Mega-City

STREET JUDGE

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Screen+Shot+2018-04-17+at+11.34.03.png

STREET JUDGE

6.00

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 18
RANGED DEFENCE 18
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 42
SOAK 9; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 8.16'/8.16'
CARRY 160lb (max lift 500lb)

REACH 5-ft
ACTIONS 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'.

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