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Pilz

JUDGE DUDEBRO

Apr 6th, 2015
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  1. strength = 7
  2. dexterity = 9
  3. endurance = 9
  4. intelligence = 8
  5. influence = 12
  6. education = 10
  7. social standing = 10
  8.  
  9.  
  10. All characters gain the following skills: Athletics (any) 1,
  11. Melee (unarmed combat) 1, Survival 1.
  12.  
  13. Perp Sense: The Judge knows the signals perps and potential perps give
  14. out – even when they are successfully acting as innocently
  15. as possible – either just before or just after a crime. The
  16. Judge makes an Int+Streetwise (or Street Perception) 8+
  17. roll. The Effect of the roll refl ects the strength of the Judge’s
  18. intuition and accuracy in assessing the situation.
  19.  
  20. +1 Gun Skill (Lawgiver)
  21.  
  22. All characters gain a level in the following skills: Drive
  23. (Lawmaster), Gun Combat (Lawgiver), Law, Mega-City One
  24. Geography, Street Perception.
  25.  
  26. +1 Gun Combat (Lawgiver)
  27.  
  28. +1 Strength
  29.  
  30. INJURY ACHIEVED -5 to endurance
  31.  
  32. Street Judges: Gain a level of Gun Combat (Lawgiver), gain a
  33. level of Drive (Lawmaster), gain a level of Law, Melee (bludgeon) 1.
  34.  
  35. +1 Gun Combat
  36.  
  37. +1 investigation
  38.  
  39. (+ Rival)
  40.  
  41. Track Perp. The Judge immediately keys onto pertinent facts about a perp: height, colouring, hairstyle, gait and so forth. When tracking
  42. a perp through a crowd or into an area where sight can be easily lost, the Judge still manages to follow his quarry without
  43. needing to make a skill roll. A perp can try to shake the Judge off his tail but must successfully roll Dex 10+, with the
  44. Judge’s Dex characteristic DM acting as a penalty to the evasion roll.
  45.  
  46. Street Judges: Gain a level of Law, Gain a
  47. level of Street Perception, Gain a level of Survival.
  48.  
  49. +1 strength
  50.  
  51. +1 Admin/Advocate
  52.  
  53. Formidable Presence
  54. The Judge literally embodies the full majesty and weight of
  55. Mega-City law. His mere expression shows his command
  56. of both the situation and the facts at hand. Any Non-Player
  57. Character within a number of metres equal to the Judge’s
  58. Influence characteristic must make a successful Endurance
  59. roll at 10+ or be rooted to the spot, paralysed with either fear
  60. and/or respect, for a number of minutes equal to the Judge’s
  61. Influence characteristic.
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