Mega-City

MOB CAPO

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Screen+Shot+2018-04-17+at+11.11.08.png

MOB CAPO

7.00

Medium Sentient Humanoid (7d6)

Gangleaders and minor mob bosses.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Brawling 6d6 (3d6+4 blunt damage)
Spit pistol 6d6 (3d6 ballistic damage; range 11; sidearm)

Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6), interrogation 3 (2d6)

Gear spit pistol, mesh lining jacket

Leadership. The Mob Enforcer can donate her LUC (4d6) dice to allies; she must declare this before any dice are rolled.

Kill him! The Mob Capo choose one target, pointing and screaming commands. That target may not benefit from cover until another target is selected.

Give Orders. When the Mob Capo gives an order, all allies within 30' get an immediate bonus action.

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