Mega-City

MED JUDGE

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Screen+Shot+2018-04-17+at+11.16.45.png

MED JUDGE

6.00

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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