Medium sentient humanoid (6d6)
Rank-and-file lawmen of Megacity One.
STR 10 (4d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 18VITAL DEFENCE 18
HEALTH 42SOAK 9; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 8.16'/8.16'CARRY 160lb (max lift 500lb)
REACH 5-ftACTIONS 2
Daystick 5d6 (3d6+4 blunt damage)Lawgiver 5d6 (3d6 damage ballistic; 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)
Gear lawgiver, uniform, boot knife, daystick, handcuffs
Perfect aim. Street Judges get +2d6 from aiming instead of +1d6.
Dive For Cover. When missed with a ranged attack, a Street Judge can use a reaction to move SPEED 5 and either get prone or behind cover.
Hi-Ex. The Street Judge can switch to hi-explosive rounds and make a Lawgiver attack in a Burst 1 area from the target point.
Freeze, perp! The Street Judge can make a 4d6 REP mental attack to inflict the Restrained condition on a target within 30'.