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 10RANGED DEFENCE 12MENTAL DEFENCE 10VITAL DEFENCE 10
HEALTH 9SOAK 2; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6SPEED 3; CLIMB 2; JUMP 6'/1'CARRY 20lb (max lift 50lb)
REACH 5-ftACTIONS 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.