Megacity

BLASTER DRONE

Small non-sentient mechanoid (5d6)

Tiny swarms of persistent, aggressive flying drones.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 22
MENTAL DEFENCE 15 (immune)
VITAL DEFENCE 13

HEALTH 15
SOAK 3; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 5d6
FLY+ 5; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Blaster 5d6 (3d6 heat damage; range 12)            

Skills gunnery 1 (1d6), scanning 3 (2d6), reactions 1 (1d6)
Gear -                                                                        

Draw a bead. Blaster Drones do not suffer a penalty for firing into melee.

Cluster fire. Four Blaster Drones can create the corners of a 30' wide square and direct their fire to cover the area within that square; all targets are subject to an area attack.


BLASTER TURRET

Small non-sentient mechanoid (5d6)

Stationary gun emplacements.

STR 3 (2d6) AGI- END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 15
VITAL DEFENCE 13

HEALTH 15
SOAK 3 ; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 5d6
SPEED -; CLIMB -; JUMP -
CARRY -

REACH -
ACTIONS 2

Blaster 5d6 (3d6 damage; range 12)

Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), reactions 1 (1d6)


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BLITZ AGENT (HITMAN)

Medium Sentient Humanoid (7d6)

Vicious sociopaths who kill to order.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 14
RANGED DEFENCE 28
MENTAL DEFENCE 21
VITAL DEFENCE 21

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 7d6
SPEED 7; CLIMB 4; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Knife 4d6 (2d6+3 piercing damage)
Las cannon 7d6 (4d6 heat damage; range 17; burst 1)

Skills combat 1 (1d6), perception 3 (2d6), movement 10 (4d6), tactics 1 (1d6), tracking 1 (1d6), stealth 3 (2d6)

Gear knife, las cannon, kevlar coat

Perfect aim. The Blitz Agent gets +2d6 from aiming instead of +1d6.

Achilles Heel. The Blitz Agent can completely bypass his enemy's SOAK, although he can do this only once per foe.

Killing blow. Any attack a Blitz Agent makes during the ambush turn gets a +2d6 bonus to hit.


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CITIZEN

Medium sentient humanoid (4d6)    

An alternative term for collateral damage.                                                                                                                    

STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)
INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)
CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)

MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 10

HEALTH 12
SOAK 2; VULN none
IMMUNE none

INITIATIVE 2d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/3'

REACH 5-ft
ACTIONS 2

Club 2d6 (1d6+2 blunt or slashing damage)
Pistol 3d6 (1d6 ballistic damage; range 6)                                                                               

Skills bureacracy 3 (2d6), cooking 1 (1d6), computers 1 (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6)                     

Gear club, pistol                                

Mob attack. Though weak on their own, civilians work together well in a mob. Any civilians adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each civilian beyond the first. When 4 or more civilians are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.


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CITY-DEF

Medium sentient humanoid (6d6)

Block security and minor law enforcement.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 24
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 18
SOAK 4; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 270lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Stun baton 5d6 (2d6+3 blunt/electricity damage)
Pistol 6d6 (3d6 ballistic damage; range 14)                                         

Skills clubs 3 (2d6), pistols 1 (1d6), light armor 1 (1d6), computers 1 (1d6), perception 3 (2d6),  hardy 3 (2d6), running 3 (2d6), thievery 1 (1d6), tactics 1 (1d6), dodging 3 (2d6)
Gear pistol, kevlar vest, stun baton, hand scanner   

Dive for cover. If a ranged attack misses a City Def, he may immediately move half his speed as a free action and either throw himself prone or get behind cover if it is in range.


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DESK JUDGE

Medium sentient humanoid (6d6)    

It's not glorious, but even the Judges need bureaucrats.  

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (2d6+2 blunt damage)
Lawgiver 3d6 (2d6 ballistic damage; range 8; sidearm)

Skills negotiating 6 (3d6), bureaucracy 3 (2d6), bluffing 3 (2d6), law 6 (3d6),  accounting 3 (2d6),  politics 3 (3d6), bribery 6(3d6), computers 3 (2d6), perception 1 (1d6)

Gear lawgiver, uniform

Charm offensive. The Desk Judge can use his charisma and negotiating skills to render a target who can hear him Charmed with a 5d6 mental attack.


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DRIVER

Medium Sentient Humanoid (5d6)

Perps who feel the need, the need for speed.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (2d6+2 blunt damage)
Pistol 3d6 (2d6 ballistic damage; range 8; sidearm)

Skills combat 1 (1d6), perception 1 (1d6), driving 3 (2d6)

Gear pistol

Road warrior. When in their vehicle a Driver fights better. They gain a +1d6 bonus to attacks when in their vehicle.

Getaway Driver. The Driver increases the SPEED of any vehicle they are driving by +2.


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ELDSTER

Medium sentient humanoid (5d6)        

Back in my day you would never… what was it you were doing, again?  

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Walking stick 3d6 (1d6+2 blunt damage)

Skills bureaucracy 1 (1d6), carousing 1 (1d6), checkers 1 (1d6), computers 1 (1d6), concentration 1 (1d6), history 1 (1d6), local knowledge 2 (1d6), perception 1 (1d6), popular music trivia (at least 30 years out of date) 2 (1d6)

Gear walking stick, wrinkle cream

Sage advice. The Eldster can offer advice to another creature. If the creature can understand the Eldster , it gains +1d6 to an action defined by the Eldster  taken on its next turn.


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ELITE BLITZ AGENT

Medium sentient humanoid (10d6)    

Exceptional knife-wielding assassins, masters of the quick kill.                                                                                                          

STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6)

MELEE DEFENCE 40
RANGED DEFENCE 30
MENTAL DEFENCE 20
VITAL DEFENCE 30

HEALTH 60
SOAK 10; VULN none
IMMUNE none

INITIATIVE 10d6
PERCEPTION 8d6
SPEED 10; CLIMB 5; JUMP 42'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Knife 10d6 (5d6+5 slashing damage; poison)
Pistol 10d6 (3d6+5 ballistic damage)

Skills hardy 15 (5d6), combat 15 (5d6), perception 6 (3d6), running 6 (3d6), tactics 6 (3d6), stealth 10 (4d6), climbing 6 (3d6)                                                              

Gear knife, leather armor, pistol                                                           

Surprise attack. If he successfully hits a target before it becomes aware of him, the Elite Blitz Agent does double damage.

Achilles heel. Identifying a weakness in his target, the Elite Blitz Agent bypasses its SOAK score. This exploit can only be performed once per target.

Poison. The Elite Blitz Agent's knife delivers a poison which causes the Sick condition on a hit.


EXPERIENCED JUDGE

Medium Sentient Humanoid (7d6)

Tough veterans of the street.

STR 15 (5d6) AGI 5.32 (2.8d6) END 10 (4d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 3 (2d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 21
VITAL DEFENCE 21

HEALTH 49
SOAK 10; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 10.64'/10.64'
CARRY 250lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Daystick 6d6 (3d6+5 blunt damage)
Lawgiver 6d6 (3d6 ballistic damage; range 11; sidearm)

Skills pistols 6 (3d6), perception 3 (2d6), tactics 3 (2d6), interrogation 3 (2d6), intimidation 3 (2d6), law 6 (3d6), riding 6 (3d6)

Gear lawgiver, uniform, boot knife, daystick, handcuffs

Perfect aim. Experienced Judges get +2d6 from aiming instead of +1d6.

Dive for cover. When missed with a ranged attack, an Experienced Judge can use a reaction to move SPEED 5 and either get prone or behind cover.

Hi-Ex. The Experienced Judge can switch to hi-explosive rounds and make a Lawgiver attack in a Burst 1 area from the target point.

Freeze, perp! The Experienced Judge can make a 6d6 REP mental attack to inflict the Restrained condition on a target within 30'.

Backup. In an urban environment, an Experienced Judge can call 1d6 Street Judges as backup. They arrive in five minutes.

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HEAVY GUNNER

Medium sentient humanoid (6d6)

Aggressive wielders of powerful weaponry.

STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 24
RANGED DEFENCE 12
MENTAL DEFENCE 12
VITAL DEFENCE 24

HEALTH 60
SOAK 12 (riot armor); VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/6'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Brawling 5d6 (3d6 blunt damage)
Minigun 6d6 (3d6+4 ballistic damage; range 9; spray, auto, heavy)
Grenade launcher 5d6 (3d6 heat damage; range 10; burst 2)

Skills hardy 36 (8d6), combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6),  heavy weapons6 (3d6)

Gear minigun, grenade launcher, riot armor

Spray. The Heavy Gunner can use his mini-gun to blanket a 30' cone in a hail of bullets, attacking all targets within that area.

Rocket man. Against vehicles, and other inanimate objects, a Heavy Gunner does double damage.


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HEISTER

Medium Sentient Humanoid (6d6)

Violent armed thieves. Dangerous and ruthless.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 24
RANGED DEFENCE 18
MENTAL DEFENCE 12
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Knife 6d6 (3d6+3 piercing damage)
Spit gun 3d6 (2d6 ballistic damage; range 9)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), tactics 6 (3d6), stealth 3 (2d6), thievery 6 (3d6), driving 1 (1d6)

Gear spit gun, knife, kevlar coat, thieves' tools

Dart In. The Heister move his SPEED 6, attacks, then moves SPEED 6 back again.

Poison. The Heister's knife attacks Attacks inflict the Poisoned.


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INDUSTRIAL ROBOT

Large non-sentient mechanoid (5d6)

Sturdy robots designed for lifting and crushing.

STR 15 (5d6) AGI 3 (2d6) END 15 (5d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 22
RANGED DEFENCE 10
MENTAL DEFENCE 12
VITAL DEFENCE 26

HEALTH 60
SOAK 12; VULN -
IMMUNE Sick, Fatigued

INITIATIVE 2d6
PERCEPTION 3d6
SPEED 3; CLIMB 2; JUMP 6'/6'
CARRY 600lb (max lift 1,500lb)

REACH 5-ft
ACTIONS 2

Crush 6d6 (3d6+5 blunt damage; grabbed)

Skills combat 1 (2d6), perception 1 (1d6), carrying 10 (4d6)    

Gear -

CALLED SHOT. Industral Robots are not build for combat, and they have easily targeted access ports. A called shot with a piercing or ballistic weapon to an industrial robot's accesss port, located on the lower back of the mechanoid, will immediately shut it down for five minutes.

Industrial mechanoid.  Industrial Robots are specially protected against accidents, and are not vulnerable to electricity damage and ion damage like other mechanoids are.

Lifter. Industral Robots can lift double the normal weight for their size (include above).

Programmable.  Anybody who gets access to the Industrial Robots's programming can reprogram it with a Challenging [13] LOG check. This takes 2d6 minutes.


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JUVE GANG MEMBER

Medium Sentient Humanoid (3d6)

Young criminals who act tougher than they are.

STR 1 (1d6) AGI 3 (2d6) END 1 (1d6)
INT 3 (2d6) LOG 3 (2d6) WIL 1 (1d6)
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 10
RANGED DEFENCE 12
MENTAL DEFENCE 10
VITAL DEFENCE 10

HEALTH 9
SOAK 2; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 3; CLIMB 2; JUMP 6'/1'
CARRY 20lb (max lift 50lb)

REACH 5-ft
ACTIONS 2

Knife 2d6 (1d6+1 piercing damage)
Antique pistol 3d6 (2d6 ballistic damage; range 8; sidearm)

Skills hardy 1 (1d6), combat 1 (1d6), perception 1 (1d6), movement 3 (2d6), reactions 1 (1d6), thievery 1 (1d6)

Gear knife, antique pistol

Dive for cover. If a ranged attack misses a Juve Gang Member, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if it is in range.

Backpedal. When someone misses the Juve Gang Member with a melee attack, he may use a reaction to step back 5’ and take a shot.


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JUVE GANG LEADER

Medium Sentient Humanoid (5d6)

Tougher than their followers but still more a blowhard than a threat.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 20
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Las-knife 3d6 (2d6+3 heat damage)
Pistol 5d6 (3d6 ballistic damage; range 12; sidearm)

Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), tactics 1 (1d6), carousing 1 (1d6), thievery 1 (1d6), intimidation 1 (1d6)

Gear  las-knife, antique pistol, padded jacket

Perfect aim. The Juve Gang Leader gets +2d6 from aiming instead of +1d6.

Panicked unload. The Juve Gang Leader fires two shots at a target, and if both hit he gains a third shot.

Stone cold stare. Juve Gang Leaders have an intimidating presence and can mess with people’s heads. They can make a 4d6 REP mental attack against a target within 30', inflicting the Afraid condition on a success.


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MED JUDGE

Medium Sentient Humanoid (6d6)

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Daystick 5d6 (3d6+3 blunt damage)
Lawgiver 5d6 (3d6 ballistic damage; range 9; sidearm)

Skills pistols 3 (2d6), perception 1 (1d6), tactics 1 (1d6), interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), riding 3 (2d6), medicine 3 (2d6)

Gear lawgiver, uniform, boot knife, daystick, handcuffs, medikit

Healing. The Med Judge can heal an adjacent ally with an action to the amount of 3d6 HEALTH. Each can only benefit once per day.

Remove condition. The Med Judge can remove a condition from an adjacent ally with a single action.

Weak point. Med Judges can identify a weak point in a target as an action. Once identified, the next attack by the Med Judge or an ally against that target ignores its SOAK. Any given target can only suffer this effect once.


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MOB CAPO

Medium Sentient Humanoid (7d6)

Gangleaders and minor mob bosses.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Brawling 6d6 (3d6+4 blunt damage)
Spit pistol 6d6 (3d6 ballistic damage; range 11; sidearm)

Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6), interrogation 3 (2d6)

Gear spit pistol, mesh lining jacket

Leadership. The Mob Enforcer can donate her LUC (4d6) dice to allies; she must declare this before any dice are rolled.

Kill him! The Mob Capo choose one target, pointing and screaming commands. That target may not benefit from cover until another target is selected.

Give Orders. When the Mob Capo gives an order, all allies within 30' get an immediate bonus action.


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MOB ENFORCER

Organised crime associate who leads small groups.

Medium Sentient Humanoid (6d6)

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Baton 5d6 (3d6+3 blunt damage)
Spit pistol 5d6 (3d6 ballistic damage; range 9; sidearm)

Gear baton, split pistol, mesh lining jacket

Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6), intimidation 3 (2d6), interrogation 3 (2d6)

Leadership. The Mob Enforcer can donate her LUC (3d6) dice to allies; she must declare this before any dice are rolled.

Leg breaker. Mob Enforcers inflict the Pain condition on a successful melee hit.

Stone cold stare. Mob Enforcers have an intimidating presence and can mess with people’s heads. They can make a 5d6 REP mental attack against a target within 30', inflicting the Afraid condition on a success.


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MOB HENCHMAN

Medium Sentient Humanoid (5d6)

Minor mob associate of little skill.

STR 6 (3d6) AGI 3 (2d6) END 6 (3d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 35
SOAK 7; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 4d6 (2d6+3 blunt damage)
Laser pistol 4d6 (2d6 heat damage; range 8; sidearm)
Mental Attack 3d6 (2d6+3 damage)

Skills hardy 6 (3d6), combat 1 (1d6), perception 1 (1d6), reactions 1 (1d6), intimidation 1 (1d6), thievery 3 (2d6)

Gear laser pistol, kevlar jacket

It’s Just a Flesh Wound. Henchmen are expected to ignore injury and discomfort when ordered to do something. Within 30’ of their boss, a henchman gains +3 SOAK.

Opportunist stomp. A henchman can stomp on an adjacent prone opponent as a free brawling attack

Protector. Henchmen can take an attack meant for an adjacent ally. If the attack hits their ally, they take the damage instead.


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MUTANT RAIDER

Medium Sentient Humanoid (5d6)

Wasteland bandits who scavenge and prey on the weak.

STR 6 (3d6) AGI 3 (2d6) END 6 (3d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 35
SOAK 7; VULN none
IMMUNE radiation

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Knife 4d6 (2d6+3 piercing damage)
Antique automatic rifle 4d6 (2d6 ballistic damage; range 8; auto)

Skills hardy 6 (3d6), combat 1 (1d6), perception 1 (1d6), tactics 1 (1d6), carousing 1 (1d6), disguise 1 (1d6), driving 2 (1d6), intimidation 1 (1d6), survival 3 (2d6), stealth 3 (2d6)

Gear knife, antique automatic rifle, thick robes

Ambush! Mutant Raiders are skilled at ambushing others in the Cursed Earth. In the ambush turn, they are able to take two full actions rather than just one.

Radiation resistance. Mutant Raiders are immune to radiation damage and radiation sickness.

Mutation. Individual Mutant Raiders can have a wide variety of mutations. Roll 1d6 on the following table:

   1. Extra eyes. The Mutant Raider have extra eyes; they might be on the back of his head, in the palms of his hands, or somewhere else. He gains all-around vision and cannot be flanked.
   2. Extra appendage. The Mutant Raider has more than the normal set of appendages - extra arms, legs, more than one nose, or four ears. Arms give her +1d6 STR, legs give her +1d6 AGI, and noses or ears give her +1d6 INT. However, she has a permanent -1d6 CHA.
   3. Displaced Organs. The Mutant Raider might look human (almost), but his internal organs are all in a different place. He gains +2 SOAK, and is immune to any exploits which rely on the attacker targeting his anatomy for extra damage. However, anybody attempting medical assistance on him suffers a -2d6 to their check.
   4. Poison fangs. Just like a poisonous snake, the Mutant Raider can bite and deliver a venomous toxin. Her unarmed attack increases by +1d6 and becomes piercing/poison damage.
   5. Regeneration. The Mutant Raider can heal woulds that would kill a normal man, and regrow body parts even if they’ve been severed. As long as he is above 1 HEALTH, he automatically heals 1d6 HEALTH per hour.
   6. Bone spikes. The Mutant Raider is covered in a layer of spikes which protrude through it from her bones. Her natural damage becomes piercing, and anybody who attempts to attack her unarmed takes 1d6 damage each time they strike.


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PETTY CRIMINAL

Medium Sentient Humanoid (4d6)

Opportunistic criminals who prey on the citizenry.

Medium Sentient Humanoid (4d6)

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 3 (2d6) LOG 3 (2d6) WIL 3 (2d6)
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 16
RANGED DEFENCE 12
MENTAL DEFENCE 10
VITAL DEFENCE 12

HEALTH 24
SOAK 4; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Las-knife 4d6 (2d6+2 damage)

Skills hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 1 (1d6), reactions 3 (2d6), stealth 2 (1d6), carousing 1 (1d6), thievery 1 (1d6)

Gear las-knife, leather jacket

Slasher. If the Petty Criminal makes two melee attacks, he gets a third attack for free.

Lurker. The Petty Criminal can make 4d6 stealth checks to remain effectively invisible when in dark or shadowed locations.


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ROGUE PSYKER

Medium sentient humanoid (7d6)

Psionic outlaws who use their minds to kill.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6) PSI 10 (4d6)

MELEE DEFENCE 14
RANGED DEFENCE 28
MENTAL DEFENCE 21
VITAL DEFENCE 14

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 7d6
SPEED 4; CLIMB 2; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Laser knife 4d6 (2d6+3 heat damage)
Psi-blast 7d6 (4d6 psionic damage; range 7)
Psychic cone 4d6 (2d6+4 psionic damage; 30' cone)
Electrokinetic blast 7d6 (4d6 electricity damage; range 17)                     

Skills knives 1 (1d6), perception 3 (2d6), tactics 1 (1d6), telepathy 6 (3d6), ergokinesis 6 (3d6)

Gear laser pistol, synthetic weave                                                                

Telekinetic shield. Rogue Psykers maintain a permanent telekinetic shield which contributes to their DEFENSEs.

Psyke-blasts. The Rogue Psyker can use a psi-blast, psychic cone, or electrokinetic blast attack.


senju.jpg

SENIOR JUDGE

Medium Sentient Humanoid (9d6)

Formidable street Judges; legends on the streets.

STR 21 (6d6) AGI 8.28 (3.6d6) END 15 (5d6)
INT 10 (4d6) LOG 10 (4d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 15 (5d6) REP 15 (5d6)

MELEE DEFENCE 27
RANGED DEFENCE 27
MENTAL DEFENCE 27
VITAL DEFENCE 27

HEALTH 63
SOAK 13; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 16.56'/16.56'
CARRY 360lb (max lift 1050lb)

REACH 5-ft
ACTIONS 2

Daystick 8d6 (4d6+6 blunt damage)
Lawgiver 8d6 (4d6 ballistic damage; range 14; sidearm)

Skills pistols 10 (4d6), perception 6 (3d6), tactics 6 (3d6), interrogation 6 (3d6), intimidation 6 (3d6), law 10 (4d6), riding 10 (4d6)

Gear lawgiver, uniform, boot knife, daystick, handcuffs

Perfect aim. Senior Judges get +2d6 from aiming instead of +1d6.

Dive For Cover. When missed with a ranged attack, a Senior Judge can use a reaction to move SPEED 5 and either get prone or behind cover.

Hi-Ex. The Senior Judge can switch to hi-explosive rounds and make a Lawgiver attack in a Burst 1 area from the target point.

Freeze, perp! The Senior Judge can make an 8d6 REP mental attack to inflict the Restrained condition on a target within 30'.

Backup. In an urban environment, a Senior Judge can call 1d6 Street Judges as backup. They arrive in five minutes.

Leadership. Senior Judges can donate their LUC (5d6) dice to allies;  they must declare this before any dice are rolled.

Give Orders. When a Senior Judge issues instructions, all allies within 30' get an immediate bonus action.

Airstrike. In an emergency, a Senior Judge can call in air support. This affects a Burst 5 area within sight and makes a 6d6 vital attack against all targets, doing 4d6 damage on a hit.


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STREET JUDGE

Medium sentient humanoid (6d6)

Rank-and-file lawmen of Megacity One.

STR 10 (4d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 42
SOAK 9; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 8.16'/8.16'
CARRY 160lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Daystick 5d6 (3d6+4 blunt damage)
Lawgiver 5d6 (3d6 damage ballistic; range 9; sidearm)

Skills pistols 3 (2d6), perception 1 (1d6), tactics 1 (1d6), interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), riding 3 (2d6)

Gear lawgiver, uniform, boot knife, daystick, handcuffs

Perfect aim. Street Judges get +2d6 from aiming instead of +1d6.

Dive For Cover. When missed with a ranged attack, a Street Judge can use a reaction to move SPEED 5 and either get prone or behind cover.

Hi-Ex. The Street Judge can switch to hi-explosive rounds and make a Lawgiver attack in a Burst 1 area from the target point.

Freeze, perp! The Street Judge can make a 4d6 REP mental attack to inflict the Restrained condition on a target within 30'.


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SKYSURFER

Medium Sentient Humanoid (5d6)

Extreme thrill-seekers.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; FLY 10; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Knife 3d6 (2d6+2 piercing damage)

Skills combat 1 (1d6), perception 1 (1d6), expert skill 3 (2d6)acrobatics 2 (1d6), bravery 1 (1d6), climbing 1, skysurfing 3 (2d6),

Skysurfing. The Skysurfer has an effective FLY speed of 10; he must move the full 10 SPEED every round, but can make a melee attack at any point during that movement.

Superb balance. The Skysurfer can spend a LUC doe to remain standing when he would normally be knocked prone.


SOV SPY

Medium sentient humanoid (7d6)        

Agents and intelligence officers.            

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)
CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)

MELEE DEFENCE 14
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 14

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 7d6
SPEED 7; CLIMB 4; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Martial arts 4d6 (2d6+3 blunt damage)
Pistol 6d6 (3d6 ballistic damage; range 11)

Skills martial arts 1 (1d6), pistols 3 (2d6), perception 3 (2d6), tactics 3 (2d6), bluffing 10 (4d6), disguise 6 (3d6), stealth 6 (3d6), computers 3 (2d6)

Suave. A 5d6 mental attack against a target within 30' makes the target Charmed.

Taunt. A 5d6 mental attack against a target within 30' makes the target Angry.


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TAP

Medium Sentient Humanoid (5d6)

Violent perps who assault and steal from those weaker than themselves.

STR 6 (3d6) AGI 3 (2d6) END 6 (3d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 20
RANGED DEFENCE 10
MENTAL DEFENCE 10
VITAL DEFENCE 20

HEALTH 50
SOAK 10 ; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 2.5d6
SPEED 5; CLIMB 3; JUMP 6'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Club 5d6 (3d6+3 blunt damage)
Pistol 4d6 (2d6 ballistic damage; range 8; sidearm)

Skills combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6), carousing 1 (1d6), thievery 1 (1d6)

Gear club, pistol, kevlar coat

Stop right there! Enemies which try to move past the Tap (move within 5 feet) are subject to a free action attack, which stops their movement if successful.

Sense the wealth. The Tap can automatically tell when somebody has items worth stealing.

Charge. The Tap moves his SPEED 5, and makes a melee attack with one action.

Grab hostage. The Tap grabs his victim in a choke hold; on a successful hit, the target gains the Restrained condition, which requires a melee attack to escape. The target automatically suffers 1d6 damage at the start of any turn it begins grabbed. Until then, the Tap gains the protection of a shield of the same size category (e.g. a medium-sized creature is a medium shield). Additionally, attacks which miss by 3 points or less hit the grabbed creature instead.


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TEK JUDGE

Medium Sentient Humanoid (6d6)

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Daystick 5d6 (3d6+3 blunt damage)
Lawgiver 5d6 (3d6 ballistic damage; range 9; sidearm)

Skills pistols 3 (2d6), perception 1 (1d6), tactics 1 (1d6), interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), riding 3 (2d6), engineering 3 (2d6)

Gear lawgiver, uniform, boot knife, daystick, handcuffs, toolikit

Designate target. The Tek Judge chooses one target which is highlighted by a tactical battlefield targeting drone. That target may not benefit from cover until another target is selected.

Battlefield control. The Tek Judge throws tiny mechanised caltrops onto the ground, create difficult terrain a Burst 3 with 10 squares.

Lights out! The Tek Judge bypass nearby electronics, causing all lights within a 30' radius to go out.


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VAGRANT

Medium sentient humanoid (4d6)        

Inhabitants of cardboard cities and derelict buildings.

STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Knife 4d6 (2d6+2 piercing damage)                                                                   

Skills thievery 6 (3d6), stealth 6 (3d6), local knowledge 6 (3d6), appraisal 3 (2d6), perception 3 (2d6),  running 3 (2d6), climbing 3 (2d6), dodging 1 (1d6), knives 3 (2d6), reactions 3 (2s6)

Gear knife, rat on a stick

Snatch. With an attack, a Vagrant can snatch any small item held or worn by his target, as long as he is aware of it. The snatch is not stealthy, and the target is aware of it.


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WORKER

Medium sentient humanoid (5d6)    

One of the lucky few who have jobs in the city.       

STR 6 (3d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Tool 3d6 (2d6+2 blunt damage)   

Skills [craft] 3 (2d6), zero-g 3 (2d6), computers 3 (2d6), hardy 1 (1d6), climbing 3 (2d6), carrying 3 (2d6), brawling 1 (1d6), perception 1 (1d6)

Gear club, tools, portable vidphone

Tools. A miner or worker cna use the tools of their trade as weapons with no improvisation penalty.

Worker. The [craft] skill entry above should be replaced with engineering, farming, and other hardy occupations to create a range of workers.