TABLE OF CONTENTS

Introduction................................................
Explanation of dice rolls...........................
Character creation and The Police Academy.........
Officer Basic Equipment..................
Weapons policies....................
First post academy precinct assignment.....
Traffic Enforcement................
Parking Enforcement resolution...........
Traffic Stop resolution..........
Undercover slam scam..........
Narcotopia, illegal drugs........
ZPD counter-Drug operations.......
“Doe’ing...making informants......
Combatives....................
Paw to Paw Combat...........
Weapons of the ZPD..........
Non-Lethal arms.................
Lethal arms.........................
Gun Combat resolution.......
Criminal Investigations.......
C.I. Schools..............
The most common crimes in Zootopia....

INTRODUCTION

         	Welcome to the Zootopia Police Department, better known as the ZPD. This is The Police Book edition of the “Clops n Floppers” RPG game which deals with everything that is ZPD centered like equipment and pay for officers, background on the different city districts, explanation of point values, gains and losses, crime statistics and files on the most active criminals, the most prolific crimes per district and borough and how both officers and their equipment interact, succeed and sometimes fail in the various environments our citizens call home.

        The ZPD is a huge and diversified organization where every mammal in our society can have their place in the overall effort to keep our citizens happy and safe to pursue all their hopes and dreams. While we may be different species with different thoughts, all of us at the ZPD wear the same color uniform and bleed the same color of blood. We are one family, one team with paws and teeth deep into a single fight...the maintenance and preservation of the peace on our streets.

        It is vital that everyone understands the Police Book, it is the primary document and doctrine that guides or organization. As an officer be you a mouse from Fort Bronco or a Wolf in Rain Forest, you as a Police Officer must always be “the face, the paws and the teeth” of the ZPD. When young cubs or old toothless lions see you? They see the whole department. Make an impression and as one of our best officer’s has always said...”Get out there and be the difference! Make the world every day...a better place!

DICE ROLLS IN FLOP N CLOPPERS

      The dice roll system in “CnF” depends on two RPG dice...

One or two 1d20 dice (Depending on the circumstances)
One 1d100 percentile die (The ten sided die with double aut “00“ which in D&D circles is called “The Vorpal die”)
Other sided dice may be required depending on the circumstances. 

Dice rolls are decided by “over topping” the numerical result of character traits divided by halves, thirds or quarters depending on the circumstances. You must “Over-top” the number such as if the number was a “6“ you must roll above a “6“ to successfully perform your action or beat out the other player.

Note: Ok you perverted mammals...don’t make fun of the “top” thing.

In stand off situations with other players and “NPC” (Non-player Characters) the results are simple as they fit the situation, for instance...

    “If Tammy the elephant is pulling her revolver at the same time Sammy the Lion is pulling his revolver....

      “If Tammy “tops” her number and Sammy fails to “top” his...Tammy wins the draw. If things are reversed, she fails and Sammy wins.”

       “If both beat their numbers? The highest dice roll makes a “shave” and so they get a modifier of their next roll to be the one to aim first against the other and vice versa. If both tie their “topping“ numbers? Then both roll their aim numbers at the same time.”

       “If both fail to make their numbers then something happened to interrupt the draw such as a ZPD officer suddenly appeared, a cub has wandered into the “Zone of Lethality” or butterfingers Tammy drew so fast that her gun flew out of her big elephant hand and Nick is too busy laughing his ass off to take advantage of the moment. In which Tammy could now try to “weight whack” his sorry “cat ass” forgetting he knows “Tigress Jutsu” and his Sensei is Po from Kung Fu Panda.

Character creation and The Police Academy

     “Here at the ZPD, we will do everything possible to find a place for every mammal where your talents and abilities can be harnessed, developed and improved not only for your life but for the lives, health and happiness of every citizen from a mouse in Little Rodentia to our “dummy” cousins in the North Country. We mean no offense nor disrespect when we can not fill a posting you desire because of your specific species limitations yet do not become sullen and disappointed. Please understand that we must make our Force function at its supreme best in every area it encompasses for our citizens watch us every minute of the day. When they see you at your job, they see all of us. We are one herd, one pack, one brotherhood of blue and one family. We all wear the same uniform and we all bleed red should that terrible moment come upon any of us. Be you a fox, a mouse, a bear or a deer...you are family and we are one.”

Chief of Police Bogo
First Precinct “First Prinky”

Consideration of a species
What will you be?

       The first thing you need to chose in relation to a ZPD character is your species. Be logical about your choice, given the nature of police work and the demands of the different environments of Zootopia...some species will do well when placed in certain parts of Zootopia than others. Also...there will be honest limitations between say a bear, a Lion, an Otter, a weasel or a Sea Lion in what they can and can not do as a standard police officer. This does not mean that your choice of being an otter will shut you out of many ZPD assignments and lock you into a limited game with few prospects for rapid advancement. It will be the job of the Ring Master or “RM” to make sure you both enjoy your part in the RPG and also advance with just as equal a shot as other players with different species.
Species modifiers

        As stated in the main book of “CnF”, mammals of Zootopia do get bonus modifiers that enhance their scores during the academy phase of their induction into the ZPD and for high scores in certain areas of their basic traits when performing specific movements and functions. There are also awarded bonus modifiers for experience points gained from making arrests to delivering new born cubs to resolving a hostage crisis where you successfully saving both the hostages and their captors lives. Modifiers specific to ZPD members are explained in this book.

Species Superiority Complex “SSC” or racism

        It’s a lie to say that no one in the real world is free from prejudice, everyone has some degree of intolerance for someone else’s ideals, beliefs, race, political affiliation or sexual identity. The movie Zootopia was full of prejudicial innuendo and thought bigotry so it won’t be width held from this RPG “verse”.

         Using first a 1d4 dice, a player will roll for a number of different species up to 4 of whom he has a bias against. The player will then roll a 1d100 die to determine the level of antipathy he has. Three species from my own fan fictions, Such as “First Salvo” on “Inkbunny dot net” have “SSC” against other species or within their own....

Wolves despise Dogs: Wolves believe that they are not related to dogs in any way shape or form and to even suggest a kin ship can get you bit or worse mauled by a gang of angry wolves. Calling a wolf “dish licker” “Hydrant sniffer” or “Cookie drooler” even if you meant it in jest could get your tail kicked in and your maw broken.

Reindeer despise handicaps, deformity and out of species breeding: Rudolph is an example of how reindeer despise imperfection and any reindeer male or female caught in a relationship with any equine mammal not a reindeer?.....could end up beaten to death.
Rabbits hate homosexual rabbits: Rabbits follow the words of Prince El-ahrairah the rabbit prophet bessed by Frith of Inleigh (Watership Down, the Rabbit Bible) and believe that only male and female unions with large broods and big families can ensure the continued survival of the rabbit species. Rabbits who are homosexuals are seen as a threat causing some to be disowned by their families while others are beaten or killed. It is even worse if they are found in the company of wolves, dogs, foxes or cats as these are mortal rabbit enemies. Stu Hopps didn’t send Judy to Zootopia with fox repellant for nothing.

Female mammals: Female mammals can suffer degrees of abuse and insult from their own species as well as others. How loving was it of Stu and Bonnie to put down Judy after he first day on the force by saying it was blessing for her to be a meter maid? Otter females are often bullied by males for having a job...”The only good place for her is in the mud hut, on her back, pumping out my cubs.” and Female Lions, Tigers, Cheetahs and foxes do get sexual advances and insults or worse.

The levels of antipathy or sexual insult/injury are as follows....

1 to 20: Little to no antipathy. Respect for females and males sexually.
20 to 50: Some “thought” level of antipathy and sexual insult but kept to self.
50 to 70: Medium “thought” with some verbal level of antipathy and verbal sexual inuendo.
70 to 00: Full blown “You hate this mammal with passion” and you don’t watch your mouth. You’re not afraid to grab a female or remark that “Her “beep” needs to be “beeped” like a mother “beeper” that little whore!”...or you spread rumors that “She’s the precinct slut who takes it up her tail hole more than the daily use of the Witty Arson Bridge toll booth!”

The ZPD WILL NOT TOLERATE “SSC” NOR SEX ABUSES!

       ZPD policy is absolutely clear...it WILL NOT tolerate “SSC” nor the sexual harassment or abuse of members be they male or female. Such conduct endangers the department and the wider society by endangering the public trust. Mammals charged with SSC and sexual offense complaints SHALL make a 1d100 percentile roll and will abide by the resulting roll results.

1 to 20: Temporary suspension for 1d6 days with mandatory ethics training which the accused MUST score above a 50 on a 1d100 role for re-en-statement. Pay shall be cut in half for the duration time of the suspension.
20 to 50: Temporary suspension for 2d6 days with mandatory ethics training which the accused MUST score above a 60 on a 1d100 role for re-en-statement. Pay shall be cut in half for the duration time of the suspension.
50 to 70: Temporary suspension for 2d6 months with mandatory ethics training which the accused MUST score above a 70 on a 1d100 role for re-en-statement. Pay shall be suspended for the duration time of the suspension.
70 to 00: Permanent termination from the force and the record to be kept on file open to any future employer of the terminated mammal.

Sexual assaults on a male or female mammal WILL BE punished to the full extent of Zootopian law! You get only one chance to change your ways. You repeat an offense and you’re gone!

the police academy

      The Police academy process is explained in the main book but once again...to graduate from the Academy, a mammal must meet or surpass the following requirements...

1. Score 70 percent or better in academia which spans four quarterly grades. Four rolls 1d100 / 4

2. Score over 50 percent on weapons familiarization and range and combat range qualification by the following tabulation:

Weap fam 1d100 range and combat range 2 rolls 1d100 / 2 add all three roles and divide by 3.

3. Score 70 percent or better in combatives training which span four quarterly grades 4 rolls 1d100 / 4

4. Score over 60 percent in environmental adaptability training (EAT) for all of the unique environments supported by Zootopia’s climate moderation department.

5. Achieve a final overall graduation grade of 70 percent or better. Academy Valedictorian is any final score over 95 percent.

NOTE: Judy Hopps and Nick Wilde in Zootopia proved that a bunny or a fox could take down a larger mammals and surpass expectations through their high intelligence and determination. The academy in “CnF” expresses this by making everything level across the board for all mammals in the academy regardless of their size.

experience points

    Experience points help an officer to advance rapidly in their career in the ZPD and can give modifiers in situations like hostage negotiation, investigation processing, weapon drawing, pursuit expertise, resisting attempts at bribes and performing undercover operations.

     All academy graduates receive 1/3 their total TBN number from the academy as starting EP’s for example if Nick Wild graduated with a 97 TBN he would receive 32 EP’s a total list of all EP’s and modifier levels is included at the back of the Police Book.

     “SSC” and/or sexual offenses will get all your experience points revoked and only half will be returned upon re-en statement from suspension.

officer tools
Basic first issue

      All new officers of the ZPD receive the basic issued equipment and weapons as personal carry equipment. Additional equipment or upgrade to above standard issue must be purchased by the officer with his experience points. The standard issue equipment are...

1. The basic street uniform. Web belt with military style buckle. Blue collar shirt, blue pants, blue tie, blue service hat, badge and badge patches.

2. Black equipment belt.

3. Non-lethal side arm service pistol

4. Stun baton

5. radio with paw/hand mike

6. Shock/stun arrest collar

7. Wrist cuffs and wrist zip-ties

8. Grade 1 medium velocity impact absorbing vest

Question of weapon to mammal disparacy and lethality. 

       All weapons in the ZPD are designed and made to fit the size of the mammal carrying them. Obviously this creates an issue regarding weapon power and the risk beyond employing the weapon against a suspect. All non-lethal weapons are “smart select” arms designed to auto-set their power output against the target mammal so if an elephant officer is employing a stun dart shooter against a fox, the weapon will “auto-set” to safely neutralize the fox with no negative health effects. The drawing officer must declare the engaged species and sub-class upon making paw or hand contact with the handle of his or her weapon.

      For example....if Francine the elephant is engaging Shorty the badger with a “trank gun”, she must declare “Mustade/badger” when she pulls her weapon. Failure to declare such will cause a 1d6 injury to Shorty’s life and may open Francine to a department investigation.

    All officer uses of non-lethal and lethal arms come under department review to ensure compliance to department use of force policies which are stated later in this book.

    It is ZPD policy that all non-lethal means shall be employed first before lethal weapons can be employed unless three circumstances occur which make such use impossible...

1. The antagonist mammal is armed with a heavy lethal weapon designed to kill one or more mammals I.E. explosive devises, heavy caliber guns, motor vehicles.

2. The location of the offense makes it a certainly that combat between officers and the suspect can and will cause severe harm or death to by-standing mammals and use of non-lethal weapons can not assure the safety of by-standing mammals.

3. The offense takes place where cubs, kittens and fawns are under direct threat of severe injury or death. The young one’s of Zootopia are considered “beyond precious” and will be protected at all costs.

Good Samaritan non-lethal use act

      The law provides for citizens of Zootopia to act in self-defense or as first response in employing non-lethal means to subdue a suspect so long as they abide by the following rules....

1. Upon the arrival of the Police, the Samaritan pulls back from the scene, grounds their non-lethal arm, raises their arms or acts in a submissive manor by anthro or feral display to show their innocence.

2. That the Samaritan provides immediate and full account by statement as to their actions and the situation which led to their involvement.

3. Good Samaritan’s shall not be “cuffed” nor restrained unless required to clarify and pacify the incident scene or until the perpetrator has been subdued.

Post academy precinct assignment

     Upon graduation from the Police Academy, all new officers arrive at CMD (Central Management Division) at First Prinky (First Precinct) to be detailed to their first precinct assignment. The RM (Ring Master) will place you where your species type will serve the department and the city most effectively, often sending you to your home of record such as Tundra Town, Savanna Central or Meadow Lands.

       All new officers have the right to negotiate for their “choice” assignment. Let’s say Officer Snarly (a timber wolf) is being assigned to Tundra Town but wishes to be sent to Rain Forest because he’s a super athletic, high energy wolf who enjoys running himself tired onto a comfy floor mattress at the end of shift. It is the responsibility of the RM to fill Snarly’s wishes. The RN rolls a 1d20 first to see if an opening currently exists in the Rain Forest Precinct...

1 to 5: Opening exist with no mammals in line. Dream assignment approved.

5 to 10: Opening exists but other mammals in line. Player must roll above a 70 to get the assignment.

10 to 15: Opening exists but other mammals in line. Player can roll a 1d6 for months until he can try a transfer request. He must then roll above a 70 to transfer.

15 to 20: Opening exists but other mammals in line. Player can roll 2d6 for months until he can try a transfer request. He must then roll above a 70 to transfer.

    Snarly rolls a 3 and is running feral around the office barking and howling his happiness at being assigned to Rain Forest!

TRAFFIC ENFORCEMENT
“Stop your whines and get in your clown car.”

      It is department policy that all new rookie officers serve their first time(s) out on the street on traffic enforcement duty. We know...you came out of the academy excited, tail wagging and dropping “glee pee” all over your precinct floor. “Use the clean up kit station you filthy mammal!” You want to make a good impression, you’re fired up and ready to take down criminals like “Dirty Hairy” “Now...did I rake you with four claws or eight?” And what do we do? We gave you a reflective orange vest, a book of tickets and a silly looking low power street car and told you...write tickets!

      Grumble...growl....piss on the side of Chief’s desk....”Bad Wolf! Bad Wolf!” Newspaper to the snoot! “Yie Yie!”

       The department introduces all rookie officers to this often mundane and thankless task on their first time out for a good reason, to give you your first exposure to the streets, to build your discipline and test your response and ability to interact and communicate with the community.

       Who does not hate to be ticketed? Who does not hate to be reminded that they need to obey the posted signs? Keep the parking meter fed? Remember the rights of pedestrians? Why they can’t text their tail off and selfie while driving? Your responsibility is to interact with the citizens and present both the discipline and authority aspect of the ZPD while being understanding, respectful and presenting yourself as a servant and friend to the community.

       Parking and traffic laws vary from district to district but there are standard laws which are the same for all of Zootopia. Some of these are...

Parking meters

       Metered parking is the same for all locations, 1 zoo buck per hour. Remaining past expiration is a 25 Zoo Buck infraction with additional 25 Zoo Bucks per hour past expiration. Should an officer encounter a driver who is just coming to their vehicle as the meter expires, they have five minutes to enter their car and depart at which time no infractions may be written on them. Getting into your vehicle and sitting still does not clear you from a violation ticket.

Question: Why does Judy Hopps “paint tag” the tires of parked cars in the movie?

Answer: Some parking spaces in Zootopia are “time specific” such as 15 minute, 30 minute and 1 hour parking in business and commercial zones. A driver can not simply roll his car and claim he just got to the spot. This part of the movie will not be in this RPG.

Impaired Mammal parking

      Parking reserved for impaired and disabled mammals shall be respected. Illegally parking in these spots is a 100 Zoo Buck fine. Repeated offenses by any driver are punishable by additional 100 Zoo Bucks added atop the first time offense. At 500 Zoo Bucks, repeat offenders have their licenses suspended for 1d6 months.

Driving on a suspended license

        Any mammal caught driving on a suspended license shall be fined 500 Zoo bucks on the first offense, 800 Zoo Bucks on the second offense and will be arrested on the 3rd offense with a 1000 Zoo Buck fine and jail time when handed down in court by the traffic judge of 1d6 months.

Operation of any vehicle under intoxication

       No matter what mode of transport be it a skate board, a bike, a car, a boat or a mouse-mobile. Driving under the influence of intoxicant substances is an arrestable offense subject to a list of costly realities for the “sobriant returned”

1st Offense

       a 5,000 Zoo buck penalty. Suspension of license for 1d6 months. Installment of a breath vapor power lock costing 1d4 thousand Zoo bucks. If the offender can not afford the aforementioned? The offender will serve 1d6 months in jail and will have their license suspended for 1d6 months with CVL (Commerce Vehicle License) suspended for 1d6 months

2nd Offense

a 10,000 Zoo buck penalty. Suspension of license for 2d6 months. Installment of a breath vapor power lock costing 1d6 thousand Zoo bucks. If the offender can not afford the aforementioned? The offender will serve 2d6 months in jail and will have their license suspended for 2d6 months with CVL (Commerce Vehicle License) suspended for 2d6 months

3rd offense

a 15,000 Zoo Buck Penalty. Permanent revocation of license. 1d6 years in state prison with warning to all employers in the city/state that you must not be issued a CVL (Commerce Vehicle License). Any employer issuing a CVL to a banned Mammal shall be fined 50,000 Zoo Bucks.

Operation of any vehicle under intoxication that results in serious injury or the death of a mammal.

    An intoxicated mammal, who under intoxication operates a motor vehicle, causes an accident which leads to the serious injury or death of a mammal of any age. That mammal shall be arrested and face a felony charge of premeditated Mammal Slaughter. The penalty is life in prison without parole or death as a judge and jury so direct. Should a mammal so charged make a serious attempt at remorse and forgiveness (known as Gomen (Go-men) or great heat-felt sorrow... that mammal shall roll a 1d100 die for a 50/50 chance of acceptance by the family of the affected mammal which could mean a reduced sentence of 2d6 years in prison with parole. Sed Mammal will NEVER be issued a drivers or CVL license and is restricted to operating only pedal or foot powered transport so long as he or she shall live.

Broken/non-functioning vehicle lights

      Broken and non-functioning vehicle lights are ticketed as follows.

1st offense: Warning to get the problem fixed.

2nd offense: 25 Zoo Buck Ticket

3rd offense: 50 Zoo Buck Ticket

4th offense: Seizure and transport of the vehicle to a repair shop or nearest PAWMART auto center for repair. Driver and owner shall pay for tow transport and repair of problems.

Senior Mammal assistance: A senior mammal who’s status in life makes getting auto repairs difficult can receive assistance from the Zootopian Senior Citizens Agency (ZSCA) to reduce the cost of repair on a 1st offense meeting with officers.

Speeding in reduced posted zones

      Speeding in reduced posted zones, especially near public schools, is enforced as follows...

1st offense: warning

2nd offense: 100 Zoo Buck Fine with additional 50 Zoo bucks per every 10 MPH over the offense speed.

3rd offense: 500 Zoo buck fine with additional 100 Zoo bucks per every 10 MPH over the offense speed. Impound of the offender vehicle.

4th offense: 1000 Zoo buck fine with additional 500 Zoo bucks per every 10 MPH over the offense speed. Impound of the offender vehicle. Arrest and detainment of the offender for 2d6 hours in jail. Revocation of license and or CVL for 1d6 months. 
 
5th offense: 2000 Zoo buck fine with additional 1000 Zoo bucks per every 10 MPH over the offense speed. Impound of the offender vehicle. Arrest and detainment of the offender for 2d6 days in jail. Permanent revocation of license and or CVL.

Driving on a suspended license

      Any mammal in command of a mode of transport who has had their license suspended or has been ordered by the court NOT to command any specific or all modes of transport who does so shall be fined 5,000 zoo bucks and spend from 2d6 months or 2d6 years in jail as a judge and jury so direct.

Making safe zone for police and emergency vehicles

     All drivers SHALL make a safety zone for any Law Enforcement or Emergency Vehicle stopped on any major inter-urban street, on Route 1 north/south to the North Country or on the highway 394 grand loop way. All vehicles shall at 200 feet from the location of city response vehicle or vehicles, move to the farthest lane away from the location of stop for a distance of 300 feet before returning to their desired lane of travel. Failure to do so can incur a fine of 300 Zoo Bucks.

Running from law enforcement “BOLTING”

       Any mammal in command of a motor vehicle who refuses to slow or stop at the command of Law Enforcement or who “bolts” causing Law Enforcement to give chase shall be arrested and subject to fines and penalties as a judge and jury so direct. Sed mammal SHALL lose their license privileges so long as they live.

       Any mammal who in the process of “bolting” causes an accident which results in the severe injury, crippling or death of any mammal regardless of age shall be charged with “premeditated Mammal-slaughter” and can face life without parole or death as a judge and jury so direct. “Gomen” SHALL NOT sway the penalty handed down by the courts.

Protection of minor mammals in vehicles 

       Minor mammals under 7 years of age shall be protected in “cubby seats” designed to face back side to the front of a vehicle that are approved by the Zootopia Department of Motor Vehicles. Little one’s shall also be protected aboard water craft regardless of their natural swimming ability. Failure to properly protect little one’s is a 5,000 Zoo Buck fine for each little one involved. Repeat offenses will be 10,000 Zoo Bucks per little one and a referral of the parent’s fitness to the Department of Health and Mammalian Services. The result of any investigation can be as follows with a 1d100 percentile die.

1 to 20: Warning with additional fine of 1000 Zoo Bucks
20 to 50: Temporary loss of custody up to 1d4 months
50 to 70: Temporary loss of custody up to 2d6 months
70 to 00: Permanent loss of custody subject to a 50/50 appeal roll.

School zone infractions

      Failure to heed school zone regulations such as speed limits, cross walks and school bus “right-of-way” regulations is a 400 Zoo Buck fine flat offense regardless of the times committed up to the fourth offense where the driver’s license will be revoked for 1d6 months. 

Road Rage

      Road Rage is a serious issue in Zootopia. Any mammal or mammals involved in a display or act of road rage based on the severity of the offense can face a 5,000 Zoo Buck fine and or 1d6 months or 2d6 years in prison as a judge and jury so direct. Their license could be revoked for 2d6 months or permanently based on a 50/50 roll by the RM.

Red light running

      Running a red light anywhere in Zootopia is a 200 Zoo buck fine. 2nd offense is a 500 Zoo buck fine and a 1d6 month license suspension. 3rd offense is an 800 Zoo buck fine and a 2d6 month license suspension. 4th offense is a 1000 Zoo buck fine and permanent license suspension.

Transport of illegal substances

      Transport of illegal substances is subject to a 10,000 Zoo Buck fine on the first offense and 2d6 months in jail with suspended license for 1d6 years. Second offense is a 20,000 Zoo Buck fine with 2d6 years in jail and permanent revocation of license. 

Disrespect and assault upon members of the ZPD

      As members of the ZPD, we can and must endure times when civilians blow their antlers or “lose their piss” and get confrontational. It is the utmost necessity of all officers of the ZPD to maintain their cool and act “above the fray” but only to a point.

      Any mammal who puts their paws on an officer, bares their teeth, growls in a provocative display of threat or reverts to a feral form to show menace and intent to commit violence SHALL be taken down by the most gentle manor possible and restrained as the officer deems required to safeguard their life and the life of the angry mammal.

       Menacing a Law Enforcement officer is a felony subject to 2d6 days or 2d6 years in jail based on the severity of the offense. A show of “Gomen” will reduce all charges to time served upon the officer’s acceptance. 

Vile and offensive car apparel and stickers

       It is a 200 Zoo Buck fine for any automobile apparel, signs or stickers to promote species offensive, sexually offensive or suggestive and or statements that support violence, abuse or gross intolerance of any mammal or group regardless of social / economic status, thought, belief or life style. 

The parking enforcement process for the rpg

       When a player is assigned parking and traffic enforcement duty. The RM (Ring Master) shall assign the player to a section within a sector or a ward within a Borough. In each of the major Districts of Zootopia....

Downtown
Tundra Town
Savanna Central
Sahara Square
Rain Forest

       There are six sections. In each section there are three sectors. During the day or night shift when the player(s) are in the Bull Pen for the pre-deployment brief, The RM will tell a player....

1. His assigned section
2. His assigned sector
3. Specific cars or conditions to be alert for.

      For instance. Officer Magano, a bull rhino, is told that he will patrol Tundra Town section 4, Sector 1. He is to be watchful for three specific vehicles and for possible auto break ins as there have been four in the last week in that part of the Town. He will be told in detail...

1. The description of the vehicles
2. Any description by witnesses of the potential car thieves.

      Since this is Tundra Town, he will also be told of the snow generation condition as the department is informed by the Department of Environmental Climate control and moderation which controls the generators built into the high walls surrounding Tundra Town. Today is condition 3 in which all cars in residential zones where each house has a drive way, no cars or additional cars are to be parked on the street as this will hamper snow clearing efforts. All conditions will be addressed in the Tundra Town specific section of this addendum.

      Now the RM rolls a 1d100 die to tell the player how many parked cars he will encounter during his patrol. His patrol sector covers a commercial zone only with parking meters. The RM rolls a 30 so during his patrol, the player will encounter 30 cars.
       Now the RM rolls the 1d100 again. This is a percentage of the number of cars which will violate the parking meter expiration time. The RM rolls a 10 so 10 percent of thee 30 cars violate the meter expiration that’s 3 cars. Now the RM rolls a 50/50 percentage to see if any of the 3 owners of these cars will question the officer.

Car 1: 90
Car 2: 00
Car 3: 10

        The drivers of Cars 1 and 2 are going to be showing up when officer Magano is investigating if he should write a ticket or not. He’s already going to write a ticket on number 3. As far as number 3, Officer Magnano will radio the precinct to see if number 3 car has any prior parking offenses. He writes his ticket by the result. Every traffic ticket gives different number of experiance point awards based on severity which will be listed at the back of this addendem.

         For cars 1 and 2 there will be a 50/50 role to see if the drivers meet the 5 minute grace period so as not to be ticketed by the officer.

Car 1: 80
Car 2: 90

        Both cars fail the role so now officer Magano will face two NPC who will be ticketed for their violations face to face. Next both have to be rolled for prior parking infractions but both are first timers. Next the RM must roll a percentage to see how these two mammals, let’s say a Honey Badger and an otter, will react to the officer.

Car 1: 30
Car 2: 80

        Car one’s driver, The Honey Badger, is slightly annoyed yet understanding and accepts his ticket.
       Car two’s driver however, a female otter, is seriously upset and she’s going to get testy. Officer Mercano now has to deal with an angry water mammal and calm the situation. Officer Mercano’s basic trait numbers are....

Strength and hitting power: 8
Health: 9
Agility: 6
Dexterity: 8
Intelligence: 9
Education: 8
Willpower: 8
Charisma: 9
Stamina: 9
Appearance: 6

Our angry otter’s numbers are....

Strength and hitting power: 5
Health: 9
Agility: 8
Dexterity: 8
Intelligence: 8
Education: 8
Willpower: 8
Charisma: 7
Stamina: 9
Appearance: 6

     First of all this is the otter’s first offense which is only a printed warning. This lowers her and officer Mercano’s final roll number by -5 making it more likely she will calm down and not get more testy with the officer.

The roll is a 1d20 Officer Mercano’s Intelligence: 9, Education: 8,Willpower: 8, Charisma: 9 Stamina: 9 and Appearance: 6 added up with the -5 modifier and divided by 6 which is  against the angry female otter’s Intelligence: 8, Education: 8 Willpower: 8, Charisma: 7,Stamina: 9,Appearance: 6 added up with the -5 modifier and divided by 6.

Mercano: 6 rolls a 17
Otter: 7 rolls a 15

Both have beaten their numbers with officer Mercano surpassing the Otter which means there is no conflict. She might walk away still upset but she’s not going to try and nip his ankles. Officer Mercano will also receive an experiance point bonus for encounter de-confliction. Had the otter not made her role and Mercano made his, there would then be a 50/50 percentage role to see if our angry otter is going to press her luck arguing and perhaps becoming more irate.

Note: Any mammal who presses their luck three times against an officer will run the risk of on site detainment or arrest. The officer can also chose to call in a back up officer for a little persuasive intimidation.

     Going back to the Bull Pen brief at the start of this part of the RPG arc....

He is to be watchful for three specific vehicles and for possible auto break ins as there have been four in the last week in that part of the Town. He will be told in detail...

     Officer Mercano will roll a to see if he encounters these three vehicles or any car thieves, which he does not so his Parking enforcement day ends.

TRAFFIC ENFORCEMENT IN THE CnF RPG

     After some time in Parking Enforcement, Officers will move on to cruiser patrol and traffic enforcement where there will always be the inevitable traffic stop.

      The process begins by the RM rolling a 1d6 to see how many stops your character will do on crustier patrol say......he rolls a 4.

       Now for each stop, the RM has to roll a 1d20 to see what the stop is for. Each car gets stopped for...

Car 1: Busted tail light.
Car 2: Erratic driving.
Car 3: Red light run.
Car 4: failure to stop at a cross walk near a public school.

      Let’s chose Car Number 3 for this traffic stop process. Officer Mercano, a bull Rhino, will no doubt want to hit his “bubble gum rack” (the lights and brights) and pull this mammal over. How will this mammal react when he sees a “Bull Cruiser” popping his lights behind him?

     The RM rolls a 1d100 percentile against the “reaction chart” and let’s say it takes a little time before the mammal pulls over, probably because he doesn’t want to block up the tight street he’s on or he has other intentions.

      Now...Officer Mercano must “run the plates” against a 1d20 list of potential priors. Come to find out our young 16 year old teenage bunny driving sed car has a warrant for not showing up in “Juvie court” after he was caught dealing “Super Nip” at school.

      The player for Mercano should be asked specifically what his steps are now that he has the information on this driver. Skipping a court date is an arrest offense and all this bunny has on his juvie record is a dealing charge.

      The player replies....”I’m going to tell the bunny to drop the keys out the driver side window, place both his paws outside the window so I can see them. I think I can take a bunny, especially a young bunny who’s probably pissing himself right now.” 

        There will always be a chance that the bunny will try to “bolt” knowing he’s probably going to jail and his angry parents are going to be “Hopping mad” getting to the precinct. The resolution for this phase of the traffic stop is the bunny’s Intelligence: 8 Education: 8 added to a 50/50 1d100 percentile role which is 66. The bunny has to beat a 66 in order to try and “bolt” as Mercado is walking up to the car.

        The bunny rolls a 60. Smart bunny.

         Mercado comes up to the car. Now with his paws outside the window, the chances of our little rabbit “trying” something stupid against a Bull Rhino (to us in logic) is stupid. yet? We have to factor that in. Perhaps bunny is not as smart? Once again our Bunny has to roll over a 66.

          The bunny rolls a 60. Smart bunny.

       Now officer Mercado faces our naughty rabbit, another chance for bunny to get stupid but he doesn’t. Instead as any one does when they face the possibility of arrest....they can try to plead or bribe the officer. Our bunny will make 1d100 percentile 50/50 roll. The lower 50 is to plead, the higher 50 is to bribe. Bunny rolls an 80.....stupid bunny.

        “Look officer?” Kenny Bucket says as he gestures to his glove compartment. “In there is 50,000 Zoo Bucks and an address book with tons of contact names? Maybe we could work something out and you might speak on my behalf with the judge? You just record 10,000 taken as evidence and pocket the other 40 grand?”

        Now Kenny is one super cute young bunny who gives off an aura of sweetness, innocence and cute bunny batting eyes. Make no mistake though, he’s a dirty little snit head with long ears. Will Mercado really fall for this act?

      Now we go back to the main book of the RPG, the part about bribery resolution...

       For Mercado to resist “a take”, he has to roll the total of his  Education: 8, Willpower: 8 and Charisma: 9 divided by 2 which equals 13 against a 1d20 roll. If the roll result is over 13 then Mercado would accept “the take” 

     Mercado rolls a 12. Kenny fails and Mercado pulls Kenny from his car (Rhino against Bunny, logical Bunny fail) and cuffs him. Poor Kenny is crying and balling like a baby while Mercado reads him his “Murpanda Rights”

Note: Players of the ZPD “Must” read the Murpanda at the moment of arrest of a suspect by saying “I read him/her their  Murpanda” or coming up with some hilarious sounding “You have the right to graze in jail” meme.

     But what if Mercado failed his roll and took “The Take” now he has to roll a 1d100 percentile die to see what he’ll do. It’s up to the player if he decides he wants to go to the precinct to report “the take” and turn it over, that would be the best choice for Mercado. Then there’s the car cam, the body cam and the car audio recorder which caught the “whole smack”. If Mercado accepts the take and decides NOT to report it...he would have to beat a 1d100 percentile throw of 80 ,since his body camera is on, that the recorded evidence never gets seen or discovered. Does he really want to gamble his life away?

       No....Mercado “cuffs n Stuffs” the juvie crying and screaming of what his dad will do when he finds out. A resistant to arrest role isn’t really needed here because....come on....ant to a mountain here? Now if the offender had been a Tiger or Rhino? Then there’s a risk that the arrested might get stupid. That will be covered in the combatives section of this book.

How does ssc play into a situation

       Let’s go back to Jimmy and Mercado’s traffic stop. Remember the section that speaks about “Species Superiority Complex” aka bias levels? Remember that Rabbits are known to be very anti-gay and Jimmy is no exception. He could give a snit less about Zootopia’s laws regarding the display of vile or offensive statements on automobiles.

       Well Jimmy’s no “lucky foot” because officer Mercado just happens to have a little brother who is gay, who’s boyfriend is also gay and a rabbit. And Mercado just happens to have a very high intolerance for rabbits who have on their car bumper a sticker that reads....”Furry Faggot Fricasee, burning fag bunnies is what I want to see.”

       Officer Mercado has to make two 1d100 50/50 rolls that he notices the bumper sticker or he doesn’t. Let’s say he does see it?

       To see if the bumper sticker will affect his behavior and judgment, Mercado must roll his Intelligence: 9, Education: 8, Willpower: 8, Charisma: 9 and Stamina: 9 plus a vegetive modifier +5 for his severe intolerance divided by 5 which is 10. Let’s say Mercado does not top that number? Now he has to roll a 1d20 against a list of things that could happen because he’s now been  “triggered” to respond to the bumper sticker regardless of who put it on the car.

       Mercado rolls a 19. This is a bad result. Mercado gets so enraged that he slams Jimmy against the side of the car (Big Rhino and Little Bunny) Jimmy suffers serious injuries and Mercado, no matter how right he may have thought he was, is now facing assault charges upon a juvenile mammal with suspension, prison and expulsion from the force as a result.

        In the same vane. Jimmy could have something against Rhinos or just large mammals and he spouts off which gets him a rough take down and a few busted bones for his big mouth. This just throws a little more reality in to cover the racism arc portrayed in Zootopia.

      Remember...there is no such “animal” as a normal routine traffic stop.

UNDERCOVER SCAM SLAM
“awww Nick? You look so cute in pumps and panties!”

     Judy applied the lip gloss to her husband as he stood getting ready to go forth and “bust a cap” in some “sicko Johns”

     Officer Snarlov, a Timber wolf, passed by whistling a cat call and saying. “Hey foxy girl? Love your pussy pumps?”

     Nick snickered back. “I’m going to report you to HR Jim? I am totally harassed and triggered by your offensive comment. And these are not pumps? They’re 2000 Zoo Buck Gitano’s.”

     Foxes have a special place in the ZPD and Officer Nick Wilde is no exception. His years of pulling street scams and hustles has made him ZPD’s best counter-scam and “trap” mammal in department history, especially involving his one goal....the eradication of the sick exploitation and sexual abuse of foxes.

     “Fox-tit-toots” are lured into such degrading acts as being naked neck comforters and “pillow warmers" for “high roller” business mammals and mobsters. Of the five Tundra Town families, only Mister Big has stuck to the Omerta pleaded upon him by Judy Hopps because of her relationship with Fru Fru and Mister Big’s grand daughter. Fox-tit-tution” and “Fox-tit-tots” are verbotten all across the Lanzoni empire and anyone who defies that Omerta while connected to the main family? Will be iced without question.

        The rest of the families and many gangs could give a snit less. Fox-tit-tution is a big money maker. Now they’ll go up against Zootopia’s “Master of all Masters” and his equally capable and beloved wife.

       Undercover police work is dangerous be it tricking Prostitute buyers (Johns) or the pimps (Peddlers) who push these poor mammals. There are of course the occasional free lance “toot” who works for themselves but they too are not only scammed by cops but they can end up dead from working places they shouldn’t work. The ZPD also runs investigations and undercover work to bust up “OC” (Organized Crime) rackets like illegal gambling, illegal lottery, drug distribution or “Whackey” (Murder for hire)

       Nick will “work the streets” with officer Delgato ( a Bengal Tiger) playing his pimp and Judy Hopps Wilde being in charge of the “take down team” who will make the arrest once the money transaction for services is done between Nick and a John.

       There may also be times where Nick will run into other “Prostitutes” or “pissed of Pimps” or members of organized gangs who don’t like “Straw suckers” “feeding” off “our potentials”. Nick is still nursing a stinging close call from a “toots” “pig sticker” when she tried to slice Nick’s “Kitty” for being in the “wrong lane”.

       Giving Judy a reassuring smile and a gentle kiss....Nick starts his night’s work.

Nick’s night in negligee
Pulling an under-cover bust

      So to start with...here’s Nick Wilde’s Basic traits...

Strength and hitting power: 8
Health: 10
Agility: 10
Dexterity: 10
Intelligence: 10
Education: 10
Willpower: 10
Charisma: 10
Stamina: 10
Appearance: 6

      “I’m not perfect?” Nick asks the RM. “Sir? I must serious protest this gross injustice upon my person, especially the appearance. I think Sir? That I look super hot as a female fox, I mean you know how much money and how much time was spent by the department for these faux “Boluxy Boom Booms” on my chest that look “reeeeeeeeel” thank you?”

       The RM: Your numbers are already crazy Nick....shut up?”

       “Well?” Nick replied frowning. “See if I ever make you a pizza again there sour butt?”

        Nick Wilde, actual character wise, as both experienced before he entered the academy and after when he graduated Valedictorian practically makes him too easy for the RPG but we’re going to use him any way because once again, no encounter or arrest is ordinary.

       Doing an undercover sting like this for one RPG goes as follows.....

       First the RM rolls 2d6 to see how many mammals Nick will encounter tonight during his “snare session” as a “Trap fox”.
        
       Nick interrupts... Appearance a 6?....what dog piles! Look at this tail? This has to be the most beautiful, the most elegant fox tail in all Zootopia? Come on....my son preens my tail for me and he’s the Picasso of tail-dom, a six?” You’re smoking way to much cat nip pal...”

       The RM replies to Nick. “Nick?”

       “Yes Sir?” Nick replies.

       “Shut up and shake your tush or I’ll vorple you into infinity?” The RM says with a warning finger.

         Once again......First. The RM rolls 2d6 to see how many mammals Nick will encounter tonight during his “snare session” as a “Trap fox”. The result is a 7. The roll is divided by the RM among the following categories of mammals Nick will encounter...

Johns:
Toots:
Pimps:
Gang Members:

        The RM decides that Nick should encounter just “Johns”, mammals looking to solicit the services from this faux Vulpine beauty.

        “With a 6 appearance....you’re high.” Nick grumbles.

        Nick has a crazy roll modifier for every phase of his deception but we’re using nick to explain how the process is done for the RPG. There are 7 mammals nick has to do the following against to be successful in “snaring” them in his “trap”

1. The lure
2. The pitch
3. The deal
4. The exchange

 The Johns on the other hand have to be lucky and....

1. Resist the lure and not get drawn in.
2. Figure out the pitch is bull snot and leave.
3. Don’t make the deal and leave.
4. Don’t make the exchange and leave.

Department policy and the law declare that an arrest on charges of sexual “pander and solicitation” (Buying a hooker) can only come when there is an active and completed exchange of money or money(s) for the favor offered....you know it as the “Prig pro Quo” or the “Got something for something given” or “A completed transaction”

If a mammal realizes the sting and honestly admits their guilt before there is a monetary transaction, they can not be arrested but their identification is processed for tracking. If they get caught even approaching an under-cover officer thinking they are a prostitute? Then they will be arrested. 

So these 7 mammals must now roll their intelligence and their education with no modifiers against a fox with an absurdly low roll number of 3 on a 1d20 die yet there’s still unpredictability involved.

There’s also the stupid possibility one or more of these mammals will try to barter and bribe their way out an arrest, not thinking Nick is backed up by an arrest crew.

These 7 mammals have to top their role numbers against Nick. They are....

Mammal 1: 11
Mammal 2: 6
Mammal 3: 14
Mammal 4: 9
Mammal 5: 14
Mammal 6: 8
Mammal 7: 8

Nick’s number? 2

    All the mammals except number 6 get busted. He is a pig, he happens to be “Fillet My Yung” The representative counsel mammal from the Meadow Lands 3rd Ward on the City Counsel who seems to not know anything about police department operations as Nick flashes his badge from his guarder belt. The RM could even decide to do a 50/50 roll to see if laughter from the arrest crew thwarts and attempted bribe because Mister Yung’s beating roll was a 20.

      “Counsel-mammal Yang?” Nick says with a false feeling of shock and remorse. “Sir? I am shocked and saddened at this display of yours, really? How could you do this to your wife and children? To your constituents?”

      “Officer Wilde?” Yang replies. He may try to “smooze” and butter Nick up to “get off” with some sort of future promise but Nick’s not buying it. So Yang is going to try for the direct bribery approach...

      “May I take out my wallet Officer?” Yang says. “You probably need to confirm my identity?”

       Yang gestures to the money in his wallet which is a snit load of cash. Once again....Nick might “fake the take” which will land Yang in more serious trouble, but for sure?...Nick will not accept the bribe.

         “That’s......a lot of cash there Sir?” Nick says as he licks his teeth. “Perhaps? Perhaps you drop a few bills and we’ll call this issue done, what do you say to that Sir?” 

          Yang drops the money. Nick goes to pick it up and just as Yang turns to think he can get away? BOOM!”

           Judy appears and draws her non-lethal side arm...”Mister Yang? You are under arrest for attempted “pander and solicitation” and attempting to bribe an officer of the police department....get your fat porker puss on the ground.......NOW!”

          “Judy?” Nick warns. “Watch the species name calls ok? As for you Mister Yang? Look like you’re going to sample one of my favorite Gideon Gray pies? It’s called “Im-peach-Mint” pudding.”
        RM shakes his head. “Nick? Ugh....”

        “It was there and I took it so mind your mouth skippy?” Nick replies. Which leads us to one of the most dangerous crimes the ZPD deals with...

NARCOTOPIA
Fighting illegal drugs in Zootopia

       Midnicampum Holicthias aka “Night Howlers” is a psychotropic hallucinogenic plant that is used by farmers in the tri-Burroughs to keep insects away from their produce fields. The syrup created by these plants can cause mammals to convulse, freak out, swing in and out of violent seizures and “go savage” causing them to viciously assault any mammal close enough to unfortunately become a victim. It was a “cook up” of the “Night Howlers” syrup that was used by Dawn Bellweather and her “Hench-Rams” that unleashed the Savage Scare. Today, the Night Howler is considered a class 1 narcotic and the highest in terms of serious consequences for illegal possession, distribution or transport. Every officer in the ZPD today carries two spring loaded needle applicators with the Holicthias derivative Teizol Which is drawn from the “Night Howler” root ball to counteract the “Howler’s" psychotropic effects.

        Though the level of drug crime in Zootopia has been maintained at a low level over the past decade by the dedicated work of the ZPD...the thought of simply “maintaining” it any level is intolerable. The only “legal“ intoxicant approved by the city/state of Zootopia is Marijuana for controlled medical and limited personal purchase and use. Selling marijuana outside of legal controls, “boosting“ (increasing potency) marijuana outside the legal limits set forth by the City Counsel and illegal transport of marijuana is subject to an incremental fine of 5,000 Zoo bucks for each transgression, 1d6, 2d6 months up to 2d6 years in prison and permanent suspension of driving and CVL licenses as a judge and jury shall direct.

       Currently, the following schedule 1 street drugs are the focal points of ZPD concern... 

Medical name: Lexiprosyn
Main street name: Sugar Smacks
Other names: Twister, Aqua Glory, Misty Juice
Mammal affect range: All mammals affected.
Effects: Dried, chopped, and smoked. Causes extreme emotions to abate and induces near euphoric mellow-ness and, occasionally, a user will experience mild hallucinations. Side effects include increased appetite and red, puffy eyes. Causes extreme dependency over prolonged use which can leave the affected mammal severely irritable and prone to violent outbursts or self-destructive acts if he or she can not continue their addiction.

Medical name: Tazocept
Main street name: Super Nip
Other names: Daydream Crush, Phoenix Paste, Paste
Mammal’s affected: Feline specific
Effects: This lichen (like-en = moss) grows on large rocks and boulders found above timberlines in the North Country (the elevation at which trees do not have enough oxygen to grow). When chewed on, it causes the user to have a pleasant, tingling sensation of the lips, tongue, and gums. As well, it can give the user a sense of mental sharpness and alertness. Felines chew this moss at “rave” parties and “go wild” with lights and laser beams, often making quite a mess of things and doing a lot of property damage as well as potential injury to themselves and others. If swallowed, it causes nausea and vomiting if the user fails a 1d20 check. If used for 1d6 hours continuously, the user must make a 1d20 check. If failed, they experience nausea, but if passed they gain advantage on (*) checks for the next 1d4 hours. Not inherently addictive, though if used for 1d12 days in a row, the user will feel extremely groggy if they do not use it every morning.

Medical name: Liobinol
Main street name: Doggie Drool
Other names: Water bowl, Hydrant lick, shaky rumps
Mammal’s affected: Canine specific
Effects: An irridesant liquid derivative of the Wolfsbane plant. When drunk it causes it user to see colors more vibrantly and lights to shimmer and become more liquid like. There is also high euphoria where the user may chase objects, other mammals and their tails with an intense prey drive that makes them dangerous to themselves and others Also makes its user is completely intoxicated for 1d4 hours. It causes severe dehydration, excessive panting and can render the user unconscious and requiring medical attention.

Medical name: Novacine
Main street name: Wild Rider
Other names: Steamers, Thumper, Flower Child, Bambi’s
Mammal’s affected: All Mammals
Effects: Novacine is a “date rape” drug which increases the pheromone, testosterone output and/or puts females and males into “extreme heat” while they become highly euphoric and suggestive. Novacine is introduced by powder in a drink or through a method of smoking or vaping. The affected individual has a 50/50 chance on a 1d100 roll of knowing the starting effects where she or he can quickly get help or protection. Novacine makes the individual unable to remember anything that happens to them for the next 8 hours and highly vulnerable to sexual advances for 1d4 hours. sexual assaults carried out with this drug are rarely prosecuted. 

Medical name: Midnicampum Holicthias
Main street name: Night Howler
Other names: gnasher, Go Savage, Get Primal, Preds
Mammal’s affected: All Mammals
Effects: Midnicampum Holicthias builds in any mammal an intense prey drive, a desire to chase and attack other mammals or specific mammals by predator species which were once the sought “food” of their ancient fathers. Often mammals will use small doses to enhance the euphoria and excitement in the common game of Predator and Prey. Do not be fooled.... Midni-campum Holicthias IS DANGEROUS in any amount. Nothing has been responsible for more deaths, serious injuries and accidental shootings by civilians and law enforcement. It is why this one substance, above all other street drugs, carries the most serious penalties for its illegal production and distribution.

ZPD Drug Enforcement Operations
Also known as “Zip Tie Parties” by the streets

      Going after the user, even the lowest level drug dealer, is a costly and self-defeating concept for the ZPD. Our efforts are to get to the primary manufacturers who turn raw material into hard product and the immediate transporters who cultivate the raw materials for these street drugs and deliver them to the primary manufactures. The ZPD accomplishes these efforts through two approaches...

1. Infiltration or “Getting on a hump rump” as the street calls it.

2. Informants or “Turning the tails” as the street calls it.

     Both approaches are inherently dangerous because of the complex ties the drug trades have with organized crime and the high risk of lethality which can result if officers and or informants are found out. Often....officers must act alone without a safety back up, they may be forced to witness or take part in the killing of rivals and “rats” (Rats = mammals who squeal to the blues) and officers surely will be “tailed” all over the city so they must be “in Character” for as long as possible. This puts a great deal of stress and strain on any mammal along with other stress factors built atop these new factors. And their life hangs by a thread sometimes out of their control.

Getting to the higher source
Influencing a contact to get to a bigger contact

       Getting deeper into the intricate nature of drug trade lines in Zootopia is known on the street as “Shooting the ladder”. The most often method of course is the “Prig Pro Quo” the “I got the lab, I got the trucks, you got the time and the cash, let’s make a Miller troff huh?”

        The ZPD will actually invent a whole set-up “Raunty” (A Raunty is slang for a street lab) with a “liver service” (Liver service slang for a trucking company) to give the aire of “Ledgy” (Ledgy = legitimacy) to aid the “Cookie Box” (Cookie box = dealer) in selling the “Cookie jar” (Cookie Jar = drug supply)

        Officers have to have a good deal of experience modifiers to weigh against those in the drug trade who have just as much the same experience modifiers to stand against the officers and their ultimate targets yet both share the same stress factors that weight and influence their every thought and action.

       Such was the transaction between Officer Nick Wilde and Sammy “Two Horns” Bullgrano (A brama bull)who was the main organizer for the production of the date rape drug Novacine under the control of James Whitey Badger out of Savanna Central.

       Nick’s objective was for Bullgrano to believe that Nick ran a “Livery” attached to a “Raunty” that extracted and processed in liquid form the chemical “Moxie Moccaline” which is the active brain doping ingredient in Novacine.

Your typical drug negotiation process

       A typical process from start to finish in a drug negotiation is...

1. Set up the meeting.
2. Arrange the location
3. Arrive at the meeting location.
4. Meet.
5. The offer for a deal.
6. The counter proposal or added conditions
7. Decision
8. Seal the deal
9. Depart and clear

    Each phase of this process is math and dice intense due to the real life dangers involved in real LEA drug operations. Stress,experience points and modifiers play a roll. Is there or not a deal? Will the drug contact “bolt” or pull a weapon? Is some one going to screw up and end up dead? 

So to begin we start with the main players. Nick Wilde and Sammy Bullgrano

Nick Wilde’s basic traits are...

Strength and hitting power: 8
Health: 10
Agility: 10
Dexterity: 10
Intelligence: 10
Education: 10
Willpower: 10
Charisma: 10
Stamina: 10
Appearance: 6

Sammy Bullgrano’s basic traits are...
Strength and hitting power: 8
Health: 10
Agility: 10
Dexterity: 10
Intelligence: 10
Education: 10
Willpower: 10
Charisma: 10
Stamina: 10
Appearance: 5

Note: Once again keep in mind that many modifiers exist to lower the character’s end result roll number so it is easier for them to “top over”. Plus modifiers are actually not beneficial in many cases to the character.

Between Nick and Sammy, they have two modifiers they have to input into their roll numbers....

1. Experience modifiers
2. Stress modifiers
3. SSC modifiers

These previous three modifiers should be worked out before being “plugged” into the requirements for each roll required per part of the drug negotiation process.

Nick’s total modifier is a plus 2

Sammy’s total modifier is a plus 4

Let’s begin to work through this 11 step part of the RPG....

1. Set up the meeting.

     ZPD prep-work has arranged a conversation between Nick Wilde and Sammy Bullgrano to talk about arranging a meeting. This is Nick and Sammy’s first date (so to speak) where they feel and flesh out each other. Nick has to sell Sammy on the need to arrange a meeting while Sammy has to smell a rat and back out both rolling a 1d20. So the rolls are as follows....

Nick’s Intelligence: 10 Education: 10 Willpower: 10 Charisma: 10 with his modifier of plus 2 divided by four. 11
 
Sammy’s Intelligence: 10 Education: 10 Willpower: 10 Charisma: 10 with his modifier of plus 4 divided by four. 11

Nick rolls a 20

Sammy rolls a 9

By making his roll and rolling a 20 while Sammy didn’t make his roll means that Nick has left a very positive impression. This gives nick an additional modifier of minus one to his base modifier meaning that on the next roll, Nick must make above a 10 while Sammy must make above an 11.

”

2. Arrange the location

      Both sides are going to want something concerning the location, safety and the advantage of position. Sammy will want it his way, Nick will have to take as good a location as he can get. The highest number over the roll number wins out to their benefit. Should they roll over and tie their numbers then both do not receive a beneficial modifier.

Sammy rolls a 20
Nick roles a 14

       Sammy wins out both in safety and position so he wins a -1 roll modifier. Now the next roll numbers are...

Nick 10
Sammy 10

3. Arrive at the meeting location.

       Arriving at the location of a criminal conference is always dangerous. Nick and Sammy need to make a stress check roll to see if something might go wrong between them during the arrival. The stress roll involves....Intelligence, Education,Willpower, Charisma, Stamina and experience modifier divided by 5.

Nick 9
Sammy 12

        Nick exceed their numbers and tie with 17 which means both are equally calm about this meeting.

4. The first meeting

         Nick already has a positive impression with Sammy but now comes the face to face where Nick has to put the foxy smooze into high gear. Nick is rolling his Intelligence, Education,Willpower, Charisma, Stamina
and Appearance against Sammy’s Intelligence, Education,Willpower, Charisma, Stamina and Appearance both with modifiers. This would also be the time Sammy might have Nick checked for weapons or a “bug” or “wire”.

Nick 10
Sammy 10

       Nick rolls a 20 and Sammy rolls an 11. Must be Nick’s gorgeous tail because Sammy is smoozed. Had they tied their “top” numbers? Sammy would have some thoughts in the back of his head to be extra careful with this fox and he might chose to have Nick searched.

5. The offer for a deal.

        Nick makes his pitch to offer Sammy his services with this chemical production and shipment for this date rape drug component. Nick has to make two 1d4 roll modifier rolls to add a generous/non-generous modifier to his offer. If he rolls a 2 or below, he adds the next roll number as a negative modifier to his next roll. Nick rolls a 4. Now the rolls for Nick’s offer is...

Nick 5
Sammy 10 

        Sammy rolls a 20, Nick rolls a 17. Sammy likes Nick’s proposal yet he wants to attach some conditions to the deal. So we come to a counter proposal...

6. The counter proposal or added conditions

        Sammy adds his conditions. Once again, Nick wants to appear not too generous in accepting so he does the generous/non- enerous modifier and the rolls are.....

Nick - 9
Sammy - 10

        Nick rolls a 14, Sammy rolls a 14. Since they tied their “tops” there is mutual agreement of the terms of the deal.

7. Decision

       Even though both accept the deal, there’s still a roll check to see if something changes in the final decission.

8. Seal the deal

      The deal between Nick and Sammy is sealed by contract.

9. Depart and clear

      Nick and Sammy now depart the meeting location. There is still some danger involved as Nick has to remain “in character” and not betray any hints of his actual identity. He must assume he’s going to be under some surveillance real or not.

Turning the tails
“doe’ing a member to “rat”

        The other drug operation by the ZPD is getting a “Mork” (Member of Organized Crime) to become a “rat” (informant) by “doe’ing” them. Being an LEA (Law Enforcement Agency) informant is of course is dangerous because you become a walking “wall hanging” should you be found out. Then again, Gangs employ armies of “empty suits” for just this purpose.

Empty suit: When Organized Crime in America began to become popular with Hollywood and the ancient American media with prohibition in the 1920‘s, gangsters like Al Capone, Lucky Luchiano and Carlo Gambino would actively encourage their fan base, early fan boys called “empty suits” to come hang around and experience the excitement of gang life. Often these “empty suits” would get more experience than they ever dreamed of having....they became counter spies for the organization by being targeted as “Morks” by LEA. The “Empty Suit” would be given just enough information and be allowed only so deep into the organization that they would be targeted for “doe’ing” by the police. Naturally...they messed up investigations such as in the movie “THE UNTOUCHABLES” where Elliot Ness got fooled by an “Empty Suit” to think a shipment of Japanese Umbrellas were bottles of booze.

      The most numerous number of “empty suits” in Zootopia come from the rodentia species (Bunnies, Rats, Mice, Shrew,Squirrels and Chipmunks) because they’re not only numerous but notoriously fun seeking and adventurous creatures. Rodentia act as messengers, transactioneers and accountants for all sizes of gangs...often a safer and more secure way of communication and monetary protection for the gangs and the gateway for young punk mammals to get their paws in the gangster pocket and quench their excitement addiction. It’s also very difficult to catch a mouse or a rat, especially in Little Rodentia.

       There are various ways of trying to cultivate a “doe” to turn on his or her organization but the persuasion would have to be worth the risk and you as the LEO (Law Enforcement Officer) will never be really sure if you have a legitimate “doe” or an “empty suit” until you act upon the information they give you. 

        Any attempt to gain an informant that fails however, where sufficient evidence exists of their involvement no matter how slight, MUST end in an arrest of the individual (which can be one of the tools to persuade their becoming an informant) most of the time, a very young mammal facing the possibility of arrest and prison time will be easily “doe’d” which is why Zootopia passed the “Nicky Whips” act, setting a mandatory sentence of 2d6 years in prison for any Mammal found to be tied to an organized crime organization no matter how slight the involvement when sed involvement is conclusively proven. So little “fan boys” and “Chase chasers” don’t get away so easily.

         “Doe prospects” can be influenced by a number of threats or inducements such as....

1. Threat of getting “Whipped” (put in prison)
2. Suggestive threat of a love one’s exposure to the gang/mob
3. give modest support to ease an addiction
4. Promise of as much protection as possible for self and family or lovd ones.
5. Immunity from prosecution
6. Legal pardon of any and all offenses with a reduced sentence for murders(s)
7. Protection of all family members
8. Wittiness Protection Program or “Wap-oh”
9. A lump sum pay out
10. Promise of revenge / reprisal, scores could be settled.

    Turning a character into a “doe” or informant involves rolling your 
Intelligence, Education,Willpower, Charisma and Stamina with modifiers against the intended informants Intelligence, Education,Willpower, Charisma and Stamina with modifiers and the resulting roll can’t just “top” the intended informant, the number has to be a clear domination over the intended informant for example....

      Let’s say Alvin the Chipmunk, as Alvin always does, has gotten himself into quite a fix. He’s become a message boy for a gang in Savanna who are hanging some “very scandalous” information about Alvin’s private life that if it gets out could destroy his career and that of his brother’s Simon and Theodore. Alvin is also forced to pay monthly “protection dues” to the gang. Now he’s progressed from a “message boy” to a “drug mule” and lucky or unlucky he’s caught the attention of the ZPD.

      During a performance in Little Rodentia, a fan flashes a message written on an autograph book...”ZPD.....see me.....9am “Tomrow”....Little fanny tailors shop.”

      Alvin of course....is going to be terrified and would have to make a pretty convincing roll over his Intelligence, Education,Willpower, Charisma and Stamina with modifiers to make the effort to meet with the ZPD contact and even more so...to keep his cool and not piss himself while going to the meeting. No doubt...Alvin is going to be paranoid.

       The job of the ZPD contact is to convince this now shivering ball of fluff to spill the beans about his situation and that he must do it because he’s facing the prospect of prison under the Nicky Whips act. It’s the ZPD contacts ability to charm and convince vs. Alvin’s absolute terror and fear. Both characters have to top and make high rolls on a 1d20 to score on this encounter.

ZPD contact roll: 8 he rolls a 17
Alvin contact roll: : 14 he rolls a 20

       Alvin agrees and tells the ZPD contact everything...”And that’s it. If I don’t do what they tell me? My life’s over and so are my brothers. My life’s over any way after this.” Alvin says as he buries his face in his paws and cries.

       Now it’s the ZPD contact who has to put forth a crazy idea to get Alvin out of his situation or turn the situation into an advantage that keeps Alvin on as a gang mule for as long as possible, an extremely crazy proposal that involves “outing” Alvin to make what the gang has on him worthless thus they just might let Alvin go with a death threat warning to keep his mouth shut and stop the monthly protection payments.

     “Here’s what we’ll do Alvin.” Says the ZPD contact. “We’ll offer you....”

1. Legal pardon of any and all offenses committed by you.
2. Protection of all family members.
3. Promise of revenge and justice against these gangsters. All your money will be returned to you.

     “If you agree to stay as our informant and help us bust these creeps. If they think you’re useless to them after what I propose we do and they throw you out? We’ll protect you and your brothers if you turn states wittiness. Given your public notoriety? It’s highly unlikely but not 100 percent that they will try any sort of revenge against you.”

     “What we’re going to do is arrange for a local radio talk personality to “out” your story to the public. Then we’re going to do a mock public law suit trial where your lawyers drag this mammal through the ringer for libel, that way if the gang tries to put forward anything about you? It would quickly be attacked and discredited, after all...the gang isn’t going to dare show themselves in public to back up their claims. While the law suit trial is going on? We’ll take those bastards down. What do you say Alvin?”  

Once again it’s a modified 1d20 roll for the ZPD contact to convince Alvin and Alvin to convince himself. 

 ZPD contact roll: 8 he rolls a 20
Alvin contact roll: : 14 he rolls a 17 

      The ZPD contact convinces Alvin handedly to trust the scheme but now Alvin has to roll to remain connected to the mob. Let’s say he fails “the top” which means he won’t be an informant and the ZPD has to get him out at some point during the scheme and make their move to arrest the gang. Good thing for Alvin the gang is an un-incorporated gang of free lancer rats out of Little Rodentia. The ZPD arrest the whole “NIMH Raiders” gang, seizes their blackmail evidence and Alvin’s fake law suit trial calms the waters...his reputation and the continued existence of the Chipmunks is secure.

COMBATIVES
From the physical to the lethal

        Every officer in the ZPD no matter their species, their size or their strength will have to face getting their paws dirty or undergo a post shooting investigation. Hopefully you will never have to take the life of another mammal, we all know that since we were little one’s in grade school that the word “precious” was hammered over and over into our heads. Every Mammal in Zootopia is precious and all deserve to be protected and returned to the herd if they go astray and afoul of society yet there are those innevitable situations where sadly there was no choice but to punch in your code, pull out your M-14 rifle and turn a pig with a knife into hamburger mist or you broke that weasel’s back to save the baby bear he was holding a gun to.

        ZPD training and policy always seeks to avoid deadly combat and the use of lethal force, it’s the reason why the ZPD is so top heavy with heavy mammals like Bears, Tigers, Lions, Rhino, elephants and Hippo. Our first hope is that the mere presence of a large predator or a heavy mammal wearing steel plated body armor and looking to a criminal like an un-chained bull dozer will make for a quick and peaceful resolution of any situation, yet some mammals have to press their luck and their good sense.

Paw to Paw Combat
“Mu Shu Ty-Gree”

        Basic ZPD training relies on the “Mu Shu Ty-gree system” of paw to paw combat developed by Masteress Tigress Shu Gree (Yes, Tigress from Kung Fu Panda) which is designed to “level the field” for the smaller members of our force such as Foxes, Bunnies, Otters, medium canids and medium felines so they can defend themselves and disable or take down larger mammals up to the heavy grades of Rhino, Elephant and Hippo. Yet the system is for every officer in the force.

         Through a system of pressure point and joint strikes and swift take down moves with arm sweeps, leg sweeps, punches, kicks and full body momentum throws and contacts. Ty-gree is designed to be a swift and effective disarming and grounding technique. All ZPD mammals get trained the 1st level system which is effective for standard police work. Further levels must be purchased with saved up experience points which increase the combat modifiers of the characters for each level attained. The levels, their modifiers and their experience costs are at the back of this book.

Mammal Modifiers
A fox can be dangerous, then again there’s that tail

Depending on the location where a paw to paw action happens, the confined or open space of the location and the mismatch between the opposing species, some mammals will have helpful or negative modifiers to add to their P2PC resolution. Cheetah are incredibly fast and light yet their use of power is rapid and burns off quickly. Tigers are incredibly powerful yet some, like lions, are lousy swimmers. Honey Badgers may be small yet they are absolutely insane and ferocious and they don’t give a fluck. There is a table at the back of this book which gives all the modifiers for each mammal depending on certain situations.

Paw to Paw combat roll tabulations for characters

Paw to Paw combat is tabulated for a character by the following....

1. Strength and hitting power , Health , Agility , Dexterity , Intelligence ,
Education ,Willpower , Stamina are added first:

2. add Life number 

3. Add experience point modifier.

4. Plus or minus hand weapon (depending on the hand weapon) Plus if no weapon, minus if you have a weapon. 

5. minus Level of Ty-gree or marshal art attained.

6. minus or plus Mammal modifier:

7. Any “SSC” is an added problem.

8. Divide by 10

Let’s take for example Zootopia’s Officer Snarlov (A polar bear) who off duty just decided to get a little drunk and called Mister big’s Raymond a big fat disgusting piece of whale turd. Both are in Tundra Town, in an open field and Raymond is a little unhappy with this loud mouth ice bruin’s bravado.

“I’m gonna make you eat through a straw you flucken puke.” Raymond snarls.

“Bring it?” Snarlov growls. “By the way? Is it “Raymond” or “Gay mound?”

The fight begins...

Step one: Snarlov’s number

So we tabulate Snarlov’s first rolling number...

1. Strength and hitting power 9, Health 9, Agility 8, Dexterity 7, Intelligence ,
Education 9,Willpower 8, Stamina 8 are added first: 58

2. add Life number 42

3. Add experience point modifier. minus 5

4. Plus or minus hand weapon (depending on the hand weapon) Plus if no weapon, minus if you have a weapon. No weapon plus 5 modifier

5. minus Level of Ty-gree or marshal art attained. Snarlov is a level 2 with a minus 5 modifier.

6. minus or plus Mammal modifier: None, both equally matched.

7. Any “SSC” is an added problem. None.

8. Divide by 10

Snarlov has a  roll number of 10. We then figure out Raymond has a number of 9. The first declared action will be an attempt by both Polar Bears to grapple and throw the other to the ground.

Snarlov rolls a 14, Raymond rolls a 14. This means that though they’ve “locked horns” both bears have failed their initial effort to throw the other to the ground. If they intend to continue trying for a body throw, they must roll again.

Snarlov rolls a 20, Raymond rolls a 10. Though they made both their rolls, Snarlov’s high roll on the 1d20 means he didn’t just throw Raymond, he body slammed him onto the frozen ground!

“Rocked your world huh? Come on!” Snarlov growls....”Come on you pussy!” 

   Raymond charges! “Oh snit!” Screams Snarlov!

   Raymond wants to bowl Snarlov over with a powerful charge in his feral state. This use of “feral boosts Raymond’s power against Snarlov who stays upright in his anthro form. The roll tabulations for the next 1d20 are...

Snarlov 10
Raymond 7

    Snarlov rolls a 9, Raymond a 20. Snarlov fails to catch Raymond and Raymond slams into Snarlov enough to send him flying to the ground.

    The next action....Raymond is going to try and punch Snarlov in the face in anthro form. Both characters roll to see if Raymond’s going to get a clear shot or if Snarlov can block the punch. Their numbers are.....

Snarlov 10
Raymond 10

    Snarlov rolls a 15, Raymond rolls a 19. Though Raymond connects, Snarvlov is able to deflect some of the punch energy thus reducing the intended damage.

      Now each Character must roll a 1d6 to see who will get the next opportunity. Raymond wants to try another face punch but Snarlov wants to go with a claw rake to Raymond’s face.

Snarlov 6
Raymond 3

      Snarlov wins so his face rake is coming. Raymond’s roll will show how much power the rake will have.

Snarlov 10
Raymond 10

       Snarlov rolls a 20, Raymond rolls a 7. Snarlov’s claw rake is ripping and deep, tearing flesh. Raymond’s face is divided into 6 parts from important and vital to “eh....I can live with it” and each puts a “plus modifier” into the combat roll. 

       Why a plus modifier? Because the object of each roll is to “top” your number. As your roll number increases, your ability to “top” your roll get’s harder.

Raymond’s face is segregated like so....

1 eyes (plus 4)
2 neck (plus 4)
3 cheek and mouth left (plus 2)
4 cheek and mouth right (plus 2)
5 forehead (plus 1)
6 nose and snoot (plus 1)

Snarlov rolls a 1d6 and comes up with a 3 Raymond’s left cheek and his left side of the mouth took a nasty skin cutting swipe. But Raymond’s gotten sick of this wise ursine’s behavior and he pulls a “pig sticker” stiletto from his pants and plans to Stick Snarlov in the side of the torso.

Snarlov has to make his roll to notice the blade is coming, let’s say he fails that roll? Poor Snarlov is about to get a terrible surprise depending on the resulting 1d20 roll.

Snarlov 10
Raymond 10

 Snarlov rolls a 20, Raymond rolls a 20. Tying their rolls, something crazy happened that saved Snarlov’s butt from getting stuck...Raymond forgot to make sure the leather holster for the stiletto was tied to something! It came out with the blade and now it’s blunt end is saving Snarlov’s life!

   Raymond looks down in shock while Snarlov is baring his teeth! “You piece of stupid mother flucken snit.” Snarlov growls before he clamps his jaws over Raymond’s neck.

    This was a short explanation of how Paw to Paw combat gets resolved. Since this is more for the Ring Master to know than the Characters. A systematic flow chart will be supplied in the Resolution addendum.

WEAPON COMBAT
“He flips his claws...you flip a 45“

         The ZPD officer has both non-lethal and lethal arms at their disposal yet the department policy is clear that using lethal force is a absolute last resort in any situation. As mammals...some of us have our natural tools of the trade such as our raw power (Bears, Lions, Rhinos) or our teeth and claws (Dogs, Wolves, Tigers) often our natural abilities to threaten alone will make lesser mammals pee themselves silly into surrendering. If a “perpy puppy” wants to graduate to “stupid level 1“? We have our non-lethal arsenal of toys, some which no mammal wants to deal with....like pure skunk spray. And then there’s the last resort, our stock of lethal arms....what some call “Shredders”

Natural Talent
Speed, power, tooth n claw

       ZPD officers are encouraged to develop and improve their natural gifts like speed or agility or just raw impact power to stop criminal and aggressive acts by out flanking, out speeding and just over-powering the offender. Seal lions in water are absolutely dangerous given their high mobility, awesome body flexibility, their jaw power and their impact upon a body. Otters may be small mammals but they’re excellent combatants in their water element to say nothing of being a solid mass of hard muscle. Otters have knocked out bigger mammals just by dropping their whole body atop their opponent’s head and their night vision and hearing is very well developed. Foxes have their long slender bodies, graceful agility and surprisingly sharp teeth. Tigers are known for their brute strength to weight ratio among large felines. Every officer in the ZPD has natural combat pluses built into their physical DNA.

        But with advantages do come disadvantages. Many Tiger’s like lions can’t swim for long periods. Foxes tails are sometimes long and cumbersome. Otters can not move well on dry land. Seals can not handle hand weapons. There are places a bull Rhino or Elephant can’t go.

        The RPG takes into account both the advantages and disadvantages of the Zootopian mammals in both their anthro and feral form since all Zootopians can addopt these physical forms at will for any situation. These strengths and weaknesses are factored into combative situations base on where it happens, the confinement of where it happens and the environmental conditions on where it happens. Based on these conditions a modifier may help or hurt depending on the situation. A full explanation of the modifiers can be found in the attached addendum.

Non-Lethality
From nets to glue

        The ZPD RnD Department led by Samaliel Fox has provided our department with many diverse non-lethal tools to protect the lives of suspects. Three of the most effective being the stun truncheon, The standard duel purpose NLS pistol (The NLSP-1A or Non-Lethality Service Pistol number 1 Revision A) and the NLSR-1A or (Non-Lethality Service Rifle number 1 Revision A)

         All Non-Lethal service weapons in the ZPD are “smart guns” in that they will auto-set to the Species and type within Species being engaged by sensors in the weapon or by voice command of the officer so as to deliver only the correct amount of force needed to disable the suspect and not cause injury. All the officer has to do when drawing his or her weapon is say for example “Mustalde (Must-al-day) Otter!” the moment their hand or paw comes in contact with the butt of their weapon and the weapon will auto-set to the setting appropriate for that mammal. 

      Do not however take it for granted that the weapon will easily detect and set itself for the opponent. There is a ten percent chance (a 10 roll of a 1d100) of an improper setting should you allow the weapon to make the setting for you. That could have dangerous results such as you shock a badger with a bull elephant setting...it may end up killing the badger. It is important that in an engagement, the officer sets the weapon before he or she draws it out for combat use.

Question of the LNSP/SR size to mammal ratio with different mammals.

     Though the design of the non-lethal weapons is tailored to the size of specific mammals in the Department it is clearly obvious that some can’t take down mammals extremely larger than a small mammal who may be carrying these model weapons. A rat or mouse in Little Rodentia can not take down a Tiger, A weasel, a rabbit or a Mongoose which is why Little Rodentia is sectioned off from the rest of the Downtown core by a very tall protective fence. 

The Stun Truncheon

      The class 1 Police stun truncheon is your standard 90 degree handle combat stick designed to parry hand weapons and deliver a 1d4 x 2 shock voltage attack against the opponent’s strength value. It increases the opponent’s combative roll top number by 5. Two strikes from the truncheon will effectively render the opponent helpless. Depending on the user, the Truncheon will also do physical damage upon any successful attack of plus 2 to an opponents top number.

The standard duel purpose NLS pistol The NLSP-1A.

       The standard police issue Non-Lethal sidearm. The NLSP-1A is a duel equipped weapon designed to give the officer two effective means to bring down a suspect depending on the situation. Officers will normally carry the side arm with two systems mounted and two more choices clipped to their police belt. The NLSP-1A carries two barrel “slide and rack” upper assemblies mounted side by side on the grip and lower slide rail assembly and are fed from duel purpose magazine clips depending on the system employed. The weapon is “smart” meaning it can deliver the required results depending on the mammal opposing the officer by the officer’s commands or by sensors in the weapon.

     Do not however take it for granted that the weapon will easily detect and set itself for the opponent. There is a ten percent chance (a 10 roll of a 1d100) of an improper setting should you allow the weapon to make the setting for you. That could have dangerous results such as you shock a badger with a bull elephant setting...it may end up killing the badger. It is important that in an engagement, the officer sets the weapon before he or she draws it out for combat use.

      Each upper assembly system of the NLSP-1A can produce different results and are as follows....

Charged Stun Darts: These electrically charged stun flichettes (10 rounds per magazine) deliver a 1d6 electrical charge to the strength value of the opposing mammal and add +5 to a mammals top roll. The effective flesh penetration range of the darts is twenty yards. Mouse and Rat stun guns are only effective against other equally small mammals.

Tranquilizer Darts: Filled with Sevomine (Sevo-meen) and with 10 rounds per magazine, these darts are “smart” dose delivery flichettes which add +7 to a mammal’s top roll and deliver a 1d6 attack against a mammals strength, stamina, dexterity and willpower numbers. Upon reaching zero with any of these numbers, the opposing mammal is “dropped” for 1d6 hours. The maximum flesh penetration for these darts is 20 yards.

WARNING: An improper delivery of Sevomine upon a mammal can cause a fatal overdose. The officer or responding EMT must administer the antidote Flexixamine (Flex-x-ah-min) within 1d6 minutes or the affected mammal will die.

Sledge rounds: Sledge rounds are rubber bullets filled with a duel chemical compoant that creates “VI” gas or Tungsten Hexaflouride, a dense gas that when striking a mammal has the same impact force as a full punch from a “king” polar bear. Enough impact to send a mammal flying and knock the wind out of their lungs. The rounds leave the weapon as a “sabot” with the rifled jacket breaking away as the round activates and expands into a ball the size of a standard golf ball. The effective power range of the “Sledge” is five yards and is normally used to stop charging mammals. The “Sledge” does 6 plus impact to a top roll and drops strength, dexterity and willpower numbers by 6. At zero, the mammal is dropped.

OCP (Orange Cyopiate Percipitant “ky-oh-pee-ate”) nicknamed “Dancing Coyote”

      “OCP” is the standard liquid and gas riot control and safe incompacitant employed by the ZPD. It’s nickname comes from the effect it has if it hits the moisture sensitive parts of the mammalian body (The eyes, throat, nose or skin that is wet with body perspiration such as the ”pits”, the groin or the rectal area) You get hit with this stuff and you’ll be dancing like a foolish Coyote on a hot stove.

Coyote produces the following effects...

1. Burning eyes and throat.
2. Uncontrollable cough and mucus production.
3. Burning sensation in the groin and rectal areas.
4. uncontrolled crying.

       OCP is a close in weapon deployed by exploding radio proximity rounds or a jetted stream spray. Any mammal hit with this weapon at close range will drop and react for 2d6 minutes allowing for arrest as top roll numbers shoot up plus 8. The maximum deployment range of OCP by round is ten yards, by spray up to five feet.

N-Butyl Mercaptan NBM or Skunk Spray aka “Beaut Juice”

     NBM is a close in weapon deployed by exploding radio proximity rounds or a jetted stream and is best effective against all canids (Dogs, Wolves, Foxes, Hyena, Dingos) When hit with skunk spray, canids will experience or react as follows....

1.Uncontrolled sneezing.
2. Vomiting
3. Severe drool
4. Stinging eyes and temporary blindness
5. Screaming and howling
6. The urge to rub their heads over the ground
7. The uncontrollable urge to rub their snoots with paws
8. Back into a corner and coward.

     Any canid struck with NBM becomes immediately docile and compliant because all they’ll want is to be cleaned of the irritant. Immediate application of tomato juice to eyes will restore sight. If you use this weapon, prepare to deal with a rank stink that will make even the best officer puke. Affected mammals have to be decontaminated with lots of tomato juice which costs the department a ton of budget money so it’s best to employ MBM only as a LAST RESORT weapon.

The standard Non-Lethality Service Rifle NLSR-1A

      The NLSR is designed to be both a long range, medium/short range combat rifle and a riot gun through barrel and magazine adaptations. The weapon is fed by a 15 round box magazine or a 15 round rotary drum magazine in the riot control mode. The weapon uses the same ammunition as the NLSP with the addition of a bolo round and a snare net round which require barrel and magazine size changes. The effective combat ranges of the rifle ammunition are of course longer than the pistol amo.

The Keop bolo round

        The Keop round is a two ball weighted rope snare which spins upon leaving the rifle barrel and is capable of taking a mammal off their feet up too 200 yards or “Kerbanging” them into unconsciousness by hitting them from extreme range with the rope wrapping around their neck and the weighted balls smacking them in their temples. These head shots are only authorized in extreme measures such as a “perp” holding a hostage. The Keop can be considered a lethal weapon in that it has a 50/50 chance of killing the intended target using the “Kerbang” tactic. 

The weighted Snare Net round aka “The Benchly”

        The Benchly round is a weighted snare net encased in a radio proximity detonated sabot casing that separates and deploys the net around the intended target to deny them freedom of movement.

LETHAL WEAPONS
The last resort

       The ZPD believes, as does our society, that every mammal is precious. But....we must be prepared sadly, if the situation happens, to “deal out death” to save the life or lives of our citizens. Criminals know well what will happen if they push their luck. ZPD’s “steel line” of predators have lost none of their ancient skills. Should the situation call for them to use tooth and claw? They will use them without hesitation and with absolute ruthlessness.

       Then there are the lethal weapons, service pistols and combat rifles with “caseless” ammunition that allows for a high rate of fire and the maximum impact velocity achievable to make sure the threat doesn’t get back up.

Mammal tailored arms Warning

       From mice to elephants, lethal weapons are designed for the various sizes of our force members so obviously....if a weasel were to go “gun on gun” with an elephant? The results would be devastation. An elephant gun could be considered a piece of mobile field artillery and the last thing we want is an officer shooting towards Little Rodentia with an M-14 service rifle.

       If lethal arms need to be employed in a situation, the Department will try to rush in equal mammals to deal with equal mammals or mammals as close in size and stature with the aggressor. Once again...an elephant facing down a mouse with an M-14 service rifle is serious nuclear over kill.

Police cruiser lethal arms locker

      All ZPD police cruisers carry a lethal arms weapons locker with pistols and rifles to fit the occupancy of the vehicle. Each locker is secured by a computer lock which can only be opened when the occupying officer requests authority to employ lethal means in a situation. When the officer makes the request to the dispatcher, the dispatcher will send a radio signal to unlock the locker upon approval by the precinct Chief or his/her immediate subordinate. there is a 10 percent chance (a 10 roll on a 1d100) that the locker will not release on the first signal sent.

The lethal arms of the ZPD

The M-14 battle rifle

      The 7.62mm round (sized of course to the mammal) is the standard arm of the Zootopian Military. The M-14 is a gas operated, magazine fed rifle used by ZPD snipers and regular officers to engage medium and long range threats out to 1,000 yards. The M-14 ammunition is “case-less” meaning that the propellent is a solid block of quick burning material which is consumed in the rifle barrel. No brass shells are ejected which gives this weapon extreme penetration power and a high rate of fire in the automatic setting. Each magazine carries 15 rounds.

         The M-14 police version is made from high grade tool steel and a dense poly-carbon stock which makes the rifle a versatile paw to paw combat implement. The rifle drift equation for shooting is plus 1 to the top roll for every 200 yards.

The Snarl and Claw 9mm Service Pistol

      The SC9 9mm service pistol is for short range combat, has a 15 round magazine and fires “case-less” propelled ammunition. Maximum effective range without drift is 20 yards. Beyond 20 yards the bullet drifts plus one for every 20 yards.

The Snarl and Claw 44 or 357 Magnum revolver

       Carried by most police investigators. The SC44/357 caliber revolver is a 6 round cylinder carrier with a 6 inch or 1 foot barrel. It can fire “case-less” 44/357 caliber rounds or with some ingenious tooling can be modified to fire radio proximity harassment rounds of “Beaut”, OCP, “tranks” or “Sledge” rounds. The maximum penetration range of the magnum is 70 yards with a drift of plus 1 every 10 yards after the minimum accuracy range of 20 yards.

The Growlerberg 500 12 gauge shotgun

        The Growlerberg 500 is a combat shotgun that fires 8 round “buck shot” or a 1 round slug for disabling car engines or destroying locking devices. It’s maximum effective range is 30 yards with a drift of plus 1 every yard after 10 yards.

     All lethal and non-lethal weapons modifiers and game information are covered at the end of this book.

Why you dirty little weasel
Duke Weaselton again? Does he ever learn?

      Not long after Duke was released from jail.....again for gawd knows how many times of saying “I learned my lesson, never again, I’m strait as a board and that’s the honest truth on me mother’s grave!” He once again fell to his old weakness.....money.

      Spying his good fortune, or bad, Duke decided to strong arm rob a mouse “WINKS” armored car with a “zip” gun, a home made singe shot 22 caliber pipe pistol popular with “Young turks” (Mammals with a junky craving to be tough guys in their little weasel body frames looking to make something of themselves in the crime world). Duke didn’t decide to “rob” the armored car...he just took it. After all....it’s a mouse truck and they weight like a Zoo buck shy of five pounds.

      Like all self-absorbed criminals....Duke forgot one important thing in Zootopia...the street cameras. All it took was for the mouse driver of the armored car to do was scream “ROBBERY!” while he hung on for dear life to the armor car door and put several rounds into Duke’s paw from his own side arm. Of course given the size disparity, Duke felt something like a bee sting. He decided to drop our brave little mouse into a “port-a-john”, now Duke could add assault to his felony charge of theft.

      It was at this moment that officer Judy Hopps from First Precinct got news in her cruiser of what her old street nemesis had done. At the time her husband Nick was home nursing the “fox flu” so she had to respond to the call on her own. She tracked Duke to a small storage building in the downtown district and emerged from her cruiser with her non-lethal NLS pistol armed with two slide assemblies...

The left one fired trank darts.
The right one fired stun darts.

      Judy walked up to a window and quickly used a mirror to safely peak around the corners...

      “DUKE!” Judy screamed. “OFFICER HOPPS! DON’T MAKE THIS ANY WORSE FOR YOURSELF?!”

      Duke is in a seriously one-sided situation tending towards Judy Hopps’s favor. Not only is she very experienced and has a species modifier because of her sensitive ears....she has a much better weapon. Duke has a home made zip gun which is not very accurate nor very reliable. His only chance is to surprise Judy and get in a shot good enough to wound her....or kill her. He’s facing the certainty of being kept in prison for the rest of his life.
Duke’s trait numbers are....

Strength and hitting power: 8
Health: 8
Agility: 8
Dexterity: 7
Intelligence: 6
Education: 8
Willpower: 7
Charisma: 5
Stamina: 8
Appearance: 5

His experience numbers would lessen his top roll by 4

Judy’s trait numbers are....

Strength and hitting power: 10
Health: 9
Agility: 10
Dexterity: 10
Intelligence: 10
Education: 10
Willpower: 10
Charisma: 10
Stamina: 10
Appearance: 9

Judy’s experience numbers would lessen her top roll by 6

    The first thing Duke would need to do is roll for a surprise ambush. Let’s just say he fails. With both characters having their guns in their paws, it’s a race to get in the first shot and there isn’t any time for well adjusted aim. Both are less than ten yards from each other.

      Both make a drawing roll to see who wins out on the draw. Let’s say Duke makes a “shave” roll just barely beating Judy out. No time for a dead on aim, it’s point the muzzle and pray.
       Duke next has to make a percentage roll due to the un trustworthy nature of his zip gun. Zip guns traditionally have a 60 percent chance of not working or the ammunition blowing up the barrel, these are simple home made firearms and like all junk? They tend to malfunction.

      Duke has to roll below a 40 percent on a 1d100. Lucky for him he rolls a 30, the gun works. He gets to roll first to see if he scores a hit on Judy. She has to fail her roll or if they both top their numbers? Duke has to score pretty high from 17 to 20 to make a good shot.

      Judy rolls a 12, Duke rolls a 13. Duke’s number would be a close graze. The next roll is location on the body on a 1d6 roll....

1-2 the head,neck region
3-4 The upper/lower torso arm region
5-6 The groin, legs and feet region.

      Duke rolls a 3 so his spent round probably grazed Judy’s arm. There’s a modifier for the impact and the graze would probably startle Judy but it’s not going to stop her, she fires three trank rounds at Duke from 10 yards away. All three would have to be resolved individually.

      If the first two of three hit Weaselton, it won’t be long before he drops, which is what happens. There are various modifiers for fire arms combat depending on the stance or the physical action of the character as well as environmental factors such as smoke, steam, heat shimmer or snow/rain. All of which are included in a chart in the combat resolutions addendum. 

CRIMINAL   INVESTIGATIONS  ZOOTOPIA
“If you smell a rat? He hasn’t bathed in weeks!”

FOR THE RING MASTER

      One of the jobs of Law Enforcement is investigation and the ideas for a Zootopia murder mystery or crime activity are endless from a multitude of  books to the internet, you as the “RM” have only your moral and ethical limitations as to how dark, perverse, or dastardly you want an RPG that involves solving a crime in Zootopia to be.

      My favorite place however to get good ideas for crime stories comes from the many books that offer you a chance to slooth a crime and give the tips and the resolution in the same book. I use...

     Solving The mystery series by Gordon A.C. Gardner (c) 1997

     These particular books are deeply detailed crime mysteries that span the range of criminal activities from simple pick pockets to mafia hits and will give you the “RM” an excellent guide to making a good RPG where the characters must solve a given crime. For example....here is an example case from the series which can be written for the Zootopia-verse. Note that the answer to the mystery is written upside down in the book at the end of the case.

     You as the RM have to take this “case” and write an RPG scenario for the characters to solve. You can’t make it too difficult yet don’t make it a cake walk to them either. Here is how you can weave certain clue elements into the RPG even though you may think this is a pretty easy case to solve.

1. You better take notes Characters!

     Part of this RPG could start where every police day starts. In the “Bull Pen” the shift meeting all officers attend before they hit the streets. As the RM you would probably play the chief giving the briefing and you pass the usual crime information, suspect warnings, traffic situations and all sorts of “bull snit” like....

      “I advise each of you to have plenty of water with you tonight. As you know? Everyone except for Tundra Town is under a severe heat advisory. It will be brutally hot and uncomfortable tonight so all canines and felines especially...drink a lot of water and keep cool where you can, especially you mammals on stake out duty.”

      Here’s an important clue which fits the mystery...As the RM you could make a subtle important inflection as in the continued “keep cool because it’s going to be sweating dog balls out there tonight!” That could give the players a little “hint” that the weather will be a key in the coming incident investigation.

     You can also throw in some mis-leaders such as suspect descriptions which of course have nothing to do with the mystery as a way of distracting the characters from their goal of solving this apparent crime.

2. The 911 call comes in....

     The RM could be a little dramatic. Record a fake 911 call to Zootopia dispatch which could drop a dime or two that this crime is a load of “dog snit”, perhaps the calling tone lacks emotion or urgency or panic? Perhaps the caller drops a dime clue from the mystery? Have the characters roll a 1d20 based on their intelligence and education divided by 2 with a mammal species modifier if they are “gifted” with intuition like foxes or Mongooses. If they top their roll number? The higher the top, the more they catch something about the 911 call.

3. Listen and write down everything you see and hear

      The Characters should record everything they are told about the scene and the situation and make roll checks by 1d20 to see if they catch even the smallest of details such as the running air conditioner in the car, the windows rolled up and the stories being told by the victims.

4. Small “Bull snit” leads to a wider investigation

        The result of this little encounter where a pair of mammals tried to fake a robbery to hide the fact that they “skimmed the pool and dumped the dead flies” or “Transferred funds to a criminal enterprise.” could be the start of a much larger and more complex RPG story. Every major RPG story in this Zootopia RPG should start with a small, easily managed event or what looks to be something routine and trivial.

5. Encourage active talking among players

       Characters need to talk to each other, especially police partners, about what they wrote down, what they think, what they’ve observed and when they should make their skill rolls to see if what they know is the right course towards solving the crime. The RM who might be playing NPC’s should be as testy, bothersome and confrontational as in any real situation involving the interactions of law enforcement, potential suspects and witnesses with all the stresses and “SSC” (Species Superiority Complex aka Racism) included.

C.I. SCHOOLS
Education is a plus but minus is better

      Every police officer in Zootopia has Basic C.I. level 3 training at the acadamy where they learn how to secure a crime scene, gather evidence, deal with witnesses and potential suspects and handle the eventual arrival of city media and the “fan-boy” ambulance chaser. Basic CI3 does not give you modifiers if you’re a police officer doing a standard investigation be it traffic or robbery. Murder investigations are handled at higher levels unless you’re a sharp cop with lots of experience points to benefit your rolls.

     As every officer advances in both time in service and accumulated experience points, opportunities for advanced schools to help promotion and increase their involvement in larger crime fighting operations will be open to them. Advanced schools cost experience points which half are returned upon successful school completion above 70 percent of the school by a 1d100 percentile roll and all points are returned should the player make valedictorian with a roll of 90 or “double aut” ( 00 ) A complete description of all schools and their modifiers are in the back of this book.

THE MOST COMMON CRIMES IN ZOOTOPIA
Everything needs a top ten list or more right?

     What are the top crimes in Zootopia that a police officer should be observant for? From the shifty fox picking the pockets and pocketbooks of unsuspecting citizens and elders to organized criminal rackets “hooked” to shady lawyers and mammals that threaten the very safety of our city, why shouldn’t Zootopia have a top ten list of popular crimes?

1. Pick Pockets

          Like that old wolf fagan and his band of merry pigs in “Oliver Twisty Tails” the pick pocket is second oldest criminal profession. Pick pockets can be any mammal but normally they are small, very quick artisans like foxes and any Mustal species like ferrets. Who in the city would ever suspect something so cute as a ferret to be a thief? Often pick pockets will work in teams or groups swiftly tossing their gains from one passing mammal to another in an attempt to confuse would be pursuers. The majority of times...the pick pocket is unarmed and works very hard at concealment and unobtrusiveness. Two Ferrets in our Sahara Square Precinct, Officers Kodo and Podo, run a counter-theft sting operation to gain the trust of pick pocket gangs and quickly expose them from within.

2. The Bumper Bump scam

     “Bumper bumping badgers bagging big bags of cash!”, now say that five times fast? Bumper bumping is a lucrative form of insurance fraud carried out by a gang of mammals usually tied to a lawyer and an “established insurance company” The scam usually starts when an unsuspecting driver hits a small mammal, bunnies get into this scam all the time as fake victims. Often the victim appears as a small cub or kitten when in fact they are adult mammals skilled at hopping or bouncing...like a dwarf Kangaroo or a Wallaby.

      Immediately...a fake EMT service ambulance will show up to take the poor injured “cub” to a hospital while a police investigator, by luck, comes by to get statements, phone numbers, residence information and if he’s lucky...a social security number. A relative of the injured will then instruct the scammed mammal to call “sed” insurance company and “sed” family lawyer to make restitution to avoid worse penalties.

     All the while the “injured” mammal is in the back of the fake EMT vehicle yelling “SCORE!” as he bounces around the cab. That was how we found out about this very lucrative scam in the first place.

3. The sexual extortion scam

     Criminal gangs target hotels and motels throughout Zootopia to plant cameras and audio equipment in various rooms in the hope of getting “high roller” mammals and Mammals known to be “rolled dough” into sexual situations such as adultery, homosexual acts, acts of wierd perversion and acts with minors for the purpose of blackmail, extortion or “protection” so that the information of their “triste” can be kept safely hidden from the public or law enforcement.

4. Illegal drug production, distribution and sales

      No doubt that illegal drugs continues to be a persistent problem for our society, especially the “date rape” or “Mate rape” drugs that are used to promote the sexual extortion, prostitution and “foxtitution” under-grounds that are lucrative industries for organized crime. It is supported in some levels by the mainline “families” of Tundra Town known to be involved in organized crimes save the Lanzoni organization which is known to pass “checks” on any of its members caught dealing drugs. All non-affiliated gangs and cliques in Zootopia could care less, a happily “hooked” hooker is just another “buck” in the pocket.

5. Shop lifting

       Shop lifting is often a psychological need or just inherent in a species like any Mustalde (Otters, Ferrets, Weasels, Tanuki, Raccoon). All Mustals have a genetic tendency to “pack rat” for hibernation which can not be easily overcome. Often in the case of a Mustalde, if the lifted item or items are not tied to a “Boost”, the items are returned and the mammal given a reprimand and some clinical time to aid them in resisting the urge to take things. For other mammals, the urge to shoplift is to fill a craving or thirst for attention. Shop lifting crimes become serious when the items can not be recovered and the stores incur a loss that must be passed to the consumer. ZPD deputized civilian patrols, often Mustalde volunteers from mid-teens to adults, assist in controlling shop lifting at stores and malls where the problem is most frequent.

6. Boosting

      While Shop Lifting is a psychological need or just inherent in a species, Boosting is a major criminal enterprise often carried out by non-incorperated or incorporated gangs tied to major Organized Crime Units “OCU’s” or “Uncles” and involves the theft of products and materials to turn them around for sale at higher costs. Car theft to a chop shop and then to a parts dealer is “Auto Boosting”. Theft of commerce such as vape pens to turn them around for a larger profit is called “Load Boosting” and the theft of construction materials and equipment to turn them around for a large profit is called “Materials boosting”

      “Boosting” can involve multiple actors. In some cases of “Auto Boosting” Dealerships, Insurance Companies, Lawyers, parts suppliers and criminals can work together to “rape” both a victim and the city/state with excessive fees, premiums, court costs and higher insurance rates by “skim coating” costs to rake in a “Zoo Buck here and a Zoo Buck there” until a few “Bucks” end up a big herd of “Thousands of Bucks.”

7. The ticket scammer

        Ticket scalping, counterfeit ticketing and on-line ticket scams cost consumers hundreds of dollars during the soccer conferences, baseball games and entertainment events such as Gazelle’s many appearances. Despite a wide media and Law Enforcement campaign, mammals still fall for the old adage....”If your tail wags, follow it!” and what doesn’t make a tail wag better than a low cost event ticket?

8. Calling Card / Gift card Scams

         Often targeting elderly mammals or students at Zootopia University, Scammers will often pose as debt collectors, attorneys, “Won a prize” representatives or free credit benefit counselors offering a “prig pro que” by intimidation, pressure or threats in order to get the contact or the “called by phone” to buy phone cards or gift cards of certain amounts and then tell that mammal the PIN codes of those cards. The scammer will then use up the card, buy merchandise and then sell that merchandise “marked up” for a profit. More ingenious and “loaded” mammals will create false cards with false pin numbers taken from stollen gift or phone cards that can be verified through a false server and a false computer thus the scammers reap the same rewards and they can have more sophisticated encryption to hide their deeds.

9. Moonshine and illegal high grade liqueur

     Zootopia does not allow the production, distribution nor sale of hard alcohol, wines or hard spirits with content exceeding 5 percent by volume due to the health and safety concerns generated by more powerful percentages. That does not stop organized crime from providing more powerful spirits by smuggling or by “strong-hoofing” their “bath tub gins” to clubs, hotels, casinos and other drink supplying establishments which then sell their beverages at higher costs than those set by the Department of Alcohol enforcement and licensing.

    ZPD officers carry test and evaluation kits in their cruisers that allow for random, un-announced testing of beverage stocks for illegal levels. Establishments found in possession of such illegal spirits can face operation license revocation, mandatory closure, seizure of assets and arrest and confinement of those employers or owners who show knowledge of illegal activity and fail to report it.

      The ZPD carries out extensive patrols of shore and sea routes with random inspections of commercial shipping and trucking for illegal alcohol contraband.

10. “Vet-ing”

      Vet’ing is a crime of violence carried out by gangs and organized crime to shake down business owners and indebted mammals who owe protection money, extortion money, illegal loans or are marked for vet-ing for aiding law enforcement. Mammals are chased down and beaten, have their snoots broken, their teeth pulled out, their tails cut off, their arms and legs broken or suffer serious assault or death at the paws and claws of gang enforcers. No torture or method of murder is too sick, violent or cruel upon a “vet’d” target nor are spouses and children off limits. The ZPD responds to an average of up to 20 “vets” that resulted in the murder of the target....innocent or not.

11. Protection Rackets

       Organized Criminals and independent gangs deal in creating a false need for business owners to have “protection” from criminals as well as legitimate competition by crisis creation where they become the only sure guarantee of safety. Gangs will often have members rob stores, harass customers, vandalize property or beat up store owners or family members then send in a representative to offer protective services with ever increasing “fees”. If the store owner rejects the offer or tries to cancel it? They lose their stores to arson or violence is committed on themselves or a family member.

       Often a store owner will actually call a gang to enter into agreement against a competitor to drive that competitor our of business or force their removal by theft, assault or arson.

12. Union racketeering

       Unions have a lot of power that in the hands of an Organized Crime boss can force cooperations and large construction businesses to funnel money through the union organization and into the paws of the criminal enterprise. Through their contacts in the management and organization leadership levels of a union, Organized Crime bosses can order labor strikes, work slow downs, late shipments of materials, project sabotage, administration theft and a myriad of effective ways to bend the main employer or contractor to doing what the Organized Criminal desires such as “skimming” money (diverting funds) from company pension plans into Organized Crime coffers.