Mega-City

JUVE GANG MEMBER

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JUVE GANG MEMBER

3.00

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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