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 21RANGED DEFENCE 21MENTAL DEFENCE 21VITAL DEFENCE 21
HEALTH 49SOAK 10; VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 10.64'/10.64'CARRY 250lb (max lift 750lb)
REACH 5-ftACTIONS 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.