Mega-City

JUVE GANG LEADER

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Screen+Shot+2018-04-17+at+11.37.41.png

JUVE GANG LEADER

5.00

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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