Here is my *OLD* suggestion for PPD EATs. That was originally created when the PPD were first introduced (way back in '07). The HU is still outside the boundaries of the current system, and I think I would do it differently today, but I left everything as it was back then.
Epic Archetype: Paragon Police Officer
Requirements:
Warden (Defeat 500 Prisoners)
Untouchable (Defeat 100 Family Consiglieri and Underbosses)
Bomb Squad (Prevent 10 Bombings in Safeguard Mission)
Fire Marshal (Prevent 10 Arsons in Safeguard Missions)
Interceptor (Prevent 10 Weapons Deals in Safeguard Missions)
PPD Deputy (Rescue 25 PPD Hostages during a Jailbreak in Safeguard Missions)
Security Expert (Prevent 10 Vaul Break-ins in Safeguard Missions)
Villain Disruptor (Defeat 25 Villains from Jailbreak/Bank Heist in Safeguard Missions)
All Safeguard Exploration Badges (Heart of the City, King's Righteousness, Freedom's Defender, Courage Driven, Honorable Captain, Talos' Might, Cornerstone, Founders' Protector, Gatekeeper)
Progression:
L1: Paragon Police Officer
L1: Paragon SWAT
L1: Paragon Ghost
L30: Paragon Hard Unit
Officer, SWAT and Ghost are available at Level 1*. Progression through those trees are like any normal character. At level 30, you get access to the Hard Unit (HU), at which point you build the HU you wish to use*. When you do a Respec, it only affects your character, not your HU. To do a Repsec on your HU, you must speak to a Hard Unit-Cybernetics and Advanced Research Division (CARD) Technician. For a moderate fee (100K), you can Reslot your HU, for a very high fee (1 mil) you can Respec your HU.
*Changing Departments (forms) must be done within a Paragon Police Department at the 'Power Stations'.
*HU customization details below (in HU section)
Origin:
Natural (Officer) and Technology (Hard Unit)
Stats:
Health: Medium (Defender Level)
Damage: Medium (Defender Level)
Defense: Variable (Low for all Departments, Medium for HU)
Bonuses:
Special Police Band Missions:
* Prevent Robbery
* Search Warrant
* Assist in Prison Riot
Special Story Arcs:
* Hellions vs Skulls: Gang war, from a Police perspective
* Trolls: Expand on Superadine, Supa Trolls, and the Paragon Police Troll Task Force
* Family: Extended story dealing with the Marcone Family and the Mooks
* Prisoners: How can so amy Prisoners escape, and what role does Arachnos play in it
Security Chielf Missions:
* Security Chiefs hand out 'Hunt' missions, with a random chance of an 'instanced' mission (if their Zone permits it)
* Security Chiefs are not Contacts, but will appear on the Map once spoken to
Special Stores in PPDs
* Special Stores that sell Inspirations, Temp Powers, and maybe even Enhancements
XP Bonus for assisting citizens in non-Mission Zones
* It is the duty for an Officer to assist the citizens of Paragon, no matter the threat (very minor bonus)
Unique HU Customization
* Player selectable powers
Unique Costume choices
* Custom costume options for the variety of Paragon Police Officers
* Custom costume options for the HU depending on the powers selected
Drawbacks:
Travel Pools and Concealment Pool unavailable
* While Heroes, the Police of Paragon are not Supers
Limited Costume choices
* Even when undercover, the Police have an image to uphold
* At the end of the day, the Police are still 'only human'
Inherent Power:
Emergency Police Transporter: This interruptible power, on a 30 minute timer, allows you to request a recall to any of the Police Stations in which the Contact is to a certain point.
Powers:
Primary: Assault: Offensive attacks that are available to all Departments of the Paragon Police.
01: Quick Shot: 60', Single Target, Minor Lethal Damage
01: Knock Out: Melee, Single Target, Moderate Smashing Damage, 30% Chance to Disorient
02: Steady Shot: 60', Single Target, Moderate Lethal Damage
06: Suppression Fire: 40', Cone, Moderate Lethal Damage
08: Aimed Shot: 60', Single Target, High Lethal Damage
12: Aim: Self +Acc, +Dam
18: Fragmentation: 25', Targeted 15' AoE, High Lethal Damage
26: Take Down: Melee, Single Target, High Smashing Damage, 30% Chance to Knockdown
32: Gun Kata: 10' Radius, High Lethal Damage, 30% Chance to Knockback
Secondary: PPF (Paragon Police Force): Abilities tied to the different Departments.
Paragon Police Officer:
*Police Officers are equipped with a Handgun for ranged attacks and a Riot Baton for melee attacks.
01: Undercover: Self Special
02: Caltrops: 25', Location 15' AoE, -80% Run Speed, -Jump, Minor Lethal Damage
04: Taser: 20', Single Target, Mag 3 Disorient
10: K-9: Minion (Calls for a K-9 Unit to assist the Officer)
16: Kevlar: Self, Auto, 8.5% Smashing Resist, 8.5% Lethal Resist
20: Authority: 50', Targeted 15' AoE, Foe Avoid, 35% Chance of Terrorize
28: Pepper Spray: 20', Single Target, Mag 3 Hold
35: Superior Tactics: 60' Radius, Toggle, 10% To Hit, 35% Perception Resist, 45% Confuse Resist, 45% Terrify Resist
38: Radio Backup: Timed Minion, 90 seconds (An Officer assists for a duration)
*Undercover (Costume Slot 1): Placate Aura, 20' minimum radius, 30 second supression after attacking or being attacked by an enemy. Partial suppression when interacting.
*Superior Tactics does not stack with Tactics from the same caster.
*Authority can Critical if performed from Undercover, and as such has a 45% Chance of Terrorize.
*K-9 Abilities: Bite (melee, lethal), Bark (10', Terrorize), Snare (melee, Foe Immobilize, Self Immobilize), Take Down (melee, knockdown, only usable on man-seized enemies)
*If canine model cannot be done, change to Police Drone
*Police Drone Abilities: Laser Burst (ranged, energy), heavy laser burst (ranged, energy), Snare (ranged, Immobilize)
SWAT:
*SWAT Officers are equipped with an M4 Rifle (with M203) for ranged attacks and the stock of the rifle for melee attacks.
01: Web Grenade: 50', Single Target, Mag 3 Immobilize, -50% Run Speed. -50% Fly Speed, -50% Recharge, -Fly
02: Body Armor: Self, Auto, 8.5% Smashing Resist, 8.5% Lethal Resist, 5% Fire Resist
04: Flashbang: 50', Location 15' AoE, -35% ToHit, -35% Defense
10: Tear Gas: 50', Location 15' AoE, Mag 3 Sleep, -10% Endurance, Avoid
16: Incendiary Grenade: 50', Targeted 15' AoE, Moderate Fire Damage, 5 Second Burn Patch
20: Stinger: 50', Location 15' AoE. Knockdown, Mag 3 Disorient
28: Glue Grenade: 50', Location 15' AoE, -50% Run Speed, -50% Recharge, -Jump
35: Sniper Rifle: 150', Single Target, Superior Lethal Damage
38: Shield: Self, Toggle, 14% Defense [all but Psionic], -50% Movement, -25% Recharge
Ghost:
*Ghosts are equipped with a supressed MP5A4 for ranged attacks and use the stock of the gun for melee attacks.
01: Hide: Self, Stealth (10 second suppression when attacking/attacked or interaction)
02: Focused: Self, Auto, 5% Defense
04: Tranq Dart: 20', Single Target, Mag 3 Sleep
10: Quick: Self, Auto, 15% +Recharge, 30% +Run Speed, 40% -Run Speed Resist
16: Placate: 50', Single Target, Mag 4 -Taunt
20: Night Vision: Self, Toggle, 15% Perception Resistance, 5% To Hit, +Perception
28: Smoke Grenade: Targeted 70', AoE, -90% Perception -3.5% ToHit DeBuff
35: Psychological Training: Self, Auto, Fear Protection, Confuse Protection
38: Psionic Shielding: Self, Auto, 10.5% Psionic Resistance
*Attacks from Hide get a Sneak Attack bonus.
Hard Unit (Special):
Inherent:
Armored Battle Unit: Self, 15% Res [all except Toxic or Psionic], Unenhancable
The Hard Unit is customizable by the player, allowing them to choose one of many upgrades instead of a specific power. Upon recieving the HU, the player builds out the HU up to Tier 8, and gets 16 slots to place wherever they choose. Every 5 levels afterwards, until level 45, the player unlocks the next Tier. Every level in between, the player gets 1 addition slot to place:
30: Tier 8
31-34: 1 slot per level (4 total)
35: Tier 9
36-39: 1 slot per level (4 total)
40: Tier 10
41-44: 1 slot per level (4 total)
45: Tier 11
46-50: 1 slot per level (4 total)
When the player creates the HU they wish to use, they build it in this order:
01: Armor
02: Arm (Right)
03: Arm (Left)
04: Head
05: Legs
06: Back
07: Accessory 1
08: Accessory 2
09: Accessory 3
10: Shoulder (Right)
11: Shoulder (Left)
Armor:
Reinforced Plating: Self, Auto, 7.5% Smashing Resist, 7.5% Lethal Resist
Thermal Plating: Self, Auto, 10% Fire Resist, 10% Cold Resist
Insulated Plating: Self, Auto, 10% Energy Resist, 10% Negative Resist
Increased Reflexes: Self, Auto, 5% Defense [all except Toxic or Psionic]
Arm (Right):
Solid Slug: 70', Single Target, High Lethal Damage, Knockback
Shotgun Punch: Melee, Single Target, Moderate Smashing Damage, Moderate Lethal Damage, Knockback
Shocking Bolt: 40', Single Target, Mag 3 Hold
Shield: Self, Auto, 2.5% Smashing Resist, 2.5% Lethal Resist, 2.5% Smashing Defense, 2.5% Lethal Defense
Arm (Left):
Minigun: 40', Cone, Moderate Lethal Damage
Energy Blade: Melee, Single Target, High Energy Damage
Shield: Self, Auto, 2.5% Smashing Resist, 2.5% Lethal Resist, 2.5% Smashing Defense, 2.5% Lethal Defense
Frozen Blast: 30', Cone, Mag 3 Sleep, Minor Damage, -20% Run Speed, -20% Recharge
Energy Shield: Self, Auto, 5% Energy Resist, 2.5% Energy Defense, 5% Negative Resist, 2.5% Negative Defense
Head:
Advanced Targeting Systems: Self, Toggle, 15% Perception Resistance, 5% To Hit, +Perception
Insulated Helmet: Self, Toggle, Sleep Protection, Disorient Protection
Long Range Radar: Self, Toggle, +30% Range
Exploit Weakness: 40', Single Target, Following Attack on Target is a Critical
Legs:
Rocket Slide: Self, Toggle, Super Speed
Rocket Boost: Self, Toggle, Super Jump
Movement Augmentors: Self, Toggle, Immobilize Protection, +Run Speed, 25% -Movement Resist
Freezing Aura: 10' Radius, Mag 3 Immobilize, Minor Damage, -20% Run Speed, -20% Recharge
Back:
Rocket Pack: Self, Toggle, Flight
Boosters: Self, Toggle, +Movement
Sonic Resonating Field: 10' Radius, Toggle, -20% Resist [All]
Thermal Barrier: Self, Auto, 5% Fire Resist, 5% Fire Defense, 5% Cold Resist, 5% Cold Defense
Accessory 1:
Personal Teleportation Device: Self, Click, Teleport
Gyro Stabilizer: Self, Toggle, Knockback Protection
Personal Force Field: 62.5% Defense, 34% Resist [all but Toxic], Only Affect Self
Light Refraction Unit: Self, Toggle, Cloak
Accessory 2:
Axillary Power: Self, Endurance Discount
Nano Repair Bots: Self, Click, Heal
Dimensional Quantifier: Self, Auto, Intangibility Protection, Teleport Protection, Self, Toggle, Phase Shift
Chrono-Particle System: Self, Click, +50% Recharge
Accessory 3:
Thermal Discharge: 10' Radius, Click, -25% Damage, -10% Endurance, -100% Recovery, -250% Regeneration
Power Sink: 10' Radius, Click, -35% Endurance, -100% Recovery 4 Seconds, Self +20 Endurance
Axillary Movement Servos: Self, Toggle, Hold Protection
Boost Power: Self, 'Power Boost', +25% Damage
Shoulder (Right):
Seeker Drone: Pet, Minor Energy Damage, Mag 2 Stun, -90% Perception, -5% To Hit, -20% Damage
Cannon: 80', Single Target, Superior Smashing Damage, Knockback (min range 20')
Disruptor: 50; Singe Target, Moderate Energy Damage (DoT), -5% End / tick, 5 ticks.
Hack: Melee, Single Target, Moderate Lethal Damage
Shoulder (Left):
Sentry Drone: Pet, Moderate Energy Damage
Swarmer Missiles: 80', Targeted 15' AoE, High Smashing Damage (min range 20')
Acid Mortar: 50' Range, Location 15' AoE, Moderate Toxic Damage, -20% Resist All, -20% Defense
Slice: Melee, Cone, Moderate Lethal Damage
Trainers:
Atlas Park: PPD Captain
Galaxy City: PPD Captain
King's Row: PPD Captain
Steel Canyon: PPD Sergeant
Skyway City: PPD Sergeant
Faultline: SWAT Sergeant
Talos Island: SWAT Sergeant
Independence Port: PPD Detective
Brickstown: PPD Detective
Founder's Falls: PPD Enforcer (Hard Unit)
Peregrine Island: PPD Enforcer (Hard Unit)
Primary Contacts:
Atlas Park: L1) Det. (Need to add one)
Galaxy City: L1) Det. (Need to add one)
King's Row: L5) Det. Freitag / L5) Det. Becktrees
Steel Canyon: L10) Det. Rogers / L15) Det. Martins
Skyway City: L10) Det. Sluggit / L15) Det. Westbrush
Faultline: L15) Det. Frazenbacker / L15) Det. Kowaccio
Talos Island: L20) Det. Basinns / L25) Det. Croquette
Inedpendence Port: L20) Det. Davids / L25) Det. Hutchinson
Brickstown: L30) Det. Miller / L35) Det. Fish
Founder's Falls: L35) Det. Junkers / L40) Det. Murwell
Peregrine Island: L40) Det. McLord / L45) Det. Selnum
Security Chiefs:
L1) Atlas Park
L1) Galaxy City
L5) Perez Park (located in Atlas Park)
L5) King's Row
L10) Steel Canyon
L10) Skyway City
L15) Boomtown (located in Steel Canyon)
L15) Faultline
L20) Talos Island
L20) Independence Port
L20) Dark Astoria (located in Talos Island)
L25) Terra Volta (located in Independence Port)
L30) Brickstown (added to the Zig entryway)
L30) Crey's Folly (located in Brickstown)
L30) Founder's Falls
L30) Eden (located in Founder's Falls)
L40) Abandoned Sewer Network (located in Steel Canyon)
L40) Peregrine Island
*Players can also get access to other Contacts as they go through Safeguard Missions.
*Galaxy City PPD Building needs to be accessible.
*Security Chiefs are not added to the Contact List, but are labeled on the Map. They will hand out 'Hunt' missions, with a random chance of an 'instanced' mission (if their Zone permits it).
*Hazard Zone Security Chiefs would suggest bringing backup along.