  times interfere with these systems. 
  A global positioning system (GPS) is far more sophisti-
  cated. When linked to a computer, it can not only
  shows where a moving vehicle is, but can also plot the
  course on a map in real time. It can monitor up to ten
  vehicles at once. 
  Laser Range Finder: This is a small but useful device
  that instantly measures distances. It also provides a
  bearing, so it gives the direction it is aimed at. This is
  very handy for measuring crime scenes, particularly
  ones outdoors. 
  This chapter outlines rules for managing gun combat in
  Mike Ursu (order #14108389)
  
  52
  Every crime scene is different and should be treated
  as such. Similarly, there is no one way to solve a
  crime. The police, however, tend to rely on tried and
  trusted procedures to guide them once a crime scene
  has been established. 
  Police generally use the following procedures: 
  1.
  Case the crime scene: Get clues from the 
  scene of the crime. 
  2.
  Identify sources: Note down who reported the
  crime and who was around when the police 
  arrived - they could be important sources of 
  information. Identify anyone else not present 
  who could provide information: potential sus
  pects, the victim or other victims, witnesses, 
  informants, and persons acquainted with any
  suspects or the crime scene. 
  3.
  Interview sources: Take statements from all 
  people present. Uniformed cops can take 
  statements from those that seem less rele
  vant, while the PCs talk to the important 
  sources. 
  4.
  Victim: Get as much information as possible 
  about the victim (such as last known move
  ments), particularly if this is a potential homicide. 
  5.
  Motive: Who had the means and opportunity 
  to commit the crime? Is there a Modus 
  Operandi (MO)? Would psychological profiling
  help?
  6.
  Find connecting evidence: Does the evidence
  point to a particular suspect? For example, if 
  someone was killed with a crossbow, the PCs
  should try to find out who is able to use one, 
  or who owns or bought the crossbow used. 
  7.
  Find suspects: Interrogate them. 
  The process seems simple, but of course, it is not.
  People lie, vital evidence goes missing, sometimes
  there is a conspiracy or cover up, etc. 
  Before tackling a crime, the PCs must consider the fol-
  lowing aspects when trying to find a suspect and col-
  lecting evidence. The police not only have to find the
  culprit, but they also have to be able to prove that they
  are guilty in court of law for the charge to stick.
  SUSPECTS
  When determining a suspect, the PCs must establish
  such conditions as motive, means, and opportunity. All
  three are needed to convict a suspect. Police also use
  MOs to establish if a crime fits a known criminal's
  style.
  MOTIVE
  This is usually done through interviewing, although
  some issues will stand out. A tried and true method
  used often in movies is "follow the money." Money,
  while not necessarily the root of all evil, is often the
  motivation behind evil acts. Motives also often involve
  power, either the struggle for more, or the struggle
  against someone who has taken theirs away. 
  MEANS
  The police also have to find a viable suspect who had
  the means to perpetrate the crime. An enfeebled old
  lady is not going to have the strength to beat a strap-
  ping young man senseless. Likewise someone death-
  ly afraid of heights is unlikely to be able to push some-
  one off a tall building. 
  OPPORTUNITY
  Often more important than anything else is showing
  that suspect was or could have been present at the
  scene to commit the crime. This is where alibis come
  in. A person can be cleared of suspicion if there was
  no way they could have been at the scene at the time
  of the crime (i.e., they were in a business meeting in
  another city and have ten witnesses to the fact). 
  MO
  A modus operandi (MO) can very useful when dealing
  with repeat offenders. Sometimes the MO gives away
  a lot of information away about the perpetrator. The
  characteristics of an MO are based on the type of
  crime. Criminals tend to do what they are good at.
  Bank robbers are very unlikely to burgle houses on the
  side; they stick to banks. A person might only attack
  young men, or only rob from the elderly. Certain types
  of property can also provide a link - if an arsonist only
  burns down gyms, one could extrapolate that the sus-
  pect might be a person with issues against fit or mus-
  cular people, or against a specific health club chain. 
  MOs can also be based on how the criminal performs
  the crime. Does it involve the same type of weapon?
  SCENE  OF  CRIME
  CHAPTER 9
  Mike Ursu (order #14108389)
  
  53
  Are they systematic, ceremonial, drug crazed, etc.? Do
  they have a signature or calling card that makes them
  different somehow? Even the time of a crime might be
  relevant. It could indicate the hours a perpetrator
  works. So note everything, miss nothing.
  EVIDENCE
  Evidence is anything (objects, testimony, sworn state-
  ments, etc.) that can be submitted as proof admissible
  in a court of law. Evidence is used in many ways: to link
  a suspect to a crime, to establish the nature or cause
  of crime, to prove methods, or to provide motives. 
  There are two basic kinds of legal evidence: direct and
  circumstantial. Direct evidence is anything a person
  has either seen or heard - things that can be proven as
  fact based on direct observation using one's senses.
  For instance, the testimony of a witness that saw a per-
  son beat someone else senseless then leave. It also
  includes anything a person has seen or done them-
  selves (i.e., "I dropped the suspect off at the house at
  6:00 p.m." or "I saw the suspect leaving the scene with
  a huge bloodstain on her blouse."). Evidence can be
  testimonial, documentary, photographic, material,
  forensic, and even taped, as long as the evidence was
  acquired legally. 
  Conjecture or hearsay (rumors) are not considered evi-
  dence and are inadmissible in most courts. Forensic
  evidence is usually admissible as long as there is an
  expert witness to testify to the meaning and reliability
  of the evidence. More details on forensic evidence are
  explained in Crime Scene: Forensics. 
  Circumstantial or indirect evidence suggests a connec-
  tion or that something happened without actually prov-
  ing it. Usually such evidence lends itself to multiple
  interpretations, which makes them less useful.
  Furthermore, using such evidence tends to rely on
  finding a series of such facts (a chain of proof) that
  could link a suspect to a particular crime. While circum-
  stantial evidence is admissible, most courts are slow to
  convict based solely on such evidence. 
  Example 1: A witness testifies that the suspect owns a
  revolver of the same make and caliber as the one used
  to commit the homicide.
  Example 2: The perpetrator of a crime was observed
  wearing a red shirt with vertical blue stripes; the sus-
  pect owns such a shirt.
  Example 3: A large amount of cash was stolen out of
  personal safe in the victim's home. The suspect's fin-
  gerprints were found on the outside of the safe and the
  suspect has recently bought a expensive new sports
  car paying for it in cash. The evidence implies that the
  suspect stole the cash from the safe and used it to buy
  the car. The suspect could get charged based on that
  unless other reasons are supplied that are believable
  enough to throw the assumption into doubt. For
  instance, the fingerprints could have gotten on the safe
  when the suspect leaned against it while visiting the
  victim, a friend. Also the suspect could have bought the
  car by cashing in a matured bond.
  CIRCUMSTANTIAL
  VARIABILITY
  If the item of physical evidence is found and subse-
  quently associated with a suspect where the suspect
  had no right to be, then the evidence may:
  1
  Establish a suspect's presence at the crime 
  scene. 
  2
  Establish probable cause. 
  3
  Establish proof beyond a reasonable doubt. 
  If the physical evidence is found at a time where a sus-
  pect may have had a legitimate right to be (innocent
  access), then the evidence may have no significance. 
  SOURCES  OF  INFORMATION
  In the course of an investigation, the PC will explore
  any number of sources in order to get all the informa-
  tion they need. These sources could involve trips to the
  public records office, local library, or police archives, or
  they could require the police to canvass an area, inter-
  view witnesses, or interrogate suspects. Chances are
  most investigations will require a combination of all of
  these. 
  PUBLIC  RECORDS  AND  INFORMATION
  There are many simple sources in which to find data.
  The Identification Bureau houses and collates much of
  the Hong Kong polices records and case files. 
  Here are some other public sources of information:
  �
  The phone book
  �
  Public record offices - the courts, the motor 
  vehicles department, government depart
  ments, etc.
  �
  Water and electrical companies
  �
  Marital/domestic history
  �
  Family history
  �
  Employment history
  �
  Financial history
  �
  Daily routines, habits, and activities
  �
  Friends, acquaintances, and associates
  �
  Local place of worship
  �
  Education
  �
  Criminal Record
  �
  Immigration Records
  �
  Boat ownership Records
  Mike Ursu (order #14108389)
  
  54
  Suspects  and  Other  NPCs  
  Most NPCs are members of one of the following two classes: combatants and non-combatants. These
  classes have no class features or automatic armor and weapon proficiencies, but they do have a free
  choice of one feat at 1st level and an additional feat at 3rd level and every third level thereafter.
  If desired, the GM may prepare major NPCs using PC classes from other Crime Scene books, such as
  Crime Scene: Triads. Major NPCs prepared in this way gain feats according to their class, rather than according
  to the progression given above.
  Non-Combatant
  Hit Die: d4.
  Class Skills
  The non-combatant can choose any twelve skills to be class skills.
  Skill Points at 1st Level: (7 + Int modifier) x 4.
  Skill Points at Each Additional Level: 7 + Int modifier.
  Combatant
  Hit Die: d8.
  Class Skills
  The combatant may choose any six skills to be class skills.
  Skill Points at 1st Level: (3 + Int modifier) x4.
  Skill Points at Each Additional Level: 3 + Int modifier.
  NPC Level
  BAB
  AC Bonus
  FortSave
  RefSave
  WillSave
  1st
  +0
  +0
  +0
  +0
  +2
  2nd
  +1
  +1
  +0
  +0
  +3
  3rd
  +1
  +1
  +1
  +1
  +3
  4th
  +2
  +2
  +1
  +1
  +4
  5th
  +2
  +2
  +1
  +1
  +4
  6th
  +3
  +3
  +2
  +2
  +5
  7th
  +3
  +3
  +2
  +2
  +5
  8th
  +4
  +4
  +2
  +2
  +6
  9th
  +4
  +4
  +3
  +3
  +6
  10th
  +5
  +5
  +3
  +3
  +7
  NPC Level
  BAB
  AC Bonus
  FortSave
  RefSave
  WillSave
  1st
  +0
  +0
  +2
  +0
  +0
  2nd
  +1
  +1
  +3
  +0
  +0
  3rd
  +2
  +2
  +3
  +1
  +1
  4th
  +3
  +3
  +4
  +1
  +1
  5th
  +3
  +3
  +4
  +1
  +1
  6th
  +4
  +4
  +5
  +2
  +2
  7th
  +5
  +5
  +5
  +2
  +2
  8th
  +6/+1
  +6
  +6
  +2
  +2
  9th
  +6/+1
  +6
  +6
  +3
  +3
  10th
  +7/+2
  +7
  +7
  +3
  +3
  Mike Ursu (order #14108389)
  
  55
  If the PCs have access to a suspect's house, they can
  look for the following: 
  �
  Official documents: records of ownership, 
  deeds
  �
  Licenses: driving, marriage, business, etc.
  �
  Business transactions
  �
  Bills
  �
  Tickets: planes, boats and trains 
  When trying to build up a physical picture of a suspect,
  these are the factors the PC should try and establish: 
  �
  Gender
  �
  Race
  �
  Age
  �
  Height
  �
  Weight
  �
  Build and posture
  �
  Hair color and style and facial hair
  �
  Complexion
  �
  Eye color
  �
  Shape of nose and mouth
  �
  Any scars or tattoos
  �
  Speech
  �
  Clothing, jewelry, and style 
  �
  Ethnicity
  All told, this should give the PCs a pretty good picture
  of any particular person. Of course there are many
  other things they could look at, but these are just an
  idea as to where one could start. In most investiga-
  tions, the best evidence comes from the secondary
  sources that come out of the first part of the investiga-
  tion. So characters should run their investigation care-
  fully - they may not have all the resources to do every-
  thing.
  INVESTIGATING  A  CRIME  SCENE  
  It is not easy to investigate a crime scene and much
  can go wrong in the early stages. The same protocol
  cannot be used every time as every crime scene is
  unique and presents its own set of problems and chal-
  lenges to the investigator. Very few crime scenes just
  sit there waiting to be examined by the PCs-the scene
  quickly 
  becomes 
  contaminated 
  by 
  suspects,
  bystanders, and the police themselves. Evidence dis-
  appears or is destroyed; things are moved, and people
  start to forget things. 
  It is important to remember that as soon as someone
  enters the crime scene, it changes. What this means
  from a game standpoint is that the PCs will corrupt the
  scene by their very presence and potentially trample
  evidence, depending on the amount of care with which
  they approach the scene. However, this should not
  become an occasion for a GM to have vital evidence
  destroyed, just because the PCs didn't state specifical-
  ly that they did not run willy-nilly through the room upon
  entering it. The players and GM should establish what
  "standard operating procedure" means to them. There
  is no need to say that latex gloves are being put on if
  latex gloves are always put on-certain things can and
  should be assumed, as long as they are agreed upon
  ahead of time. This allows for better game flow by
  avoiding the constant repetition of named actions.
  Another way a GM can determine the care with which
  the PCs take upon entering a crime scene (and thus
  quantifying how much evidence may be lost or
  changed) is to secretly roll the PCs' crime scene
  response skill rolls, noting if a failure has corrupted the
  scene.
  The first couple of hours are the most important in a
  fresh crime scene. If the police are fortunate, the first
  person at any crime scene is a police officer. They des-
  ignate it as a crime scene, cordoning it off from outside
  interference. Their first priority is to interview anyone in
  the area and ascertain as many facts as possible. As
  soon as they have secured the area, they call for back-
  up, asking for various kinds of specialized teams
  depending on the nature of the crime. The officer is
  responsible for protecting the crime scene and has a
  lot to do in those first few minutes. 
  PROTECTING  THE  SCENE
  The protection of a crime scene begins with the first
  police officer on the scene and ends when the scene is
  released from police custody. A contaminated crime
  scene will not hold up in court and protecting it is not
  easy. Distressed victims, unhelpful suspects, or
  passers-by often disturb the crime scene. Some things
  also quickly go away such as a smells or a person's
  level of intoxication. Officers should note if anything is
  altered (or altering) and make written notes as soon as
  possible. Experienced officers know what to note, but
  things can be ignored in the frenetic start to an investi-
  gation. An inexperienced officer may use the nearby
  telephone for example ruining any fingerprints, or a
  team member may eat in the sealed off area leaving
  crumbs. The most violated area is usually the floor and
  roping off an area does not always stop people from
  entering the scene and walking all over it. 
  If the PCs are approaching a crime scene, unless they
  are known, they will be stopped and questioned. Even
  then, amongst themselves they may wish to decide
  who should enter and who should stay outside the
  restricted area. Crime scenes can expand dramatically
  and they require plenty of room. For example, one
  could need an area where those participating can eat,
  drink, smoke, and go to the toilet. One may need room
  to set up a communications post, a press area, a com-
  mand post, and a repository for the trash. To compli-
  Mike Ursu (order #14108389)
  
  cate matters further, the incidence of criminals return-
  ing to the scene of the crime is very high, so the PCs
  have to decide if people can safely work alone or not,
  and must determine the level of security around the
  area. Crime scenes can also grow if somebody
  decides to expand a search area or look for clues else-
  where. 
  EVALUATING  THE  SCENE
  Next, the crime scene technicians evaluate the area,
  identifying which areas could provide clues and docu-
  menting what has occurred. This involves first scan-
  ning the general layout of the scene, establishing such
  things as point of entry or point of exit, notable evi-
  dence, any obvious disturbances, etc. It requires a lot
  of gut instinct and snap decision-making. Any object
  could be out of place and could have been left by a
  suspect. This is called "connecting" evidence. The
  technicians also have to decide whether or not to
  extend the crime scene to include different areas, such
  as upstairs rooms in a house where a murder has
  taken place downstairs. It is possible for the first officer
  on a scene make the wrong call as to where the crime
  scene is (for the purposes of evidence gathering). 
  DOCUMENTING  THE  SCENE
  While the technician is tagging evidence, but before
  they start removing it, a photographer must record
  each aspect of the crime scene, gathering as much
  salient evidence as possible without moving anything.
  An investigator also makes a sketch of the area, show-
  ing the overall layout with measurements indicating
  where all-important objects were in relation to other
  objects, such as where the body was in relation to a
  gun. Measurements must be made using at least two
  reference points from two separate fixed points (like
  the edge of a doorway or window) as opposed to using
  moveable objects (i.e., a sofa or bookcase), which
  could be shifted later on, making them useless as ref-
  erences. 
  In the case of a death, a forensic pathologist may be
  called in to examine the body. In the case of decayed
  or calcified remains, a forensic anthropologist might be
  needed. Whatever the situation, all the technicians and
  specialists should work methodically and thoroughly,
  recording everything no matter how small. 
  Documenting the crime scene thoroughly is critical, for
  instance are the lights on or off, are the drapes open or
  closed, is the air-conditioning on or off. All these factors
  can influence the interpretation of the crime scene.
  Notes need to be extensive and as inclusive as possi-
  ble. The team has to take care to document any evi-
  dence they disturb (i.e., if they had to move furniture,
  etc.). Crime scenes are meticulous affairs and PCs
  could have to wait days until all the results are back.
  Often they are forced to prioritize, deciding which evi-
  dence should be processed first if they need to move
  quickly. Throughout a crime scene there lies a delicate
  balance between being objective and not making too
  many assumptions and building a working theory as to
  what may have happened. If one remains objective,
  then all the evidence is meticulously examined with lit-
  tle missed. However, without a plausible theory, evi-
  dence cannot be prioritized, time is lost, and suspects
  may be questioned too late. 
  In the case of a major crime scene, higher-level crime
  scene officers are likely to be called in. Immediately,
  they ascertain if there has been any outside distur-
  bance in the crime scene-lights turned on or doors and
  windows opened by officers. They give particular atten-
  tion to the floor, looking for evidence tracked in or out
  by careless technicians or emergency medical teams
  (EMTs). Higher-level crime scene officers can get frus-
  trated with lower ones for mucking up a crime scene
  and not following proper protocol. 
  When a dead body is present it has often been moved
  before the police arrive. Well-meaning EMTs will have
  checked the body, possibly trying to revive the victim.
  The police should check with them and ascertain if the
  body was moved and in what ways. The investigator
  should start by making a visual assessment of the
  body, taking copious notes. The key at this point is
  never to make assumptions about the cause of death
  and to detail everything as it is seen. So, for example,
  a PC should not describe a mark as a gunshot wound,
  but rather should describe it just as a circular wound,
  noting the diameter and distinguishing features of the
  mark. It could well have come from something other
  than a gun. The sketch of a murder scene is particular-
  ly important; the positioning of furniture (for example)
  might be critical, as it could indicate a struggle. 
  COLLECTING  EVIDENCE
  Once all potential evidence is identified, it is
  processed. This is the final stage and often takes the
  longest time. Physical evidence is collected and pack-
  aged and testimonial evidence is recorded as
  bystanders and suspects are questioned. This calls for
  a number of different skills; a good team needs excel-
  lent technical, observational, and people skills. 
  Physical evidence has to be collected and sent to the
  laboratory for analysis.
  BODIES
  When investigating a body, PCs need to look for defen-
  sive wounds and make detailed notes of any blood
  splatter patterns. They should place paper bags over
  56
  Mike Ursu (order #14108389)
  
  57
  HOW  TO  TELL  IF  PEOPLE  ARE  LYING:    OPTIONAL
  A lot of research has gone into distinguishing lies from truth in an investigation. The use of language is much
  more of a clue if one knows how to look. There are obvious lies. There are also subtle ways of detecting lies in
  the way that people structure sentences around truthful and untruthful statements. People speak in patterns -
  everyone has a typical and idiosyncratic way of expressing themselves. Only when they become self-conscious
  does their normal structure change. 
  Here are some other rules for determining if a subject is lying and how to get the most out it if they are. GMs should
  consider these rules when talking to the PCs as an NPC suspect and try to use them when telling the truth or lying in
  order to provide in-game role-playing reinforcement so that PCs don't just have to rely on skill rolls.
  Note: Handling lying and truthfulness in game can be very tricky. In a role-playing game, in essence everyone is lying.
  The GMs and the PCs are only assuming fictional roles and are not the people actually in question and thus will not
  share true responses; however, like actors they can "get in character" and make an effort to put on a convincing per-
  formance.
  Rule 1: How does subjects refer to themselves? Typically people use the word "I" a lot when being truthful. When talking
  about things they have actually done, people tend naturally to brag a bit ("I did this, I did that."). When lying, people
  often switch to using "we" to describe actions (sharing the blame) or refer to actions passively, saying "then this hap-
  pened" (distancing themselves from it). These switches in perspective are subtle, but can help an investigator spot the
  change and know where to look. 
  Rule 2: What is the emphasis? Spot the difference in these statements: "I took out my gun," "I took out the gun," and
  "The gun was taken out." These are three ways of saying the same thing, but one can see a difference in emphasis. Are
  they really buying in to what they are saying? There are other signs too, such as referring to people by name or more
  formally by title, such the difference between referring to one's spouse as "Louise" or "the wife." 
  Rule 3: Is there a good level of detail? What is getting the most attention? A truthful person gives everything in detail:
  before, during, and after an event. They may jump around, making asides and going on tangents, but they tend to try to
  do their best to give a complete answer. They should also be able to elaborate on any of details without too much diffi-
  culty. A liar will miss things out, and often doesn't think everything through. 
  The whole truth means just that - not a "selective" truth. Liars are prone to contradiction and in order to avoid it they
  take more time considering their answers as they work it through in their head. Cross-examination can help to see if
  contradictions are a genuine error (poor memory) or not. 
  Rule 4: What does the body language say? People who are lying tend to make a number of nervous gestures and sig-
  nals. An investigator should look out for a widening of the eyes, a touching of the nose, the placing of a hand in front of
  the face, shifting in the seat, and so on. A good investigator knows which of these are natural and which are unusual.
  They look for clusters of these that stand out in a statement. 
  Below is a group of non-verbal and general indicators that differentiate the honest from the dishonest. They do not
  always apply, of course, but they can give a pretty good idea of what one should look for in a crime scene interview.
  Honest 
  Dishonest 
  Cooperative
  Uncooperative
  Will say why they are angry or fearful
  Will not say why they are angry or fearful
  Consistent behavior
  Mood swings
  Direct answers 
  Evasive
  Fights and won't give in
  Claims exhaustion, tries to get out of the
  questioning 
  Upright or leans forward
  Slumped, arms and legs crossed
  Will ask what you want to know
  Will wait to be asked
  More talkative
  Quiet
  Relatively composed
  Anxious or sullen
  Mike Ursu (order #14108389)
  
  58
  the victim's hands and feet to preserve any evidence
  under the fingernails (which will be collecting during
  the autopsy). Using frosted scotch tape they can
  remove trace evidence from surfaces, such as marks
  or hairs. Once done, the body itself should be encased
  in a plastic sheet, rolled carefully to preserve any evi-
  dence.
  PHYSICAL  EVIDENCE
  A cotton swab or gauze can be used gather blood or
  saliva samples. Distilled water is used if it has dried.
  Blood samples should be placed inside a cooler or
  freezer. Any bloodied items need to get to the labora-
  tory as soon as possible, stored in cardboard boxes-
  plastic containers can cause condensation that could
  contaminate or spoil evidence. 
  Fibers and threads should also be catalogued and
  stored. PCs must remember to mark on their sketch-
  es where they were found. Glass or paint fragments
  should be bottled. All such objects are usually picked
  up with tweezers. If arson is suspected, then flamma-
  ble liquids are also documented and gathered. 
  Other physical evidence includes tool marks, foot-
  prints, tire tracks, and of course, fingerprints. Most fin-
  gerprints appear on paper, glass, or metal (any
  smooth surface). A big risk of course is PCs leaving
  their own prints at the crime scene, but a bigger risk is
  that fingerprints are damaged or lost in transit. They
  have to be prepared and packaged carefully as a
  result. In an emergency, cellophane protects finger-
  print evidence. 
  FIREARM  EVIDENCE
  When a firearm is found at a crime scene, it should be
  handled carefully. Even if it is not cocked, the weapon
  remains dangerous. The gun should be emptied of
  bullets (a loaded gun should never be transported).
  The gun is placed in a strong cardboard or wooden
  box. The bullets are wrapped in paper and put in card-
  board boxes. Spent cartridges are also very useful
  and should be gathered. 
  The PC should make a note of the serial number
  (Note: A
  PC who doesn't have any Weapon
  Proficiency may confuse the serial number with the
  model or patent number.). A gun should never be
  cleaned or fired prior to examination. 
  Powder shot patterns and gunshot residue also pro-
  vide valuable evidence. Such patterns should be care-
  fully photographed and all residues should be collect-
  ed and sent to the laboratory. Clothing with gunshot
  wounds or residue should also be submitted. 
  COMPUTERS  IN  A  CRIME  SCENE
  Many officers unplug computers they find in a crime
  scene. This is done, because of the worry that infor-
  mation can be wiped with the stroke of a key, or even
  remotely. In actuality, it is better simply to unplug the
  modem, as pulling out the wires could lose any docu-
  ments that are currently open and that might be rele-
  vant. The best thing to do is save any open documents
  to disk before doing anything else. 
  THE  PHYSICAL  EVIDENCE  BOARD
  Putting all the evidence together is great fun. Players
  can do this the same way that their characters do-by
  reproducing a physical evidence board. For the char-
  acters, this appears as a big white board somewhere
  at the station; for players, it might be a scrap of paper
  or in a journal. 
  Here are some tips regarding how to build a board:
  �
  Use the headings: Peoples, Records/Files, 
  and Physical Evidence
  �
  Use circles for People, rectangles for 
  Companies
  �
  Number each piece of evidence
  �
  Start to list possible connections
  �
  Draw strongest in bold
  �
  Use dotted lines for more tenuous links
  �
  Eventually you have an "association matrix" 
  Container Type
  Evidence
  Cardboard Box
  Bones, bullets & casings, large guns, glass fragments
  Glass Vial
  Blood
  Paper Bag
  Dried blood, clothing, fabric, rocks, ropes, handguns, soil
  Paper Envelope
  Cigarette butts, fibers, fingernail scrapings, fingerprint cards, hair, saliva
  swabs (air-dried)
  Plastic Bag
  Jewelry, money, drugs, medicine, plants 
  Plastic Box
  Gunshot residue
  Metal Box
  Paint chips
  Metal Paint Can
  Burnt items, arson materials 
  Mike Ursu (order #14108389)
  
  �
  Count the number of links to each name
  The evidence board is an invaluable part of any inves-
  tigation and a good way of remembering all the details.
  Do not forget however that an evidence board does not
  consider the timeline and the PCs (and the GM) must
  keep an eye on that also.
  SEARCH  OPERATIONS
  Similar techniques to a crime scene are
  deployed in search operations. A search has the
  advantage that the PCs can plan it slightly better and
  turn up with all the appropriate expertise, including
  somebody who is in charge. However, because the
  PCs are looking for something or someone, a search
  can be over a much wider area. When planning a
  search, characters need to consider:
  �
  Clothing
  �
  Communications
  �
  Lighting
  �
  Shelter
  �
  Transportation
  �
  Food 
  �
  Medical assistance
  �
  Security
  �
  Equipment
  �
  Personnel
  �
  Local language issues
  The process, like a crime scene, has all the same pro-
  cedures regarding evidence collection. Photographs
  and sketches are still used and the same specialists
  are present. Searches are often outside and factors
  such as the weather create a whole new set of issues.
  The size of the area can also be a factor, forcing the
  PCs to choose which areas to focus on. Sometimes,
  aerial photography may be used. In either case, it
  requires expertise to determine which areas look most
  promising. The PC should always be on the lookout for
  obvious disturbances such as recently dug over
  ground or items than seem out of place. 
  Once a preliminary survey is made, the PCs then have
  to consider physical evidence possibilities. In other
  words, they have to make the call as to whether they
  think they might find something of value. At this point,
  if it is a large operation, ground radar enhancement or
  aerial infrared photography might be deployed; such
  things are particularly useful in finding living or recent-
  ly deceased victims. 
  The police use various systematic methods to search
  areas, such as using maps and compass orientations.
  Search patterns can either work outwards in a circular
  fashion from a center point, or work across in a long,
  straight front. Either way the area is gridded off in some
  manner, so that evidence can be accurately placed
  and recorded. Once the area has been cordoned and
  divided, the search can be conducted in one of two
  stages: a cautious one, where the scene is examined
  very closely, or a vigorous search, where the area is
  taken apart, dug up, or destroyed in an attempt to find
  hidden or concealed areas. 
  During the final survey, everyone gets together to dis-
  cuss what has been found. Pertinent evidence is pack-
  aged and sent for testing as needed. Before leaving,
  everything is checked once more. At this juncture, the
  PC must decide if they have gone far enough or wish
  to widen the search. Note: Only the officer in charge
  can "release the scene." That officer may or may not
  be a player character.
  HOSTAGE  SITUATIONS
  Members of the Counter-Terrorism and Internal
  Sercurity Division may encounter hostage or emer-
  gency situations (such as attempted suicides). The
  police need to be able to deal with the situation; doing
  everything they can to minimize damage and casual-
  ties. Often in situations like this the criminal psycholo-
  gist comes in the handiest; however, any cop should
  be prepared to handle such occurrences. 
  NEGOTIATION  STEPS
  Once a hostage or emergency situation has been
  established, the police first need to isolate the area.
  Bystanders can get hurt or in the way. The police's pri-
  PAPERWORK
  While we do not recommend a game
  include role-playing around paper-
  work, documentation does feature heavily in
  almost any crime scene investigation. The
  PC may need to refer to the paperwork
  later. The main areas of paperwork through-
  out a crime scene are: 
  �
  An administrative worksheet, which 
  details how the search was done 
  and includes all the main/headline 
  details such as time frame and who 
  was there. 
  �
  A narrative description, which takes 
  one through the investigation one 
  step at a time.
  �
  The photographic log and sketches 
  from the scene.
  �
  The evidence recovery log, which 
  details were found, including finger
  prints. 
  59
  Mike Ursu (order #14108389)
  
  60
  mary function is to protect the public. Next the police
  should nominate a negotiator-either the highest-rank-
  ing officer on the scene or one specially trained in
  negotiation. It is best that the hostage-taker deal with
  only one person throughout the negotiations.
  Changing the point of contact during a negotiation
  often makes the person angry, nervous, or upset-none
  of which helps in resolving things.
  First, the negotiator builds a rapport with the hostage-
  taker, using the following techniques:
  �
  The PC should express feelings of under
  standing and empathy. 
  �
  They should encourage the hostage-taker to 
  do the talking, but jump in to distract the per
  son if they start threatening immediate vio
  lence or suicide.
  �
  The negotiator must display calmness 
  throughout regardless of what the person 
  says. If the PC loses their cool, they lose con
  trol of the situation.
  �
  The PC should find ways, no matter how 
  small, to work with the hostage-taker.
  �
  A negotiator should never lie-if they are 
  caught in a lie, they lose the hostage-taker's 
  trust and cooperation. They should try to be 
  as empathic as possible.
  �
  The PC should try to help the hostage-taker 
  save face, but should offer only minimal sug
  gestions. Again, they should let the hostage-
  taker do the talking, as long as things stay 
  calm.
  After making contact with the hostage-taker, the nego-
  tiator needs to determine the extent to which the inci-
  dent is negotiable. Sometimes there is no way to get
  a peaceful resolution, at which point the negotiator
  must tell the officer-in-charge, so they can make
  arrangements for an assault or rescue. Of course, the
  negotiator should do their best not to have to resort to
  such an option; assaults and rescues can result in
  bloodshed and loss of life.
  The negotiator needs to know the following:
  �
  Does the hostage-taker want to live through 
  the experience?
  �
  What are the demands of the hostage-taker?
  �
  The negotiator must be seen by the hostage-
  taker as a person who can hurt the hostage-
  taker, but who is trying to help them.
  �
  Is there any time pressure on the negotiation?
  Has the hostage-taker given an ultimatum 
  with a time limit?
  �
  Is there a reliable channel of communication 
  between the hostage-taker and the negotia-
  tor?
  �
  Has the area been contained? 
  Mike Ursu (order #14108389)
  
  When negotiating, the PC should do the following
  things:
  �
  Avoid accepting deadlines.
  �
  Keep the hostage-taker talking.
  �
  Make sure the hostage-taker understands that
  the negotiator is not able to make final deci-
  sions.
  �
  Withhold rewards (e.g., food, water, media) as
  long as possible. Such items may be used 
  later as bargaining chips to get individual 
  hostages released. 
  �
  Make a threat of force on the part of        
  authorities.
  There are different strategies needed depending on
  the type of person the PC is dealing with in a hostage
  or emergency situation. Criminals and emotionally dis-
  turbed people respond very differently. As such, they
  should be treated in different ways: 
  STRATEGIES  FOR  THE
  CRIMINAL  HOSTAGE-TAKER:
  �
  Clearly state the range of cooperation.
  �
  Be calm and businesslike.
  �
  Use logic.
  �
  Avoid setting or accepting time limits.
  �
  Help the criminal save face.
  STRATEGIES  FOR  DEALING
  WITH  EMOTIONALLY  DIS-
  TURBED  PEOPLE:
  �
  Encourage the person to vent frustration.
  �
  Use reflective techniques.
  �
  Never argue - logic will not help.
  �
  Give the person plenty of time. Rushing them
  can frustrate them and cause them to perform
  rash acts.
  61
  Mike Ursu (order #14108389)
  
  62
  SAMPLE  ADVENTURE:  
  CATCHING  THE  DRAGON
  CHAPTER 10
  The rain thundered onto the street. It pounded on the thin plastic of the poncho he wore to
  keep his uniform dry. But while his chest was dry, the sleeves were horribly drenched; and as
  the rain struck the road, it splashed up his legs, soaking his trousers and shoes. Shen didn't
  mind, though.  After the bustle of the shift, he was happy to be alone in the torrential down-
  pour, feeling the tension of the day ebb away with each breath of the cool, moist night air. 
  Ahead on the deserted street, a car made a sharp turn into the road. Its tires screeched on the
  slippery tarmac. Fishtailing away from him, the driver tried to straighten before skidding side-
  ways into a streetlight. From where he was standing, Shen felt the impact and winced in sym-
  pathy as the doors and panels buckled and bent. As the car jerked to a halt, its horn blared
  monotonously.  The passenger door opened and a figure staggered into the deluge. Shen
  reached under his poncho for his badge and began to run towards the accident. Although he
  was some distance away, the passenger's manner spoke of guilt and panic: reaching back into
  the car he appeared to be shaking the driver.  He only succeeded in silencing the droning horn.
  He gave up on the driver and began to run down the street. Seeing him run, Shen pulled his
  gun and ordered him to stop and began to sprint, the flapping poncho now more of a hindrance
  than a help. 
  As he drew level with the car, the driver's door cracked open and a young man groped his way
  out, his face concealed behind a mask of blood oozing from a gash in his forehead. He was
  dressed in a simple white shirt, its front already soaked red, and he barely registered the police
  officer. Torn between following the escaping man and taking care of this wounded driver, Shen
  looked up the road.  The running man was well ahead of him and Shen doubted he could close
  that gap. The driver slumped against the car; face turned up to the sky, letting the rain wash
  the blood out of his eyes. Finally, he noticed Shen and almost comically tried to limp and
  scramble away. Shen  easily caught him by the collar, swung him off-balance, and slammed
  him onto the ground. Getting his cuffs out, he pinned the driver's hands behind his back, and
  left him wriggling like a fish in the overflowing gutter.
  Turning his attention to the car, he stooped to look inside. The interior stank of stale cigarette
  smoke. No one else was there. He noted the blood on the steering wheel and dashboard; obvi-
  ously the driver hadn't been wearing his seatbelt. 
  Something caught his attention. On the other side of the car, the glove box hung open.
  Protruding out of it, fat, white and round, was a plastic-wrapped lump. Like a scene from a
  movie, a kilo of narcotics was right here in front of him. For a moment the temptation was there-
  to pick it up, to heft the weight of a bag worth more than he'd make in ten years. Just to han-
  dle something worth so much, something that had been the elusive focus of his life for his
  years as a police officer…shaking his head sadly, he holstered his gun and took out his radio.
  He then called in the biggest bust of his life.
  Mike Ursu (order #14108389)
  
  INTRODUCTION
  This adventure is written for three to six players with
  low-level characters, and can be set in any of Hong
  Kong's coastal districts. The action takes place after a
  car crash delivers into the police's hands a kilo of
  heroin, a gun used in a gangland murder, and an
  unwilling suspect. The players are a task force
  assigned to this case and they have just 24 hours to
  catch the crooks and prevent an important deal from
  going ahead.
  �
  First, the players interview key people and sift
  through the evidence to find a concrete lead.
  �
  They then enter the criminal underworld and 
  make an important discovery.
  �
  This leads to a final showdown.
  PLOT  SYNOPSIS
  Not only does the police officer find a package of what
  he believes is uncut heroin, he also discovers a
  Norinco M-77 in the glove box, a commonly issued
  Chinese handgun. The Constable calls for backup,
  and sets off after the other passenger. Unfortunately,
  by this time the suspect had fled.    
  The package is later confirmed as heroin with a street
  value of over HK$300,000. Forensic specialists from
  the Firearm Identification Bureau determine the gun
  was recently fired; they tentatively tie it to a homicide
  victim discovered in the harbor last night. 
  The players are called in to help solve this crime.
  Their task is to find out who the driver is; why he was
  in possession of the pistol and the heroin; and who
  else was in the car. Each player can bring specialist
  knowledge to the task force:
  Constable/Marine Cop-This officer comes from the
  crime scene area, and is there to provide knowledge
  of the environs.
  Detective-This investigator have been brought in to
  cover the homicide, serious crime, and narcotic links.
  Undercover Police-This specialist investigator is here
  to follow up the narcotic and possible triad connec-
  tions.
  PNC Negotiator-When not attending terrorist or
  hostage situations, the PNC Negotiator performs the
  work of a regular officer-in this case, to help liaise with
  the local regional force.
  Inspector-This officer is in charge of the investigation.
  WHAT  THE  PLAYERS  DON'T  KNOW
  The passenger who escaped is Liu Shen Quon, a
  leader of the small Chuang Jiao triad. The night
  before, he shot his fellow rival Deng Chen Li in a
  power struggle for the top position.  He then stole the
  gang's money. It was his idea to buy a large amount of
  heroin and use the takings to get out of town before
  the rest of the triad discovered they'd been robbed.
  Having just completed negotiations and picked up a
  sample to test, his henchman Sammy Han crashed
  their car. Liu hopes to hide from the cops and the triad
  until he can finish business tonight: he'll complete the
  deal and pick up the rest of the heroin. Unless the PCs
  can put the pieces together quickly, Liu will flood the
  region with cheap heroin and disappear with the cash.  
  PART  ONE:  HIDDEN  DRAGON
  CLUES  
  The players have several possible leads to follow up
  and investigate: some are dead-ends; some have
  more significance; others may get lost in the investiga-
  tion. GMs can use the Witness Appeal section to put
  wayward investigations back on track and re-focus the
  players.  
  63
  Mike Ursu (order #14108389)
  
  The task force has the following available leads:
  A Summary of Forensic Evidence-The officers investi-
  gating the scene at the time have compiled forensic
  reports.  The team can examine these, or they can per-
  form their own forensic search. 
  The Arresting Officer's Statement-Constable Robert
  Chen performed the arrest while going home after a
  long shift.
  The Body In The Harbor-Discovered the day before,
  floating in the water.  The unidentified body had been
  shot in the chest twice. 
  The Car-A mid-range elderly saloon, currently in the
  police station's impound yard.
  The Heroin-Uncut China White.
  The Pistol-A black market automatic. 
  The Suspect-Aged 26, Sammy Han is locked in the
  police station's cells.
  A  DETAILED  LOOK  AT  THE
  CLUES  
  A  SUMMARY  OF  THE  FORENSIC    EXAM-
  INATIONS  
  So far, the case has yielded various pieces of forensic
  evidence. Much of this is purely circumstantial:
  although it proves knowledge and possession of evi-
  dence, it does not imply criminal conspiracy: 
  �
  The pistol can be linked to the suspect Sammy
  Han, and to the passenger. 
  �
  There's a possible link through the ballistics 
  between it and the unidentified body in the har
  bor. 
  �
  The fingerprints in the car also point to a link 
  between Sammy's car and the body. 
  �
  The heroin has a set of fingerprints from 
  Sammy, and more belonging to the elusive 
  passenger.     
  THE  ARRESTING  OFFICER'S  STATEMENT  
  Neat and concise, Constable Shen's statement con-
  tains all the pertinent details. The arrest and pursuit of
  the passenger, the arrest and preliminary questioning
  of Sammy Han, all are well documented. Currently, he
  is off duty, finally allowed to go home for a break.  If the
  team wishes to interview him, he will be as helpful as
  possible. The only hole in his report is the identity of
  the passenger. Too far away to get a clear look at him,
  all he can do is provide this rough description: "The
  suspect is Asian, around 5' 7" to 5' 9" in height, medi-
  um build, but with a slightly rounded belly. His age
  could be anywhere from mid-thirties to mid-forties. He
  was wearing a tan suit, red tie, and mustard/dark yel-
  low shirt."     
  THE  BODY  IN  THE  HARBOR
  The body of an Asian man was pulled out of the water
  yesterday. The following observations were recorded:
  �
  He was about 35 years old, 5 ft. 6 in. high, and
  had short, neatly cut hair. 
  �
  The condition of his teeth, hands, fingernails, 
  and skin indicate a high level of wealth. 
  �
  The clothing, consisting of a dark suit, waist
  coat, pale blue shirt, and silk tie, also indicates
  a high level of wealth. 
  �
  The pockets were empty and pulled out, indict
  ing a removal of personal effects by a third 
  party. 
  �
  Cause of death was two gunshot wounds, 
  64
  Mike Ursu (order #14108389)
  
  inflicted at close range and within seconds of
  each other. 
  �
  Two nine-millimeter rounds were extracted 
  from the body. 
  �
  Time of death is estimated at around 3:00 or 
  4:00 a.m., yesterday morning.
  �
  The only distinguishing feature is the tattoo of
  a stylized oriental dragon in blue on the inside
  of the victim's right wrist. A Knowledge: Triad 
  check at DC 20 reveals this to be the mark of
  the Chuang Jiao triad.  
  THE  CAR
  Registered to the suspect Sammy Han, the car is in
  the station's impound yard. The following observations
  were recorded:
  �
  The driver's side is badly dented, with the 
  point of initial impact on the front panel, fol
  lowed by scrapes down the side of the vehi
  cle. 
  �
  Bloodstains on the driver's seat, steering 
  wheel, and dashboard all confirm that the 
  driver hit his head upon impact. 
  �
  The butts of several freshly smoked Chinese-
  made cigarettes were found in the ashtray, 
  suggesting that the occupants spent some 
  time in the car that night. 
  �
  On the passenger side, the ashtray is similar
  ly full, but contains a different brand of 
  Chinese cigarettes. (These brands are con
  stantly smuggled into the territory and sold 
  cheaply on the streets.) 
  �
  Fingerprints on the outside of the car were 
  hard to recover, because of the adverse 
  weather conditions.
  �
  Fingerprints inside the car were lifted: most 
  belong to Sammy Han; those on the passen
  ger side are not on record. 
  �
  On the back door of the passenger's side a 
  set of fingerprints was discovered.  These 
  match the body pulled out of the harbor.    
  THE  HEROIN  
  The heroin recovered from the car is locked in the sta-
  tion's evidence locker in a cardboard box, and is only
  accessible under supervision. The bundle weighs just
  under a kilo, and is neatly wrapped in a simple sand-
  wich bag that has been taped closed. A small cut was
  made in the bag in order to take a sample. This con-
  firmed it as uncut China White heroin. Further forensic
  testing may indicate a likely source.  
  THE  PISTOL
  A Chinese-made Norinco M-77 was found with the
  drugs in the glove box of the suspect's crashed car.
  The gun is a simple, mass-produced automatic that
  appears on the streets of Hong Kong with hideous
  regularity. Issued to mainland police and military units,
  it often finds its way into criminal hands. The weapon
  is loaded with five 9mm rounds. Another round is in
  the chamber and the pistol is ready to fire. Possession
  of such a weapon is a very serious offence. This,
  along with the fact that forensic officers from the
  Firearms Identification Bureau believe it to have been
  recently fired, has turned this case into a possible
  murder inquiry. The gun is due to undergo ballistic
  testing to see if it matches bullets removed from a
  body recovered from the harbor. The results should
  come in around mid-morning. Two sets of prints were
  lifted from the gun; one belongs to the suspect Sammy
  Han, and the other set is yet to be identified, but is
  identical to those found on the passenger side of the
  car.
  THE  SUSPECT
  Sitting in the cells is Sammy Han.  The police doctor
  has bandaged his forehead, and examined his
  sprained knee, which he declares will heal and needs
  no further treatment. 
  So far, Sammy Han has only been through a prelimi-
  nary interview.  He confirmed his name and the fact
  that he owned the car.  He refused to reveal any more
  information. Pulling his file reveals a lot about him: he
  has a history of arrests for petty crime. He also once
  spent four years in prison on charges of extortion. At
  the time, he was regarded as a minor member of the
  Chuang Jiao triad. Since coming out of prison he's
  been supposedly clean, The triad gang has been hav-
  ing leadership squabbles, and is in a state of turmoil. 
  He is aware that he faces a possible murder charge
  for his connection to the gun and the body in the har-
  bor, but he still won't talk. Sammy Han is currently
  under arrest, but has not been formally charged. The
  police certainly have enough evidence to charge and
  probably convict him of Possession and Conspiracy
  To Supply. The task force's priorities are to find out
  who the passenger is; who shot the man found in the
  harbor; and where the drugs come from.  
  The team can ask to re-interview Sammy at any time,
  but they arrive on the case with only 18 hours to for-
  mally charge him with an offence. See Getting A
  Confession for more information on getting Sammy to
  talk 
  65
  Mike Ursu (order #14108389)
  
  SAMMY'S  APARTMENT  
  Another simple option is to search Sammy Han's
  home.  For this the team will need a search warrant,
  and in the circumstances, any judge will happily sign
  one. Sammy lives alone in a small, cramped apartment
  in a block not far from the crime scene. His neighbors
  are only too happy to talk to the police.  They will
  describe the unsociable hours he keeps; and the looks
  of anger he gives them whenever they try to complain
  about the noise-he goes out in the evening and then
  reappears very loudly in the early hours of the morning.
  They reveal that Sammy frequents bars, nightclubs,
  and other triad hangouts. On the night in question, they
  heard him go out at about 8:00 p.m.  They heard noth-
  ing more about him until the players arrived. 
  Searching the apartment will reveal the following:
  �
  A search check at DC 10 will uncover 
  nunchuku and a cheap knife hidden in a 
  wardrobe. 
  �
  A sweep for fingerprints will only reveal 
  Sammy's own.
  �
  A Search check at DC 15 will reveal Sammy 
  Han's phone bill. This has an itemized list of 
  the calls from the previous month. The last 
  number dialed has a local code. The bill 
  reveals that many calls were made to this 
  number. 
  Back at the station, a Research Check at DC 15 will
  give the owner. The phone belongs to a small office in
  a warehouse owned by a businessman called Liu Shen
  Quon.   
  PART  TWO:  CONFRONTING  THE
  DRAGON
  The first priority is to follow up all lines of inquiry.  The
  team should now know that they have three obvious
  questions to answer: 
  1
  Who was the passenger in the car? 
  2
  Why was the man-who was pulled out of the 
  harbor-killed?   
  3
  What is the connection between the dead body
  and the heroin? 
  To answer these questions the PCs need to find out
  what's happening in the Chuang Jiao triad. Identifying
  the blue dragon mark will be the first clue that connects
  Sammy Han with the body. Asking around the streets
  (Gather Information DC 20) or using triad contacts
  (Knowledge: Triad DC 15) are two simple ways to dis-
  cover this information and entice the PCs to arrange a
  furtive meeting.  
  WITNESS  APPEAL
  The passenger's description has been passed around
  the region's officers, but so far, nothing has come of
  this. There is also an appeal for witnesses, but the
  police are not expecting any to come forward, because
  the car accident took place in a deserted street, late at
  night, in the pouring rain. 
  If the players' investigation stalls or goes off in many
  different directions, GMs can bring it back on course by
  using the Witness Appeal to give them a "hot new
  lead." In investigative adventures, GMs should be
  aware that what is obvious to them may not be the
  same with the players, who don't know what is going
  on and so may misinterpret clues and leads. By invent-
  ing a witness you'll give the players more of a sense of
  accomplishment, because they'll be discovering the
  answer for themselves. Redirect the players' attention
  by introducing someone who saw the car crash, or
  someone who saw the passenger (Liu) boarding a
  tram when he fled the scene.  
  TALKING  TO  THE  TRIAD
  The triad codes forbid members from talking to the
  police; however, these are guidelines rather than rules. 
  The triad is currently in disarray. Confronting one of its
  members may well give the team the answers it needs.
  A Knowledge: Triad Check at DC 15 will get lead them
  to Jackie Wu, a small time drug dealer who could be
  "encouraged" to talk. Wu hangs out in a small dark bar,
  66
  Mike Ursu (order #14108389)
  
  and won't talk in front of uniformed officers, but if
  approached carefully, he will tell what he knows. An
  Intimidate check at DC 18 will reveal the following:
  �
  There's a shortage of drugs in the area at the
  moment, and his suppliers (the Chuang Jiao 
  triad) have failed to keep him operational. 
  �
  Sammy Han is a member of the triad, but 
  since coming out of prison, he hasn't been 
  around much. Jackie thinks he's working for 
  some nasty piece of work from the Mainland.
  �
  Wu's not sure what's going on at the moment,
  but there's a rumor of a power struggle at the
  top.
  One of the bosses has gone missing and has stolen
  the wealth of the gang. If shown a picture of the body
  in the harbor, Jackie will claim he doesn't recognize
  him.  A Sense Motive check (opposed to Jackie's Bluff
  check) will reveal he's lying. Similarly, if asked who Liu
  Shen Quon is, he'll say nothing about him being the
  other rival in the power struggle.   
  Trying to bust Jackie Wu is hard, because he's actual-
  ly clean at the moment; this is ironic, considering he is
  angry with his superiors at not supplying him with
  heroin.
  Jackie Wu
  2nd Level Combatant
  Hit Dice: 
  2d8 (14 hp)
  Initiative: 
  +2
  Speed: 
  30 ft.
  AC: 
  13 (+1 Defence Bonus, +2 Dex 
  Bonus)
  Att/Dam: 
  Unarmed strike +3 melee (d3+2)
  Abilities: 
  Str: 14 / Dex: 15 / Con: 11 / Int: 12 / 
  Wis: 15 / Cha: 13
  Skills: 
  Analyze: Narcotics +6, Bluff +5, 
  Drive: Chase +5, Knowledge: Street 
  Sense +6, Listen +2, Sense Motive 
  +3, Spot +2
  Feats:
  Simple Weapon Proficiency
  CR: 
  1
  LIU  SHEN  QUON'S  WAREHOUSE
  Liu Shen Quon's warehouse is down by the waterfront
  in a dirty backwater area. The building is a grubby,
  unassuming, two-story block, dating back to the war.
  The windows are thick with dust and accumulated dirt,
  and unless you know what to look for, you'll walk past
  it. Around it are large yards filled with shipping contain-
  ers and freighters. The building is empty and no
  amount of knocking will get anyone to answer the
  door. Getting a search warrant for the building will be
  tougher than for Sammy's apartment: the team only
  has circumstantial evidence; and few real leads link
  the building to Sammy. A Police Bureaucracy at DC
  15, or Diplomacy check at 20 will convince a
  Magistrate to sign a warrant. 
  Inside, the building is almost empty. A few damp boxes
  of spoiled knick-knacks and tourist trinkets lie scat-
  tered around the deserted room. At the far end, a set
  of stairs leads to a small, partitioned-off office. The
  office is more attractive than the warehouse. A com-
  fortable-looking leather chair sits behind a modern,
  spacious desk.  Curiously, there is no paperwork on
  the desk. The drawers are all empty, and the only
  signs of human presence are a crowded ashtray, and
  second chair upon which a Chinese racing paper lies
  folded-it's dated at two days ago. Characters may rec-
  ognize the same smell of cigarettes as from Sammy's
  car: they're the same brands. A Search check (with a
  DC varying by item) reveals the following clues:
  �
  (DC 17) Inside the warehouse is a dried 
  bloodstain; someone attempted to hide it by 
  covering it with a box.  The bloodstain is a lit
  tle over ten-inches in circumference.
  �
  (DC 12) A bullet mark is on one of the walls.
  A bullet is embedded into the woodwork. The
  bullet will match those removed from the body
  and the handgun found in Sammy's car. 
  �
  (DC 15) Three 9-millimeter shell cases lie in 
  the dust nearby. The cases have Sammy's fin
  gerprints on them.
  �
  (DC 10) Behind the warehouse on a piece of
  scrubby ground is a pile of burnt papers and 
  files. A ruined computer and a mobile phone 
  lie smashed and broken. 
  A Gather Evidence check at DC 10 will reveal that the
  fingerprints belong to Sammy, the passenger (now
  believed to be Liu Shen Quon), and the dead body.  
  67
  Mike Ursu (order #14108389)
  
  68
  PART  THREE:  CATCHING  THE
  DRAGON    
  The players now know that Liu Shen Quon is the mys-
  terious passenger and triad boss. The murdered body
  was the other rival for power in the triad. What the play-
  ers have to do now is find Liu and work out where the
  heroin fits into the pattern. Only one person knows the
  answers to all these questions-Sammy Han, and now
  they have the evidence, the characters may be able to
  get him to talk.
  GETTING  A  CONFESSION
  The suspect is very cool under questioning. He's spent
  time in prison before, and unless the characters can
  find a way to get him to cooperate, then he's not going
  to help them. A Interrogate check at DC 40 is required
  to get him to open up. The acquisition of various pieces
  of evidence will lower this DC and get him to talk:
  �
  Knowing Sammy used to work for Liu Shen 
  Quon (-5) 
  �
  Knowing Sammy was there when Deng Chen
  Li was killed (-5)
  �
  Knowing that the triad is mad about the miss
  ing money (-5)
  �
  Knowing that the triad is hunting Liu Shen 
  Quon, and that they will kill Sammy if he's 
  involved (-5)   
  �
  Presenting the evidence that he's the murder
  er: the gun was found in his car; the shell 
  cases with his fingerprints were found at the 
  warehouse near the bloodstain (-10) 
  This scene should be role-played carefully: the GM
  should take the role of Sammy and the players should
  present their reasons for him to talk.  Have the players
  act it out. If successful, Sammy will talk; if unsuccess-
  ful, they'll have to gather more evidence. 
  SAMMY'S  STORY
  The dead man, Deng Chen Li, wanted to stop the triad
  dealing drugs and shift into safer areas; Liu Shen Quon
  wanted to go further into the trade.  The two argued
  and in the end, Liu Shen Quon shot him with Sammy's
  gun. Together they threw the body into the harbor. The
  next night, they met with smugglers from the Mainland
  to set up a big heroin deal, using the money from the
  triad to buy cheaply so they could flood the market and
  secure their new position. Liu will be meeting the
  smugglers tonight, and will complete the deal then.
  With the money he'll make from the sale he'll be invit-
  ed to join the cartels on the mainland, leaving the world
  of small-town gangs behind. 
  Sammy will tell the team that the deal is to take place
  at 4:00 a.m. in a quiet wharf, full of moored up junks
  and small boats. The smugglers will arrive by sea and
  Liu will wait at the docks with the money. Ideally, the
  players should bust Liu and then lie in wait to arrest the
  smugglers. Alternatively, PCs might try to catch both
  parties in the act. This is more dangerous, but also
  more dramatic and exciting. The players can call for
  backup from the local station (Police Bureaucracy
  check at DC 15). The smugglers will certainly be armed
  and dangerous.   
  Mike Ursu (order #14108389)
  
  69
  THE  MEET
  Not far from Liu's warehouse is a small harbor. It is
  filled with a maze of wooden jetties and wharfs, along
  which are tied a multitude of small boats. Most are
  simple junks and sampans packed so closely that the
  area almost becomes a single floating raft. The boats
  are constantly bobbing and moving, filling the air with
  gentle creaks and bumps as they knock together.
  Masts, cabins and furled sails make it easy to hide
  here. Crossing between the boats is a little trickier: the
  chop from the big freighters and the movement of the
  boats mean that successful Jump or Balance checks
  are required. 
  Below is a simple timeline of events.  The actions of
  the players are not included; the GMs can adapt it
  accordingly:
  3:40 a.m.-Liu arrives at the docks by car.  He has
  some triad members with him (GMs should decide
  how many, bearing in mind the number and level of
  the PCs).
  3:45 to 3:55 a.m.-The triad members make a rough
  search of the area (PCs hiding in the docks have to
  make Hide checks opposed to the triad members'
  Spot checks to stay hidden).
  3:55 a.m.-The smugglers approach the docks by
  speedboat.  There are fewer PCs than smugglers, but
  the PCs are more professional and better armed.  
  4:00 to 4:20 a.m.-The smugglers close the deal and
  exchange the money and heroin. Liu has a bag con-
  taining HK$3,250,000 ($250,000) in rough bundles of
  notes. The smugglers exchange it for another ten kilos
  of heroin. Both sides check what they've been given
  and then depart.     
  Liu Shen Quon
  5th level Non-Combatant
  Hit Dice: 
  5 (19 hp)
  Initiative: 
  +2
  Speed:
  30 ft.
  AC: 
  14 (+2 Defence Bonus, +2 Dex 
  Bonus)
  Att/Dam: 
  Unarmed strike +4 melee (d3+2)
  .38 Special +4 ranged (2d4)
  Abilities: 
  Str: 14 / Dex: 15 / Con: 14 / Int: 17 / 
  Wis: 16 / Cha: 16
  Skills:
  Analyze: Narcotics +11, Bluff +11, 
  Diplomacy +11, Drive: Chase +10, 
  Intimidate +11, Knowledge: Street 
  Sense +11, Listen +11, Search +11, 
  Sense Motive +11, Spot +11
  Feats:
  Sidearm Weapon Proficiency, Driving
  License
  CR:
  2
  Chuang JiaoTriad Members
  1st Level Combatants
  Hit Dice: 
  1 (10 hp)
  Initiative:
  +1
  Speed: 
  30 ft.
  AC:
  11 (Def & Dex Bonus)
  Att/Dam:
  Unarmed strike +1 melee (d3+2)
  Abilities: 
  Str: 13 / Dex: 12 / Con: 14 / Int: 9 / 
  Wis: 10 / Cha: 10
  Skills:
  Drive: Chase +2, Knowledge: Street 
  Sense +3, Listen +1, Sense Motive 
  +1, Spot +1
  Feats:
  Driving License
  CR:
  1
  The  Smugglers  
  The smugglers from the Mainland have no loyalty to
  Liu Shen Quon; their only interest is to collect the
  money and leave. At the first sign of trouble they flee,
  shooting wildly at anyone who tries to stop them.  
  3rd Level Combatants
  Hit Dice: 
  3d8 (20 hp)
  Initiative:
  +2 (Dex)
  Speed: 
  30 ft.
  AC: 
  13 (+1 Defence Bonus, +2 Dex 
  Bonus)
  Att/Dam:
  Unarmed strike +3 melee (d3+2)
  AK-47 +0 ranged (2d8)
  Abilities:
  Str: 13 / Dex: 14 / Con: 14 / Int: 12 / 
  Wis: 13 / Cha: 11
  Skills:
  Analyze: Narcotics +7, Knowledge: 
  Street Sense +6, Pilot: Speedboat +8,
  Sense Motive +5, Spot +4
  Feats:
  Ship Rated Pilot, Simple Weapon 
  Proficiency.
  CR:
  2
  Mike Ursu (order #14108389)
  
  70
  FINALE:  THE  CAGED  DRAGON  
  The aftermath of the adventure will depend largely on
  the success of the previous encounter. If the smug-
  glers get away, then the Marine Division can try to
  intercept them at sea, but the power and speed of their
  boat(s) may make this hard. 
  The players should at least be able to capture Liu red-
  handed. With the evidence the team has gathered they
  should be able to get him indicted for the murder of
  Deng Chen Li, conspiracy to supply, and so on. 
  Sammy Han's testimony and confession will shorten
  his sentence, but he is still guilty of attempting to import
  heroin and conspiring to conceal a murder. 
  If successful, the players will have stopped a danger-
  ous surge of drugs onto the streets. If unsuccessful,
  the drugs will be distributed to the triads; within days,
  the inevitable turf wars between dealers will resume;
  and a tide of overdosing junkies and desperate addicts
  will rise. 
  Completing the investigation successfully should earn
  each player 700 XP, with 100 XP bonuses for good
  role-playing, investigation, and cunning.
  Mike Ursu (order #14108389)
  
  71
  With so much money in Hong Kong coming from the
  sale of narcotics, the police need to be familiar with
  the types and effects of regularly available drugs. This
  experience comes from both busting dealers and drug
  users, and from formal police training. It is up to the
  players and the GM whether they wish to incorporate
  drug use into their campaign setting and characters. 
  NOTE: In compiling this information, we are in no way
  endorsing the use or sale of narcotics. This informa-
  tion is included because organized crime is so
  entwined with the narcotics trade in Hong Kong that it
  is impossible to separate the two. Drugs kill, not just
  through overdose or allergic reactions, but also
  through the crimes that drug dependency inspires.
  APPENDIX  A:  NARCOTICS  
  Substance
  Street Name
  Nature
  Effect
  Cocaine
  Charlie, Snow, Coke,
  Blow, Toot
  White powder
  Stimulant, analgesic
  Crack Cocaine
  Crack, Rocks
  Small crystalline
  lumps
  Euphoric stimulant
  Ecstasy
  E, MDMA, Adam, Eve
  Off-white pills
  Euphoric stimulant
  Heroin
  H, Horse, Junk,
  Smack
  White or dirty-brown
  powder
  Euphoric analgesic
  Ketamine
  Sitting ducks, GBH,
  PCP, Angel dust
  Off-white powder or
  pills; Can be in solu-
  tion
  Sedative 
  LSD
  Acid, Trips, Blotters,
  Microdots
  Liquid, soaked into
  paper or sugar cube,
  or pill
  Hallucinogenic
  Cannabis
  Dope, Marijuana,
  Mary Jane, Hash,
  Hashish, Grass,
  Weed, Skunk, Smoke 
  Resin blocks (varying
  from shiny black to
  crumbly pale brown in
  color) or dried flower-
  ing tops
  Depressant, analgesic
  Meth-Amphetamine
  Speed, Crank,
  Uppers, Diet pills
  Off-white powder or
  yellow pill
  Stimulant
  Mike Ursu (order #14108389)
  
  THE  DRUGS
  COCAINE
  Cocaine is a non-volatile salt derived from cocoa
  leaves. Cocaine is both a painkiller (analgesic) and a
  powerfully euphoric stimulant that directly affects the
  brain. Users become alert and excitable while gaining
  a false sense of confidence and well-being. The drug
  can be smoked in hand-rolled cigarettes, injected, or
  swallowed, but the majority of users inhale ("snort") it
  as powder.
  Each hit lasts between 2 to 3 hours, after which the
  user becomes sullen and paranoid. Both physically
  and psychologically addictive, the impulse to take more
  is immediate. Prolonged use deadens the user's
  receptor sites in the brain, meaning larger doses are
  required to achieve the same high. Heart problems and
  damage to the nasal passage are common among
  users - heavy users have near-continuous nosebleeds
  due to laceration of the tissue by the sharp crystals
  they inhale.
  CRACK  COCAINE
  Consisting of small crystalline or soap-like rocks the
  size of raisins, crack cocaine is simply cocaine that has
  been mixed with either baking soda or ammonia, dis-
  solved in water, then microwaved. This solution when
  dried strips the cocaine of hydrochloride, creating a
  volatile salt that is far stronger than the equivalent
  weight of cocaine. The rocks are then melted and the
  fumes inhaled. For the user, this produces a far more
  immediate and intense high than snorting cocaine. 
  On the downside, the effects wear off quickly.
  Exhilaration turns to nausea and withdrawal. This drug
  is far more addictive than cocaine due to the sharp
  highs and lows it induces. 
  ECSTASY
  Ecstasy is considered a designer drug favored by
  young clubbers. More common in Europe than in Asia,
  it is still found in all major cities. The drug was original-
  ly developed in Germany at the end of World War I for
  use by front-line troops as an appetite suppressant.
  The drug resurfaced as a slimming pill in the 1930s
  and has been used as a psychological counseling tool,
  as it breaks down inhibitions.
  The drug usually comes in small pills stamped with a
  manufacturer's mark. These marks sometimes indicate
  the pill's contents - ecstasy is rarely pure, and is often
  cut with speed (amphetamine). Symbols such as
  doves and smiley faces are common, and often form
  the basis of nicknames for the drug, whereas such
  titles as MDMA, ADAM, or EVE refer to the chemical
  composition of ecstasy. 
  Users experience the same rush as with ampheta-
  mines but they also have a euphoric sense of oneness
  with those around them. This often leads to impaired
  judgment. This state can last up to 8 hours, after which
  the user comes down. As the drug leaves their system,
  the user becomes depressed and tired, often for sev-
  eral days after consuming the pill. 
  HEROIN
  Heroin is derived from the sap of the opium poppy - it
  can be processed into morphine, opium, or heroin.
  Heroin was first synthesized in 1919 and was incor-
  rectly presented to the world as a non-addictive form of
  morphine. In truth, the effects of the drug are much the
  same in all forms. The drug usually takes the form of a
  dirty brown powder that can be either dissolved in
  water and then injected, or smoked by melting the drug
  and inhaling the fumes. Low-grade heroin, which is
  more dangerous, also comes in a dirty brown powder. 
  Users experience a massive rush of euphoria as the
  drug affects the pleasure centers of the brain. This high
  can last for almost an hour, during which the user
  experiences impaired motor skills and judgment. Once
  the high ends, the user is left feeling apathetic and
  depressed. Overdosing is common, as users don't
  know the strength or purity of the drug they are taking. 
  Addicts build up a tolerance to heroin very quickly, and
  so need to increase their dosage and frequency to
  achieve the same effects. A junky who cleans up loses
  this acquired tolerance just as quickly. Many former
  users who return to heroin do so at their old (now dan-
  gerously toxic) levels. Hence, overdoses are common
  among ex-addicts who take up the habit again.
  Especially dangerous is the fact that by injecting, users
  are putting the drug into their system without the ben-
  72
  Mike Ursu (order #14108389)
  
  efit of the screening process of the lungs or liver. By
  sharing needles with other users they risk contamina-
  tion by AIDS or the more common hepatitis viral
  strains.
  KETAMINE
  Ketamine is a misused tranquilizer rather than a nar-
  cotic. It belongs to the same family as phenocyclidine,
  from which angel dust is derived. It comes in a variety
  of forms, but is most commonly taken as either a pill
  or powder. A liquid variant, set in a saline solution
  known as GBH, also exists. 
  The drug has unpredictable effects ranging from hallu-
  cinations, rigidity and convulsions, synaesthesia (tast-
  ing what you see or hear, smelling what you touch,
  etc.) disassociation, and feeling like you're moving
  when you're not. 
  The effects last for up to seven hours, usually followed
  by periods of nausea and slurred speech.
  LSD  (LYSERGIC  ACID  DIETHYLAMIDE)
  LSD was first discovered in 1938 as a derivative of a
  mold usually found on rye and other grasses called
  ergot. LSD was a favorite of the hippies of the 1960s,
  who thought the hallucinations gave them a path to
  explore the transcendental realm. Essentially a liquid,
  it is usually soaked into a carrier object such as blot-
  ting paper or sugar cubes. It can also be pressed into
  a pill with speed. 
  Once swallowed, these users experience an 8-12
  hour "trip." During this time they experience the brain
  misfiring, which is perceived as hallucinations.
  Stationary objects appear to move, and colors and
  sensations feel more vivid. LSD, however, is a power-
  ful psychoactive drug and users can experience
  severe mental reactions including psychosis, schizo-
  phrenia, and severe depression, as well as flash-
  backs. 
  CANNABIS
  Cannabis is formed from the resinous oil from the
  female buds and leaves of the hemp plant. This resin
  contains the active ingredient THC. Cannabis can be
  either smoked or eaten to produce a sedative high
  similar to alcohol, leaving the user lethargic, or "wast-
  ed." 
  In modern times, the uses of fast-growth strains and
  hydroponics have created much stronger, more "trip-
  py" varieties of plant. The dried flowering tops and
  buds of these are often smoked as a drug called
  grass, skunk, or weed. The drug has medicinal uses
  due to its analgesic effects. 
  Note: Smokers of cannabis are far more likely to
  develop cancer than regular smokers. This is due to
  the fact that marijuana "cigarettes" are unfiltered and
  the way users hold the smoke in their lungs while tak-
  ing the drug. 
  METH-AMPHETAMINE
  This drug acts on the nervous system of the user, pro-
  ducing a massive surge of adrenaline that tricks the
  body into a "fight or flight" response. Users become
  excitable, paranoid, and irritable. The drug was once
  prescribed for weight loss as it suppresses appetite
  and the need for sleep. Prolonged use can lead to
  psychosis and heart problems, as well as dental prob-
  lems as users grind their teeth. The drug can be inject-
  ed, but most users either inhale it or swallow it in pill
  form. 
  A typical drug purchase gives the user 6-12 hours of
  effects before the inevitable crash. After the crash, the
  user becomes lethargic and depressed, but remains
  paranoid for some time afterwards. The drug is syn-
  thetic in nature, and physically addictive.
  73
  Mike Ursu (order #14108389)
  
  74
  Many people in Hong Kong have both a western name
  and a Chinese name; they'll use the western name with
  foreigners and the Chinese name with their family and
  immediate friends.  Some have western names only;
  others from more traditional backgrounds have
  Chinese names only. 
  Chinese names are structured in the opposite way to
  western names.  We would, for example, say Jane Doe
  (first name first, family name second).  The Chinese
  way of structuring this is the other way around.  Jane
  Doe, to continue our example, would become Doe
  Jane. Additionally, there are usually two first names of
  one syllable and they are hyphenated; for example,
  Doe Jane-Anne. 
  A Chinese surname passes down through the father,
  but unlike in the West, Chinese women always keep
  their family name after marriage. Today, there are over
  3,000 Chinese surnames. The ten listed below account
  for almost 80% of them:
  �
  Chen (Chan) 
  �
  Cai (Tsai)
  �
  Huang (Hwang, Hwong)
  �
  Li (Lee)
  �
  Lin 
  �
  Liu
  �
  Wang (Wong)
  �
  Wu (U, O, Oh)
  �
  Zhang (Chang)
  APPENDIX  B:  CHINESE  NAMES  
  Mike Ursu (order #14108389)
  
  75
  Chinese  First  Names:  Female
  Meaning  
  An 
  Peace 
  Bo 
  Precious 
  Chan 
  A Chinese clan name 
  Hua 
  A flower 
  Jin 
  Golden 
  Jun 
  The truth 
  Li 
  Strength 
  Lian 
  A graceful willow 
  Lien 
  A lotus 
  Ming 
  After a dynasty 
  Wang 
  Regal 
  Xiang 
  Fragrant 
  Xin 
  Beautiful 
  Chinese  First  Names:  Male  Meaning  
  Chen 
  Great or vast 
  Chung 
  The wise one 
  Ho 
  Goodness
  Li 
  Strength 
  Lian 
  A graceful willow 
  Liane 
  Bond, willow 
  Shen 
  A deep thinker 
  Sun 
  Bending, or decreasing
  Ushi 
  Ox 
  Yuan 
  The original 
  Zan 
  Praise 
  Mike Ursu (order #14108389)
  
  APPENDIX  C:  PLAYERS  MAPS
  Mike Ursu (order #14108389)
  
  Mike Ursu (order #14108389)
  
  CHARACTER  NAME
  DEPARTMENT
  HEIGHT
  BASE
  SCORE
  WEIGHT
  HAIR
  EYES
  PLAYER’S NAME
  RANK
  CLASS
  ABILITIY
  SCORES
  LEVEL
  BASE
  MODIFIER
  TEMP
  SCORE
  TEMP
  MODIFIER
  AGE
  SKIN
  GENDER
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  Wounds
  HP
  Hit Points
  AC
  ARMOUR CLASS
  ARMOUR
  MODIFIER
  MISC.
  MODIFIER
  DEX
  MODIFIER
  AC
  BONUS
  TOTAL
  INITIATIVE
  =
  =
  +
  +
  +
  +
  TOTAL
  DEX MOD
  CROSS CLASS
  MISC MOD
  MAX RANKS
  SKILL
  NAME
  KEY
  ABILITY
  TOTAL
  RANKS
  MISC
  MOD
  ABILITY
  MOD
  Analyse
  Narcotics
  INT
  =
  +
  +
  Balance
  DEX
  =
  +
  +
  Bluff
  CHA
  =
  +
  +
  =
  +
  +
  Climb
  =
  +
  +
  Concentration
  Counceling
  Computer
  Operations
  CON
  CHA
  STR
  =
  +
  +
  Crime Scene
  Recording
  INT
  INT
  =
  +
  +
  =
  +
  +
  =
  +
  +
  Disable
  Device
  INT
  =
  +
  +
  Drive: Chase
  DEX
  =
  +
  +
  Drive: Tailing
  WIS
  INT
  WIS
  =
  +
  +
  Evidence
  Analysis
  Gather
  Information
  CHA
  =
  +
  +
  Interrogation
  Hide
  DEX
  CHA
  =
  +
  +
  =
  +
  +
  Intimidate
  CHA
  INT
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  FORTITUDE
  (CONSTITUTION)
  REFLEX
  (DEXTERITY)
  WILL
  (WISDOM)
  SAVING THROWS
  TOTAL
  BASE 
  SAVE
  ABILITY
  MODIFIERS
  MISC.
  MODIFIER
  TOTAL
  BASE ATTACK
  BONUS
  STRENGTH
  MODIFIER
  MISC.
  MODIFIER
  TOTAL
  BASE ATTACK
  BONUS
  DEXTERITY
  MODIFIER
  MISC.
  MODIFIER
  MELEE
  (ATTACK BONUS)
  RANGED
  (ATTACK BONUS)
  +
  =
  =
  =
  +
  +
  +
  +
  +
  =
  =
  +
  +
  +
  +
  WEAPON
  DAMAGE
  TOTAL ATTACK
  BONUS
  CRITICAL
  RANGE
  SIZE
  AMMO
  TYPE
  PROPERTIES
  WEAPON
  DAMAGE
  TOTAL ATTACK
  BONUS
  CRITICAL
  RANGE
  SIZE
  AMMO
  TYPE
  PROPERTIES
  WEAPON
  DAMAGE
  TOTAL ATTACK
  BONUS
  CRITICAL
  RANGE
  SIZE
  AMMO
  TYPE
  PROPERTIES
  Search
  Sense Motive
  WIS
  =
  +
  +
  Speak
  Language
  -----
  Move Silently
  Navigate
  INT
  DEX
  DEX
  WIS
  WIS
  WIS
  Medical
  Assisstance
  Pilot:
  Ship
  Pilot:
  Speedboat
  Police
  Bureaucracy
  Listen
  Jump
  Knowledge:
  Autopsey
  Knowledge:
  Law
  Knowledge:
  Street Sense
  Knowledge:
  Triads
  Knowledge:
  Region
  INT
  INT
  INT
  INT
  WIS
  Swim
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  STR
  Tactical
  Deployment
  Tumble
  DEX
  =
  +
  +
  Undercover
  CHA
  Survival
  WIS
  WIS
  WIS
  Surveillance
  Spot
  WIS
  STR
  INT
  BASE
  ATTACK
  BASE
  SPEED
  INITIAL
  /
  SKILLS
  Gather
  Evidence
  © HOGSHEAD 2005. PERMISSION IS GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY
  Mike Ursu (order #14108389)
  
  WEAPON
  DAMAGE
  TOTAL ATTACK
  BONUS
  CRITICAL
  RANGE
  SIZE
  AMMO
  TYPE
  PROPERTIES
  WEAPON
  DAMAGE
  TOTAL ATTACK
  BONUS
  CRITICAL
  RANGE
  SIZE
  AMMO
  TYPE
  PROPERTIES
  WEIGHT
  EQUIPMENT
  CHARACTER NOTES
  FEATS
  Appraise
  Suspect
  Archive
  Knowledge
  Connecting
  Evidence
  Crack Driver
  Crime Scene
  Hazard
  Criminal
  Psychologist
  Doctor
  Driving
  Licence
  Dragon
  Fist
  Emergency
  Medic
  Fingerprint
  Taking
  Hostage
  Negotiation
  Imposing
  Informant
  Handling
  Investigator
  Local
  Respect
  Media
  Handling
  Marksman
  Martial Arts
  Precise Aim
  Promotion
  Inspector
  Promotion
  PTU
  Training
  Psychological
  Profiling
  Ship rated 
  Pilot
  Strong
  Stomach
  Ready
  Weapon
  Take
  Charge
  Triad
  Buster
  Walking the
  Area
  Automatic
  Firearm 
  Proficiency
  Ballistic Armour 
  Proficiency
  Long Arm
  Firearm
  Proficiency
  Side Arm
  Firearm
  Proficiency
  Simple Weapon 
  Proficiency
  ARMOUR/WEAPON
  PROFICIENCIES
  © HOGSHEAD 2005. PERMISSION IS GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY
  Mike Ursu (order #14108389)
  
  80
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast,
  Inc. and is Copyright 2000 Wizards of the Coast, Inc
  ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or
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  Content; (b)"Derivative Material" means copyrighted materi-
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  be recast, transformed or adapted; (c) "Distribute" means to
  reproduce, license, rent, lease, sell, broadcast, publicly dis-
  play, transmit or otherwise distribute; (d)"Open Game
  Content" means the game mechanic and includes the meth-
  ods, procedures, processes and routines to the extent such
  content does not embody the Product Identity and is an
  enhancement over the prior art and any additional content
  clearly identified as Open Game Content by the Contributor,
  and means any work covered by this License, including
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  terms of this agreement.
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  tracted from this License except as described by the License
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the
  Coast, Inc.
  Crime Scene: HONG KONG Copyright 2005, Hogshead
  Publishing Ltd.
  Mike Ursu (order #14108389)
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Crime Scene d20/Crime Scene - Hong Kong.pdf