Mega-City

SENIOR JUDGE

senju.jpg
senju.jpg

SENIOR JUDGE

9.00

Medium Sentient Humanoid (9d6)

Formidable street Judges; legends on the streets.

STR 21 (6d6) AGI 8.28 (3.6d6) END 15 (5d6)
INT 10 (4d6) LOG 10 (4d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 15 (5d6) REP 15 (5d6)

MELEE DEFENCE 27
RANGED DEFENCE 27
MENTAL DEFENCE 27
VITAL DEFENCE 27

HEALTH 63
SOAK 13; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 16.56'/16.56'
CARRY 360lb (max lift 1050lb)

REACH 5-ft
ACTIONS 2

Daystick 8d6 (4d6+6 blunt damage)
Lawgiver 8d6 (4d6 ballistic damage; range 14; sidearm)

Skills pistols 10 (4d6), perception 6 (3d6), tactics 6 (3d6), interrogation 6 (3d6), intimidation 6 (3d6), law 10 (4d6), riding 10 (4d6)

Gear lawgiver, uniform, boot knife, daystick, handcuffs

Perfect aim. Senior Judges get +2d6 from aiming instead of +1d6.

Dive For Cover. When missed with a ranged attack, a Senior Judge can use a reaction to move SPEED 5 and either get prone or behind cover.

Hi-Ex. The Senior Judge can switch to hi-explosive rounds and make a Lawgiver attack in a Burst 1 area from the target point.

Freeze, perp! The Senior Judge can make an 8d6 REP mental attack to inflict the Restrained condition on a target within 30'.

Backup. In an urban environment, a Senior Judge can call 1d6 Street Judges as backup. They arrive in five minutes.

Leadership. Senior Judges can donate their LUC (5d6) dice to allies;  they must declare this before any dice are rolled.

Give Orders. When a Senior Judge issues instructions, all allies within 30' get an immediate bonus action.

Airstrike. In an emergency, a Senior Judge can call in air support. This affects a Burst 5 area within sight and makes a 6d6 vital attack against all targets, doing 4d6 damage on a hit.

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