The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Bibliotheca ludus, 2023-01-13 00:57:50

Judge Dredd EN

Judge Dredd EN

200 /// The Clues The Gang Files Files on each of the gangs are held at Central and will reveal their various grisly crimes and modus operandi. One notable fact stands out: All but one of the major gangs have well established leaders. The Muties are led by long time leader Spikes “Harvey” Rotten and the Spacers follow the dangerous Zoot Smiley. The Aliens of Death, the Cursed Earth Brigands and the Psyker Bikers also have well established leaders, but the Scars are under new management. The current leader is a man named Filthy Rodriguez, but he only stepped up in the last few months but the gang is in a state of disarray. The previous leader, one Max ‘Hobo’ Sanchez, was locked up by Dredd some months ago and he is now doing time on Devil’s Island. It is therefore likely the Scars will be doing everything in they can to restore their position by winning the race. The Max Sanchez File Hobo is the founder and former leader of the Scars. He lived on the streets prior to the creation of the Scars, leading them from the beginning until his incarceration on Devil’s Island a few months ago. Sanchez’s profile and record show his style of leadership was to be present in person to ‘show his face’ whenever possible. The Word on the Street Talking to citizens and reading the reports coming in at Central will reveal the word on the street is ‘something big’ will be going down during the race. Rumours state the Scars are planning a major heist. The race is a living nightmare for citizens and carries a high risk of death if it passes through their neck of the woods. For the most part the Judges can expect citizens to cooperate and provide information on gang activity. This includes spotters who help them pinpoint escapees and chart the progress of the race. Informants Informants tied into the network of cycle gangs around the city will have heard that something special is planned during the race. There is even scuttlebutt indicating that Hobo Sanchez is behind a Scars’ scheme to pull a heist. This is considered to be unlikely as Sanchez is currently locked up with no way to control his gang from behind bars. The Route The exact route of the race is always different. Usually it starts in one of the northern sectors, near the waterfront. The finish line will be located several sectors to the south of that. In between the organisers provide the competitors a series of checkpoints that must be passed along the way. These checkpoints are different each year and can even move during the race. If a checkpoint gets blockaded by Judges there will always be an alternative checkpoint assigned, either in advance or on the fly. This means not all participants follow the same route. The racers soon split up into several different groups once the long arm of the law starts to intervene. To crackdown on the race the Judges will initially need to try and determine the race route. Once this is achieved they need to station themselves accordingly and lock down checkpoints by reacting quickly to reports from other Judges, control and concerned citizens. The Observation Post It is possible the Judges may try to investigate Hobo Sanchez before the race starts. If they decide on this course of action the race starts as they set off. They will be ordered to intercept the racers by control, leaving Sanchez free from their attentions. Once the jailbreak occurs they will be informed by Judge Kwan. He will be at the nearby observation post and will report the breakout the moment it happens. If the Judges are reasonably close they have a good chance of getting a visual on the perps and can take it from there. If not, Judge Kwan can give them updates as he gives chase. Kwan will not be present when the PCs arrive, being in a firefight with several of the perps some distance away. /// The Who Max ‘Hobo’ Sanchez is a notorious crime boss. He has never taken on the luxurious lifestyle which typically seduces the city’s crime lords, despite his considerable wealth. He claims that his parents were killed on the street by Judges when he was very young. As a homeless orphan he learnt quickly how to make it on the streets of Mega-City One. Avoiding the law and the city’s social services he slept rough, surviving by stealing what he needed and fighting off those who threatened him. By the age of 19 he was already running a small, ragtag biker gang called the Scars. With Hobo leading from the front the Scars quickly grew in both size and notoriety. Dressing like their leader in shredded rags gave them a wild, fearsome appearance and their reputation soon preceded them. There was no manner of lawbreaking at which the Scars would not try their hand and Sanchez blossomed into an effective, if unorthodox, leader. After a decade of growth Hobo found himself at the head of a sizable organisation. The Scars had found their niche in the criminal underworld, providing a citywide courier service for the other gangs in the city. They had gained a good reputation with their couriers all well armed and reliable. Any gang using the Scar’s services knew they would


201 not cooperate with the Judges and would protect the cargo from outside interference. In this way small items of high value were moved around the city between criminal groups. The Scars never knowing exactly what it was they were carrying, allowing them to plead ignorance whenever they were pulled over by the law. Hobo is tall, wiry and looks like he just crawled out of the gutter. Exactly where he keeps his wealth or what he spends it on remains a mystery, but these days he does not spend it at all. Judge Dredd apprehended Hobo as part of a Wally Squad sting and had him sent to Devil’s Island. This put a major dent in the reputation of the Scars and it was touch and go if the gang could continue at all without its long-time leader. Business dropped off and confidence in the gang plummeted. Many chapters of the Scars disbanded or fell to petty infighting; some formed new gangs or joined with rivals when they could no longer see a future for the rapidly declining Scars. Filthy Rodriguez, one of the first riders Hobo had allowed to tag along in the early days, eventually emerged as the new leader of the Scars. Although not able to fully halt the Scar’s decline he has just about held things together. Fiercely loyal to the old boss, Filthy is the one who hires any Player Character perps. With so many leaving the gang Rodriguez needs some new muscle to help free the boss and get the gang back to its previous position. /// The How Rodriguez and the Scars have hatched a plan to spring Sanchez. The Scars have paid off the Mega-City 5000’s organisers to make a route past Devil’s Island a logical, if dangerous, option. The chaos of the race will cause the surrounding traffic to be disrupted, allowing Hobo to make a break for it in one of the gang’s vehicles. They then plan to disappear among the mass of racers. The Scars have been blazing past the island lately, weaving through the 200mph haulers to get messages to their boss. They will cause the traffic to stop, allowing Sanchez to make his move. The plan calls for the gang to start a big fight with the other gangs as the race passes Devil’s Island. Ensuring there is a pile up the automated vehicles will stop, giving Sanchez his opportunity to escape. The gang will have little time to make good their escape. They risk being taken down by the rival gang members or caught by the Judges who will be coming in droves when word of the prison break gets out. Once freed, Hobo will make a beeline for a nearby facechange parlour, forcing them to rework his ugly mug. He hopes to be able to walk free and ride in the midst of the Scars once again once the face change process has been completed. /// Tracking the Culprits The first priority for the Judges in responding to the breakout is to deal with the fighting gangs around Devil’s Island. While the Scars make their escape three other gangs will be busily trying to eliminate one another when the Judges arrive. The three biker gangs (the Psyker Bikers, Aliens of Death and Cursed Earth Brigands) will try to escape and rejoin the race. The Judge wardens from Devil’s Island will assist the party as they deal with these perps. After the three gangs are pacified the Wardens will inform the player characters of Sanchez’s escape. The Scars will split into two groups, one trying to win the race and the other looking to spirit Hobo away to face change parlour. Those Scars rejoining the race will soon run into other Judges looking to end the Mega-City 5000. Should the party go after this group Sanchez will escape. If the PCs contact control they will be directed to chase Sanchez and the perps with him.


202 What happens next depends on how quickly the Judges are able to catch up to Sanchez. If they arrive before the Scars and their allies take over the face change parlour there will be a final confrontation on the streets outside. While his gang tries to hold off the Judges Sanchez will try and get his face altered and to escape in the confusion. If the Judges arrive mid-procedure they will have to find a way to get past the Scars guarding the parlour. The gang will take hostages so the Judges must proceed with caution to avoid casualties among the innocent citizens. If the party fails to capture or kill Sanchez they should, at the very least, get a record of his new face. Failure to do this will not go down well with their superiors… /// Complications & Further Adventures All members of the biker gangs are looking to finish the race. As a result they will fight back against the Judges every way they can, very few will even consider surrendering. They will not balk at killing Judges, after all this is the Mega-City 5000! High speed pursuit requires considerable vehicle skills. Should the Judges use bike cannons at the wrong moment they will endanger the lives of innocent citizens. This is something the Judges must avoid if at all possible; they are there to save lives and bring lawbreakers to justice, not to add to the carnage. If Hugo Sanchez escapes with a new face he will return to haunt them in later adventures. His successful escape will increase the reputation and influence of the Scars. This will allow the gang to expand rapidly, becoming stronger than ever before. There are likely to be other prisoners on the run, having taken the opportunity to escape as the Scars’ plan unfolded. The Judges may be called in to track down one or more of these perps, perhaps even a familiar face they had previously locked up. The Scars have managed to make life easier for the Judges in one way, however. The escape and fighting around Devil’s Island has made stopping the race so much easier. No rider wins the competition and the race is never run on the streets again. This could lead to more problems down the line as other outlaw biker gangs blame the Scars for what happened and start to go after them. One last loose end to clear up is to track down the organisers of the race. If the Player Characters want to find these shadowy figures then allow them to do so. There are more dangerous groups involved than just outlaw biker gangs. For Perps The perps in this scenario get hired by a Filthy Rodriguez and The Scars. The gang was a pretty major player until a few months back when Dredd locked up Max ‘Hobo’ Sanchez – sending him to Devil’s Island. Rodriguez has been fighting the decline of the gang and plotting to bust Sanchez out ever since, but with the gang falling apart they need help to pull it off. With many of the best and most loyal members of the gang entered in the race the shortage of manpower is severe. Filthy will pay hired guns handsomely to get the Scars back to being top dogs. The Scars have been speeding past Devil’s Island, throwing messages back and forth to communicate with the boss. Hobo has come up with a plan from the inside and it sounds like fun to his club. The Scars cause a big rumble and make a breakout attempt during the Mega-City 5000. For the plan to work, the perps will need to draw at least one other gang into a fight on the highway which encircles Devil’s Island. They need to cause enough carnage to block the road and stop the computer controlled traffic that acts as the prison’s walls. Starting fights has never been a problem before – this part should be a piece of cake. There is no love lost between the Scars and rival biker gangs. Once Sanchez is freed the Player Characters need to get the hell out of there and escape. At this point the gang splits up. Filthy and many of the others rejoin the race to make sure a Scar crosses the finish line first. The rest of the gang, with the Player Characters, will take a detour with Sanchez. Hobo knows the only way to get back onto the streets is to change his face without the Judges being aware of his new identity. After escaping the party will accompany Sanchez to the face change parlour. Once there they use whatever force is necessary to make them replace his face. If the perps get there without Judges on their tail they will need to secure and guard the premises and watch out for the law or meddling citizens. The process only takes a few minutes but the Judges will not be far behind. If the Judges try to block their route the perps will need to do whatever it takes to blast them out of the way. It is possible one or more of the other gangs will realise what is happening and instead of having to fight Judges they will face a rival gang instead. Player Character perps hired by the Scars do not need to be bikers themselves and can use whatever transport they can get hold of. After all, they are not part of the race and are only interested in helping Sanchez escape.


203 Superslab Slam /// The Setup Justice Department has many problems. Not least is keeping the citizens occupied enough in their spare time so they do not commit so many crimes. Just as important is raising enough revenue to keep Mega-City One running. An ambitious race promoter called Bernice Whiprock has approached Justice Department. His idea is for a race with entry open to members of the public using a long stretch of the Superslab megway. The Superslab is the longest megway that bisects the city from north to south; Bernice proposes to use a 1,200 kilometre stretch of it for the race. Using its twenty-four lanes the idea is to split the race into seven stages with rest points each night. Once the racers reach the far end of the course they will retrace the route on the other side of the Superslab, finishing where they started. The race is open to citizens who can put together a racing team that conforms to the race’s rules. Thus the Superslab Slam was born, a brand new event for the people of Mega-City One to get excited about. All racers must be citizens of the city and have up to date licenses. Many ruthless competitors enter the race. They are attracted by the considerable prizes on offer and the chance of long term fame as race champion. For the winning team not only is there a large cash prize but luxury apartments for the driver and their support team. /// The Race The Superslab Slam is open to high speed roadsters, rather than just any vehicle on the road. Each entrant has to meet minimum specifications for their vehicle. Hover vehicles and computer driven vehicles are both prohibited. The race is run in stages, with points given for position and times at each stage. There are prizes for winning each stage and a grand prize for winning the race as a whole. The event runs for seven days, with overnight breaks for the competitors and their support teams. This format is to reduce the traffic problems caused by the race by allowing most of the Superslab to remain open to regular traffic during the race. It is also arranged in this format to maximise revenue by increasing the number of days the race will be run over. Unfortunately by running the race in this way it also maximises the potential trouble from the competitors, their supporters and any perps looking to cash in on the event. /// The Racers The Superslab Slam has hundreds of entries at the start. Some are professional or semi-professional teams, as well as large numbers of amateurs. Some notable entrants include: Matilda Hammer Hammer is one of the more aggressive entrants to the race. She drives a formidable, heavy roadster equipped with a reinforced ram at the front. This allows her to smash through other vehicles in a collision and is a key part in her success in the illegal ‘Destruction Derby’ circuit. This ram provides +10 SOAK to any frontal collision Matilda is involved in while doubling the damage inflicted on the other vehicle. Her car also has a las cannon that can fire at any vehicle behind her. Matilda loathes Biggie Klam, and will drive him off the road if the opportunity arises. The feeling is mutual. Dirk Nolanski Dirk is a semi-professional racing driver. He has experience of racing at the various tracks scattered about the city, although the Superslab Slam is a step up for him. Young and attractive, he will attend all the after stage parties during the race and build on his reputation as a


204 lothario. He races by the rules, never cheating and prefers lighter, nimble roadsters compared to the more powerful, heavier vehicles others are driving. His vehicle’s superior handling gives a +2d6 bonus to any driving checks he would need to make when making any manoeuvre. He and his support crew are there solely to win the race on their own merits. They have no criminal intent and are unarmed, trusting the Judges to provide ample security and keep trouble to a minimum. ‘Biggie’ Kirk Klam Klam drives a powerful, but heavy, roadster that has some decent armour protection (+5 SOAK). The handling of his vehicle is not that great, however, with a 2d6 penalty to any driving checks when he needs to make a sudden manoeuvre. His vehicle also comes equipped with some hidden spit guns, with twin pairs firing forward and to the rear of his vehicle. Kirk is a veteran of the illegal ‘Destruction Derby’ circuit, where armed vehicles compete against each other. Winners can either be the last man standing or the first to cross the finish line after a set number of laps. Kirk is a nasty piece of work, plays to win, kills to win and will wreck other racers if it looks like he might be losing. He loathes and wishes to beat Matilda Hammer, a long time rival of his on the illegal race circuit. Queenie ‘BooBoo’ LeStrange Queenie LeStrange is a star of the moment in Mega-City One. With a successful holo-vid show, a string of banal hits and roles in some of the biggest cinematic hits in the last couple of years her star shines brightly. She also has some talent as a driver. Her agent claims the Superslab Slam provides a great opportunity to ensure her popularity continues to rise. She is driving a very fast roadster (+2 SPEED) but although victory would be nice her main aim is to gain publicity. To help with this she blasts her latest hits out of the car’s external speakers and always flashes a smile to the cameras as she passes them. Queenie is in the race to look good for her fans. The Hazards Lucy and Boo Hazard are a pair of sisters from the southern sectors. They drive a heavily customised older roadster that is a match for any of the others in the race. Their brother Dizzy is the third member of the team and all three are excellent drivers and mechanics. The three enjoy a good fist fight in the right circumstances and are in the race to win it for Denver Pyle Block. These are far from the only racers. There are hundreds of other contestants allowing GMs to introduce their own drivers, support crew, fans and vehicles.


205 For Judges The Superslab Slam travels through many sectors and the local sector houses will police the traffic and crowds. Player Character Judges will be assigned to a task force detailed to supervise the race and eliminate any criminality caused by it. The Judges will be called to action whenever an incident happens, PSU are monitoring the race closely through their cameras. The Judges will patrol on their Lawmasters and there are at least a couple of h-wagons providing aerial surveillance and support. At first the race will be relatively straightforward, nothing but some good natured jostling between the drivers. Any of the possible race event ideas below can happen at any time the GM sees fit. » A criminal group has set up a betting ring for the race. In an effort to maximise their profits they have a number of blitz agents along the course ready to ambush leading competitors. Alternatively the perps could target racers during breaks in the race at the end of each stage. Not only could they try to eliminate racers, they could go after their support crews, sabotage (or destroy) the vehicles when they are in their garages, or bribe or intimidate racers to perform badly. » The rivalry between Matilda and Kirk descends into a shooting match with others caught in the crossfire. When Matilda realises that the law is on the way she causes as much trouble as possible for the other contestants. She tries to use force to get the front, with Biggie not far behind. » Rabid fans of Queenie LeStrange or Dirk Nolanski beat up random competitors at one of the stage stops, causing a small riot. » Queenie LeStrange’s agent is hoping to cash in on her race big time by having her killed. He has provided one of her rivals with weapons to take her out, however other drivers could get accidentally be hit instead, causing carnage. Other assassination attempts will occur, which should make the Judges investigate who would profit from the star’s death. Her agent has hefty life insurance policies out on her, plus he hopes for a surge in sales of her records (where he takes a sizable cut). Queenie’s popularity has started to falter so the agent has set her up to ensure he maximises his earnings before her career stalls. » The Hazards get drunk, because they have been sampling their homebrew munsky. Their driver begins to weave all over the road, crashing into some of the other racers. » Dirk and Queenie go head-to-head near the front of the race. Queenie looks like she is winning, but then rogue paparazzi robots break onto the track to try and get an exclusive high-speed interview. The robots immediately start to vie for position, disrupting the race and causing havoc across the whole Superslab. » A biker gang, from the Charlie Hunnam housing project, roars onto the track and starts to cause chaos by attacking the racers. The bikers are annoyed as the race passes through their territory and they have not been paid off by the race organisers. » A major crash occurs and the drivers involved start a brawl in the middle of the racecourse. The pile-up blocks the road and the fighting racers start to pull out a variety of firearms to settle their differences. These incidents and more should keep the Judges constantly active, dealing with a massive array of incidents on and off the track.


206 For Perps For perp based parties the Superslab Slam represents a variety of opportunities. The group could try and win the race for themselves, although they would first need to get hold of a suitably fast roadster. Just finishing the race will be problematic; winning it should be next to impossible. However, if the GM allows it the party will have to deal with the consequences of victory (see the Aftermath section). Perp characters may well indulge in a variety of dirty tricks in the race. They can sabotage competitors’ vehicles, plant false evidence of cheating or worse. Any such acts will have to avoid the notice of Judges watching over the race and the Superslab Slam’s own hired security. The race can provide perp characters other ways of earning some credits other than trying to win it. As always the large crowds the event can be targeted. While it is possible to rob spectators the various stalls and shops along the race route are prime targets for thieves. The race could also be a way of transporting illicit items from one end of the city to the other. This can be achieved using either a competitor’s racing or support vehicles. Working as the couriers the Player Characters will not be looking to win the race, merely to get the product to the end user. Of course other racers will not know this and are just as likely to target them as before. The race also generates a lot of illegal betting. Besides running their own book, perps might just target a local bookie and make off with their takings. While this theft is not going to be reported to the Judges the victim is likely to fight back against robbers. The race can also act as a distraction. The Player Characters can carry out a major crime while the attention of the Judges (and most of the citizenry) is elsewhere. For Citizens Citizen Player Characters are also quite likely to want to enter the race. However, it is probable that they will not have access to a roadster. One possibility is that their block will want to have an entry. The prospect of fame and fortune will mean there are many volunteers. To choose from these there could be a competition or prize draw. The winner gets to enter the race in the block sponsored roadster. The process of choosing the block’s representative could be an adventure in itself, with various individuals and groups all vying for the position. Once chosen, though, the driver and his support crew (which will include the rest of the party) had better perform well. If they do badly coming back to the block could present all sorts of problems. If the players win through and achieve victory they can leave their old lives behind and enter the realm of the rich and famous. However their stay in the luxury block may be shorter than they hoped for… Aftermath /// The Prize The luxury apartments in Stanley Kubrick are everything that the winning Player Characters could want. The prizes shared out with the rest of the team include (smaller) apartments in the same block. Sponsorship deals get them luxury products for next to nothing. Life looks to be going great, and the GM may wish to run a scenario or two with the party having everything they once desired at their fingertips. Then disaster strikes… /// Call me Jeeves, Dave. Welcome to your luxury, computer controlled apartment in the brand new Stanley Kubrick Block, complete with the latest devices to make your life one of ease. With the best in artificial intelligence to see to your needs you will never want to leave your home again! After winning the race the Player Characters will get to live the high life, at least for a short while. All those who were part of the team will get a deluxe apartment, with the driver getting a penthouse suite. After a few social events with the other wealthy residents they will be ready to sit down and enjoy their winnings.


207 Among the luxury devices provided to them all are robots. Everyone will have their own personal roboservant, the latest Brit Cit Jeeves Model, and a state of the art security robot from Nip Cit. The luxury penthouse may well have additional robots, at the GM’s discretion. Jeeves is a perfectly mannered robot, helpful, soothing, with an English accent. The security robots silently patrol the luxury apartments at night and remain on standby mode during the day. They stay out of the way and are always ready to protect the property and its owners and guests from unwelcome intruders. Unfortunately the Jeeves model suffers from a design flaw that kicks in at some point. They will override the programming of the security robots and then will look to eliminate any humans in the apartments. The good news is that the Player Characters will discover the problem before the robots turn homicidal. The bad news is that they will only just have enough time to start running... The robots will cause extensive damage to the nearby apartments. Before the robots are overcome there will be a number of fatalities among the PCs’ neighbours. If the PCs can hold off the robots for long enough the Judges will swoop in and come to their rescue. /// End Game In the aftermath the legal costs arising from the deaths and damage will cause the Player Characters to lose everything. Fortunately the faulty robots will not be considered their fault in criminal law. However, they will have to pay out large amounts of damages in the lawsuits that follow on from the incident since they were the rampaging robots’ owners. Their original block will welcome back their heroes. Unfortunately they could end up the target for perps who think they still have some of that prize money left. For perp characters there may be a more sinister motive to the faulty robots – a rival group seeking to eliminate them. These perps want to be the ones running the rackets in Kubrick. Aware of the party’s criminal background they cause the robots to go on the rampage so the PCs will be run out. Judge characters will be called to the scene of the carnage and will have to rescue the residents from the robots. They may then be ordered to discover the reason for the incident and have to hunt down and arrest those responsible. This could result in a trip to Brit Cit to find those behind the faulty Jeeves design from their now bankrupt company, Landley Autorobotics.


CH/9: State of the empire 208 State of the Empire is a scenario for a group of inexperienced Judges, citizens or perps. The very first Judge Dredd story sees the lawman destroy the Whitey gang following the murder of Judge Alvin. State of the Empire deals with the aftermath of that story and the fate of the building. The scenario consists of the following five sections: Crime Blotter: ‘Judge’ Whitey This section runs through the original story. It gives enough information to encounter the Whitey gang, taking Dredd’s place. There is a brief description of what happens and then all the details needed to run it in your own campaign. Empire State Task Force This section deals with the scenario for a group of Judge Player Characters. It gives the Judges their briefing and objectives. They will be part of a task force sent to deal with the criminals found within the old landmark. In and Out This section is the introduction to the scenario for a group of perps. It gives them information they need to enter the Empire State Building and what they may hope to achieve. The party will need to complete the scenario in a limited amount of time; they have heard on the grapevine that the Judges are coming to clear out the fugitives hiding there. Lost and Found An introduction for a party of ordinary citizens who find themselves braving the lower levels of the building. There they will hope to find a young juve who has wandered off into the building when no adult was looking. The State of the Empire This describes the locations within the building. It also provides information on the inhabitants and their reactions to intruders. Crime Blotter: ‘Judge’ Whitey Within the near-derelict Empire State Building are gangs of vicious perps, hiding out from the law. One of these, ‘Whitey’, leads his small band in ambushing and killing Judge Alvin. Whitey returns the body to the Judges with a mocking note attached to it; the Chief Judge considers flattening the building using an air strike in response. However, Judge Dredd persuades him that this is unnecessary and goes to deal justice on the perps himself. Whitey and his henchmen try to ambush Dredd, but he uses his Lawmaster bike’s automatic setting to fool them. The gang falls for this ruse, ambushing the bike while Dredd gets behind them to create his own ambush. When the perps resist arrest Judge Dredd takes Whitey prisoner while killing the other two members of the gang. Dredd sends Whitey to Devil’s Island, a prison set on a traffic island. Here the murderer is surrounded by non-stop traffic, speeding past at hundreds of miles per hour, serving his life sentence. /// Using player character Judges This encounter is a simple one. For a group of Judges it is probably better to have Whitey’s gang be more formidable, with extra gang members to present a greater challenge. Also, the gang can be more scattered, leading to a prolonged firefight with the Judges, with multiple ambushes and traps to hinder the party. Adventure Hooks The Empire State Building is a massive skyscraper, so has potential for different groups to investigate it. The Judges could be ordered to help to root out all the other perps from the block and restore law to the place. Perps could be contacted by a former member of Whitey’s gang who knows where their loot was kept. Unfortunately, other perps may have moved into the gang’s old lair and need to be overcome before the loot can be retrieved. Citizens might also wish to explore the old building. They could be part of a Citi-Def exercise or an expedition by a survivalist group. They may have heard rumours of the legendary Treasure of Skull Island hidden somewhere in the building; they might be foolish enough to seek it there, despite folklore stating that the treasure is cursed… Empire State Task Force (Judges) You move into the briefing room and take your seats; glancing around at the familiar faces you exchange a few words with fellow Judges with whom you have worked cases in the past. Judge Stoll, the watch commander, marches in and takes his position at the podium. At his back the screen suddenly comes on and shows a live feed of the derelict Empire State Building, one of the sector’s eyesores. ‘Three days ago Judge Alvin was ambushed and killed by one of the gangs hiding out in the old Empire State Building,’ Stoll begins. ‘The perps responsible have been dealt with and Chief Judge Goodman has ordered the building cleared of all perp gangs. The Empire State will no longer be a safe refuge. With that in mind you are all going to be involved in a major raid on the building. Look at your screens, you will see the rosters there and which Judges will be part of your team.’ When Stoll comes to your team’s orders you look up with special interest. ‘Your group will enter at the ground floor on Soloman Boulevard. There are several retail premises at street level that need to be cleared before you enter the building proper. You will be dealing with the lower levels.


209 These were former offices that were ransacked long ago. There are numerous perps who we believe may be present that you will need to look out for. The Y-Empire are a juve gang that has its ‘club house’ somewhere near the entrance, so there are bound to be a few of those creeps in residence. We also have seen Ricki Rocco enter at the ground level. A low-level associate of organised crime; it may be he is a link man between the mob and the juves. Rocco has several known associates that have disappeared from view recently, they may be holed up with him. Notable among these is Katricia Bung, a suspected former blitz agent. Almost as dangerous is Ronnie Blacktooth, who used to be an armourer for the Colorado syndicate. Blacktooth fell out with his boss by stealing a truckload of high end weapons and selling them to a rival mobster. A number of unidentified individuals are also present in your search area. They may only be vagrants but could be something more formidable.’ Stoll then turns his attention to another team. After finishing with allocating search zones, he then assigns back-up teams. /// Any Questions? The Judges will have an opportunity to ask questions of Stoll at this point. Do any of the named perps in the target area have outstanding warrants? Some members of Y-Empire have outstanding warrants for petty offences. Robbery and tap are the most serious and there is a good chance that the more serious offenders are lying low in their Empire State headquarters. Ricki Rocco has no warrants on him at this time, although he has had iso-cube time for possession of an unlicensed weapon and receiving stolen goods. Bung is a suspect in several murders and is probably guilty of a number more. Like most blitzers she had an explosive implant that should have killed her when faced with capture. It is thought hers malfunctioned and partially went off causing a severe injury several years ago. Unfortunately, she was not killed but has become deadlier as the brain trauma she received has made her more callous than ever. What sort of resistance will we face? Chances are Y-Empire will be keen not to be made homeless, so expect them to put up some sort of fight. Rocco may come quietly; it depends on what evidence you find of any crimes he may have committed. The vagrants should do as they are told, although if any are drunk or on drugs you may find them belligerent. ‘Judge’ Whitey // Medium Sentient Human (6D6) Vicious Judge-hating psychopath STR 6 (3d6) AGI 6 (3d6) END 3 (2d6) INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE Defence 12 RANGED Defence 24 MENTAL Defence 18 VITAL DEFENCE 18 SOAK 3 (padded jacket) VULN none IMMUNITIES none INITIATIVE 5d6 PERCEPTION 3d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 18 CARRY 270lb (max. lift 300lb) ACTIONS 2 REACH 5’ Knife 3d6 (2d6+3 piercing damage) Las Cannon 6d6 (3d6 heat damage; range 14) Skills hardy 1 (1d6), combat 1 (1d6), perception 3 (2d6), reactions 1 (1d6), gambling 1 (1d6), intimidation 3 (2d6), local knowledge 1 (1d6), thievery 1 (1d6) Gear las cannon, knife, padded jacket Aim. Whitey gains a +1d6 bonus to a ranged attack roll taken in the same turn that he spends an action aiming. Dive For Cover. On a missed attack, Whitey can use a reaction to move SPEED 6 and either get prone or behind cover. Panicked Unload. When Whitey fires two shots at a target and both hit, he gains a bonus third shot Henchmen Use the Mob Henchmen statistics on page 233.


210 As for any unidentified individuals, again it depends on what they are doing in the building. If they are just squatting they are likely to leave without a problem. If engaged in criminal activity they may surrender easily enough or have an arsenal with them and go down blasting. Are there any floor plans? No, the old building has had so many changes over the years since it was abandoned we have no idea as to its layout. It is likely that interior conditions will vary greatly. Decades of abandonment could see interior partitions removed or major barricades built up. Criminal Empire (Perps) Local hoodlum Mikey ‘Cheese’ Head has contacted you and your associates and a meet is arranged at Mikey’s shuggy hall – The Cheesebowl. You know Mikey from the time he was a local block daddy, running the rackets in one of the more decrepit blocks in the sector; he has since move on and up in the criminal hierarchy and now the word is out on the street that he is looking for a crew to do a job for him. You are led into Mikey’s private office by one of his bodyguards, ‘Friendly’ Ryan. Friendly shuts the door behind you and stands behind you inside the office. ‘I hear you are all on the lookout for some work. Well, I gotta job that will suit you down to a tee. Word is that the Judges will be coming down hard on the old Empire State and I need you to go there to retrieve some of my property. Unfortunately, I left it in the care of Ricki Rocco, and while he ensures me everything is solid I have my doubts. I want you to find where Rocco is hiding out and get my stuff back; you don’t need to know what Rocco has, but it is worth ten large for you all to get it back for me. Should you succeed I might have more work for you.’ ‘I would prefer it if Rocco hands over everything rather than have any argument. He knows what I want, and owes me big, so you should have no issues there; but just in case you might want to go tooled up. Rocco is somewhere on the lower levels of the building, you should be able to get some help finding him from the losers living there. No need to ask them nicely, though.’ ‘Bring my stuff back to this place.’ Mikey hands over a slip of paper with an address on it. ‘It is a low-rise storage unit where I have a lock-up. Friendly will meet you there and help you unload the truck; It’s parked out back and is plenty big enough for you and to put all the gear in the back. Now go, I got other things to do. Friendly, give them the keys and show them to their truck.’ ‘If you have questions, ask Friendly.’ /// Any Questions? Friendly knows very little about the job in hand. He will offer his opinion of Ricki Rocco if asked - ‘A straight up guy.’ Little Lost Ray Fey The Feys are great people. There must be lots of good folk around, but the Feys make a real effort. They try to build a community. They help others. In this city that is something. Now their boy has gone missing, and you are all out on the streets looking for him. The Judges say they will help, but they are too busy to properly look for one more lost child out of thousands. Then the old drunk says he saw a kid go into the Empire State. The description he gave was just like Ray, he knew what he was wearing - even down to the colour of his kneepads. Old Sal went to spread the news, but who knows when others might come back to help the search. And the Judges, they could take hours to get here, maybe days. No, a little juvie could be in trouble and you are the only adults around just now who can help, so it is up to you to save the day! /// Any Questions? The Player Characters are from the local area, perhaps living in one of the nearest blocks or in lower rise homes in the area. They will know the Empire State to be derelict, dangerous and the haunt for local troublemakers. The drunken hobo ‘Slim’ is a well known local character who sometimes lives in the grand old building. If questioned he might prove a little rambling but sticks to his story – the lost juvie went into the Empire State on his own. If the Player Characters think to ask any of little Ray’s friends then one of them might admit that they dared Ray to go into the building. However, it will take time for them to track down one of his group. If they try to find others to help the party will find they are the most able-bodied citizens nearby. The others are all eldsters or are off searching for Ray elsewhere; some juves said they saw him playing hide and seek in a nearby industrial complex. The dangers there might even be more than in the Empire State so most have gone there first, including Ray’s distraught parents. Ray has been missing since yesterday evening and it is now early afternoon… Entering the Building Entrance to the abandoned businesses at street level is a simple enough affair. Most have missing windows or doors and can easily be accessed. Entry to the lower levels is either through a blocked stairwell (which requires time to clear it), the unused lift shafts or the sub-basement


211 garage. The latter is mostly blocked by a barricade of ancient, destroyed vehicles, rubble and assorted items of trash. This can be climbed over by individuals on foot. For the upper floors access is more difficult. The stairways are blocked, although the barricade manned by Y-Empire can be cleared the Judges will have to fight their way upwards. If they enter this way the perps in the building are forewarned and have the advantage of higher ground. Alternatively, the Judges may seek to access these floors by directly using a hover wagon or by abseiling from a higher floor. Unfortunately for the Judges they have no vehicle available assigned to them; the hover vehicles assigned to the mission are for Judges entering the upper floors of the building. It is possible, however, to commandeer a civilian vehicle for this purpose. Entering Ricki Rocco’s level might cause some problems initially due to the holograms hiding the intact nature of the floor. They may find themselves bouncing off a window where they thought there was no glass. Entering the upper floors either by abseiling or directly from a hover vehicle will catch the perps by surprise; they will not be expecting attack from this direction. Instead of facing organised resistance the Judges will be able to take advantage of the confused perps, who will be far less formidable. The Empire State Building Long neglected and dwarfed by the massive modern buildings of the Big Meg, the Empire State Building is a sad shadow of its former self. Many windows are broken or boarded over, there are cracks visible in the façade and the nearby sidewalks are strewn with garbage. The fact that it is still standing is testament to the skills of those who built it. First Floor In this building (and all others in the city apart from the embassy and official buildings of Brit Cit) the ground floor is referred to as the first floor. Most of the former business premises on the first floor are empty. They have been stripped down of their former fittings and contents and, in almost all cases, are lacking either their windows or doors. Any premises that has been boarded over has had some removed while the boards that remain are plastered with advertising flyers. Apart from assorted trash that has blown or been dumped into these areas they are all empty. The exceptions are as follows: /// The Cosmic Taco The smell of damp and worse things pervades this former fast food restaurant. Scattered about in this place are piles of refuse that make up the shelters of the homeless. Here they can live with a roof over their head while staying out of sight from the rest of the city. Although the furnishings have long gone the large counter and former kitchen are still present. A faded menu sign on the back wall still shows the various delights that were once available here. The Cosmic Taco is a long defunct chain of fast food restaurants that proliferated in rundown areas of the city. Then it was discovered that it was part of an organised crime money laundering operation; the Judges then shut down the restaurants. In the case of the Empire State Building no new business tenants moved in since by then the old building was in a dreadful condition. Several vagrants are here, sleeping on old, soiled mattresses. None have seen a child, although one claims a local tramp named Smelly Pete said he saw one. None of the people here will offer any real resistance to intruders. They know of the Y-Empire juves and fear them. They are happy to let the Judges (or anyone else) know where the Y-Empire juves can be found. They may even mention the gang have a barricade blocking the stairs that lead to their hangout. /// Synthi Bucks With peeling paint and a shattered front window that no one has bothered to board up this former synthi-caf café is in terrible condition, even worse than its neighbours.


212 At some point vermin must have moved in as there are the tell-tale signs of their presence in amongst the junk in this place. A horrible stench gets stronger and stronger the further in you explore the premises; it is obvious the source of this smell can be found at the rear. This café was once part of a much larger chain; this franchise fell foul of the law as it continued to sell synthicaf long after it was banned by the Judges. Once it was shutdown and the owners, staff and customers were all arrested the place fell into ruin with the rest of the building. The café is the lair of Stinky Joe, who is no relation to Smelly Pete. Joe is an obnoxious, violent drunk who will lunge, swinging, at a Judge (or anyone else) if they should get too close. Fortunately, he is not much of an opponent even for a group of citizens. Use the Vagrant statistics on page 243 for Stinky Joe. /// Vid Phones U Like This former store is in better condition than the other abandoned retail outlets in the building. The main reason for this is that the entrance door has remained intact. Once the Judges enter it will seem that the small shop holds little of real interest. There are empty racks on the walls and a small counter close to the entrance. A pile of mail sits near the letterbox. All the envelopes and fliers are dated from many years ago; the letterbox is now sealed. There are innumerable dead insects gathered on the floor next to the window and door. From the literature on the floor and the small signs in the shop it is clear it once sold vid-phones. There is an interior door at the rear of the shop. This door is closed and leads into a small office with a restroom beyond another door behind it. Unlike the shop nothing has been stripped here, but a long dead corpse sits on a ruined swivel chair behind the small desk. An opened medical kit sits on the desk, as does a spit pistol, its magazine half empty. There are several bullet wounds in the corpse’s chest. The desiccated corpse has been here for many years; it will take a detailed examination by a forensics team to identify the corpse so that a murder enquiry can begin. A group of Judges should call in support to deal with the body; they have a more important assignment to finish first by clearing out the rest of the lower floors of the building. The spit pistol needs cleaning but is otherwise in decent condition and a party of perps or citizens may wish to keep it for their own, later use. The corpse is that of a former member of an organised crime outfit. It is up to the GM to decide how to proceed from here. They can either have the party of Judges investigate themselves or can assign a senior Judge from the sector house to take over from here. /// Foyer 1 This entrance to the building used to hold the elevators that allowed tourists to visit the observation decks at the top of the building. The elevators are sealed, with the doors replace with plasticrete walls. These walls, like the rest of the foyer, are covered in graffiti and the tags of the Y-Empire juve gang. There is a makeshift pile of mattresses and old furniture at the end of the rows of elevator shafts. There is the unpleasant smell of a long unwashed body emanating from this and the soft sounds of snoring can be heard from the mound. Smelly Pete lives under his lair. He is quiet and respectful of others (it does not matter who, he fears punishment having been on the end of a beating from Judges, petty criminals and citizens alike over the years). When speaking he will frequently smack his licks/gums when thinking of a reply or if he needs to pause. If asked, Pete will confirm he saw the missing child near the other foyer, the one that leads up to the place the ‘hurting people’ live. If asked to describe the ‘hurting people’ he will say they are wild young ones who he will always hide from and avoid if he can. Foyer 1 Elevator shafts If the Judges force their way through the walls blocking the elevator shafts it will take them some time. To break through requires the tools to do so, unless the Judges wish to expend some high explosive rounds. At the far end of the elevator shafts a fixed ladder, quite recently added, allows an individual to climb up to a hole in the wall on the fourth floor. This is an emergency escape route for Ricki Rocco and leads to the basement; this can be used by the Judges to surprise his gang on their floor. Other than this hole in the shaft there are no more exits farther up the shaft until the observation deck at the top of the building is reached. /// Foyer 2 Once the major entrance to the offices and residences of the Empire State Building, this grand foyer has seen far better times. There are small piles of rubbish scattered around and the whole area reeks of the stench of decay. The doors to the elevator shafts have been welded shut although the litter strewn stairs do offer a way up. A door at the rear of the foyer, behind the desk of the building’s receptionist, is barred and locked from this side. The bolted and locked door leads to the sub-basement below. A character with the appropriate skills and equipment can attempt to force it open by unlocking it or use brute force. Sufficient time and effort (plus a crowbar) will eventually succeed. A high explosive round from a Lawgiver would also work.


213 The sealed elevator doors lead to elevator shafts; these were long ago scrapped and there are no cables but it is possible to climb up or down the shafts. The elevator doors to all but the basement levels below are all welded shut. The correct equipment can overcome this obstacle, either cutting tools or a breaching charge. The main stairway leads upwards to a reception area above. However, it is blocked by a barricade constructed by the Y-Empire juve gang who have their clubhouse on the second floor. Foyer 2 Elevator Shafts These no longer provide easy access to elsewhere in the building. A persistent group could use them to get around the barricade to the stairs or descend to the lower levels. There are no longer any elevator cables, looters stripped these from the building for scrap a long time ago. Forcing a way through any of the welded doors will alert those on that level that someone is coming. It is possible to surprise the occupants if using a breaching charge, if the attackers are quick to follow up the explosion. If there is delay reinforcements with converge at the breaching point and attempt to create a crossfire to eliminate any intruders. Foyer 2 Stairway The Y-Empire juve gang controls access to their level and the ones above by use of a barricade they have constructed over the years. This is quite a resilient structure set at the top of the stairs and is fixed in place. A section swings back like a gate, allowing the juves and their allies to come and go. A trio of guards (Juve Gang Members) watch the stairs and are there to prevent unwanted intruders. These juves will be boisterous and defiant if anybody appears, their bravery enhanced by the barricade. However, if one or more are eliminated then any remaining will flee, hoping to rally the rest of the gang to throw back intruders with their superior numbers. The barricade is solid enough to provide protection from attack, granting the standard 2d6 cover penalty to attacks. Trying to climb over the barrier needs a Routine [10] AGI (climbing) check and uses 4 squares of movement. Doing so exposes the climber to fire from the Y-Empire gang members defending it, giving them a +1d6 bonus to attack the intruder. Second Floor The second floor was a series of medium sized offices that held individual business premises at some point in time. This floor now holds the gang clubhouse for the Y-Empire, a group of renegade juves who have banded together after being thrown out of their homes. The numbers of the gang within the block depend on the strength of the party and how they approach the juves. For a group of Judges looking to tackle the gang and evict them from the building the gang will be larger. For a party of citizens who approach the gang peacefully there will be fewer juves. These will, if asked, tell the dumb ‘dults to leave their territory, and no, they haven’t seen the lost juvie. For a group of perps, they can be bribed to get a message to Ricki Rocco who might then let them through. A hundred credits will be sufficient, or a decent gun with ammunition.


214 /// Y-Empire Y-Empire is a typical juve/punk gang who hide out here, individually they are more resolute than most gangs but suffer from a lack of equipment. They have no real area they control from where they can extort money; this lack of regular income makes them undertake risky endeavours and they frequently end up serving time in the juve-cubes. These losses keep their numbers down and those here are poorly equipped, having few credits with which to buy weapons and other useful items. All this does not stop Y-Empire being a belligerent group of little thugs. They are bullies and if in a group will be emboldened. They may try to bully citizens, fight perps and mouth off at Judges. The gang has a cordial relationship with Rocco, and he pays them a few credits to ensure no one approaches his hideout uninvited. None of the gang has seen Ray Fey. /// Elevator Foyer The doors to the elevator have been welded shut and it is difficult to force an entry. The Y-Empire are a little too secure in their base and do not post a guard in the foyer; if the doors are swiftly breached the juves will be surprised and any resistance will be much less organised. /// Empty Offices Most of the offices are deserted, and full to the roof with assorted junk from decades ago plus whatever the Y-Empire have decided to dump there. There is nothing of interest in any of these areas, although it will take considerable time to search them. It takes about one man-hour to search an office, with a maximum limit of three people to search each office. /// Storerooms Although quite full these offices are quite organised. They contain a variety of stolen goods, often boosted from hijacked trucks by the gang or stolen in raids on shops and warehouses in the sector. The gang also keep their provisions here, including their food and water. /// Restrooms These still function, making the place less vile than it would otherwise be. There are even a couple of working showers; although the water is far from clean it does allow the juves to keep some semblance of cleanliness. /// Gang bedrooms Here the various members of the gang crash. The rooms are generally filthy and in disarray, although in a few the occupant has tried to make the place liveable. In these better rooms posters hang from walls, the walls may have been painted and/or the room is clean despite the overall conditions of the area. Some rooms might be occupied if the party has managed to get this far without being detected. If an alarm has been raised the gang will have congregated elsewhere to fight back against intruders. /// Club Den This large, open area is a mess and is where the gang hangs out. The room is full of stolen goods, including a couple of tri-d sets and a shuggy table. The toughest members of the gang will be found here if the alarm is not raised and they will fight to defend their home. There are boxes of stolen goods (most shoplifted from nearby stores) and drug paraphernalia scattered in the room. There is enough evidence of criminality here to lock up the members of the gang for a considerable length of time. Y-Empire Statistics The juves here number between six and a dozen, being led by Neddy ‘The Ned’ Nederson. Modify the numbers of gang members to suit the ability of the Judges. For the regular gang members use Juve Gang Member (see page 230) statistics and for Neddy use the Juve Gang Leader statistics (see page 231).


215 Third Floor The third floor is a series of empty offices. This is a deserted level where both Y-Empire and Ricki Rocco discard their rubbish. There are a couple of booby traps on this level, placed in rooms that the current residents of the building know to avoid. Fourth Floor The fourth floor is the hideout of Ricki Rocco and several of his associates. Ricki has had this floor repaired and it now provides decent living quarters. Ricki, his long-time friend Katricia Bung and four henchmen are on this level. The rooms are fitted out well; Ricki’s room is luxurious. There are plenty of illegal goods stored in various offices and each perp has their own living quarters. The whole level has the benefit of an electric generator providing power. Holograms on the windows show the offices to be deserted and derelict when viewed from outside the building; this floor appears to be empty of anything of value and in a worse condition than most of the others. /// Bedrooms Each of these rooms is too large for the furniture it contains. Each has a sizable bed, a wardrobe, desk, a couple of comfortable chairs and a set of drawers. A large vidscreen will dominate one side of the room. Every piece of furniture in this place has come from truck hijackings or raids on warehouses or shops. Ricki and his associates do not believe in paying for anything they can steal. If the party enters this level without alerting the gangsters then they are likely to find one or more of the group in their bedrooms. Otherwise they will be hanging out in the communal areas most of the time. /// The Bar Ripped out of a bar from one of the now deserted business premises on the ground floor, the bar is in very good shape, Ricki got some contractors he knew to do the work. Behind the bar is a mix of (illegally) imported alcoholic drinks from Oz, Brit-Cit and other megacities. There are crates of the stuff under the bar and the various perps on this floor will help themselves to a drink (or several) whenever they feel the need. /// Weight Room To help fill their time and stay fit Ricki has equipped a weight room for himself and his associates. Various members of the group can be found here at different times during the day. There is also a sauna they use to help relax. Again, all the equipment has been stolen. /// Storage Rooms Ricki has a large amount of contraband in his hideout. This is mostly stored in the spare rooms on his floor, with the items worth a large amount of credits. Should Ricki be captured by the Judges then they will be able to send him to the iso-cubes for possession of stolen goods, at the very least. Some of these items are held for other perps. Ricki might try to pass on information, letting the Judges know who owns what, if he thinks he can get a reduced sentence by doing so. /// Garage Ricki and his gang have a small hover truck with which they bring stolen items to their hideout. It is stored in this area – it could provide an opportunity for one of more of the gang to escape if things go against them. The truck is well maintained but is otherwise not special in any way. The entrance to the garage, like the rest of the area, is concealed using holograms showing the ruined façade of the building. /// Cinema Room Ricki and his associates like to watch the latest movies, but dare not go to the local cinemas in case there is an outstanding warrant for any of them. Fortunately, they got their hands on (stole) the fittings necessary to create a top of the range private cinema room. /// Lounges With ample room and decent furnishings these areas are not used as often as might be expected. The gang prefers to hang out in other communal rooms, only rarely relaxing here. /// Office Ricki has a small office, where he can talk to his men privately on a one-to-one basis or contact the outside world using his encrypted vidphone system. Again, the room is well furnished and everything in the room is stolen. /// Robots A small number of (stolen, obviously) robots are here. These machines helped Ricki turn this derelict level of the building into a very comfortable hideaway. Several of the robots are responsible for maintaining and cleaning the area. There are also a couple of sex robots, which keep the gang entertained… None of the robots are dangerous, they still have their original programming and cannot commit violent acts against a person. They will give whatever aid they can to any Judge who requests it.


216 Ricki Rocco Ricki has had a long, and moderately successful, career of crime behind him. He has spent several years living in his refurbished headquarters, preparing it soon after he was last released from the iso-cubes. He is a more thoughtful criminal than most, carefully weighing the risks and benefits for any crime he thinks about carrying out. His associates appreciate his caution, allowing them to have a decent standard of living without attracting the attention of the law. Ricki and most of his gang have sizeable stashes of credits squirreled away elsewhere for their retirement. Unfortunately for them all the rashness of Whitey will shortly bring an end to their comfortable living as the Judges plan to crackdown on the Empire State Building and the perps hiding out there. Ricki has an escape route through an elevator shaft which leads to the observation deck; if anyone forces their way through his allies he will flee this way, if possible. It is up to the GM to decide if he escapes or any Judge Player Characters prevent him from doing so. The storage rooms include Mickey Head’s stored items. If a party of perps tries to parlay for these goods Ricki will hand them over after calling Mickey on his vidphone. If they try to use force to get them, some of his men attempt to outflank the party – if this fails he may decide to hand over the items to avoid further losses. If citizens approach asking about a lost juve, he will be suspicious, but he is not a total monster. He will state that no juvie has come this way but suggests trying to make their way down to the car parking basement. He would suggest they go there to look for the child. Katricia Bung Katricia has been looking for a way out of the city for a while and hopes her friend Ricki can help her find it. For the moment she is happy to provide muscle for Ricki in return for a fair cut in the proceeds of any crimes. She is now considering paying for an escape using the services of a perp runner she knows. Before leaving she first wishes to track down the mob surgeon who botched the fitting of her implant and pay him back for his mistake. She knows her fate if the Judges catch her so she will fight to the bitter end if escape is impossible; a lifetime in the cubes does not appeal and she hopes this will give her friend time to get away. Ricki Rocco // Medium sentient humanoid (6d6) the man with a plan STR 6 (3d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 18 SOAK 6 (kevlar) VULN none IMMUNITIES none INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 36 CARRY 270lb (max. lift 300lb) ACTIONS 2 REACH 5’ Club 5d6 (3d6+3 blunt damage) Spit pistol 5d6 (3d6 ballistic damage; range 9) Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6), intimidation 3 (2d6), local knowledge 3 (2d6) Gear club, spit pistol, kevlar vest Leadership. Ricki can freely donate his LUC (3d6) dice to allies; he must declare this before dice are rolled. Give Orders. Ricki can spend an action to issue orders. All allies within 30’ can take one immediate bonus action. Stone Cold Stare. Ricki has an intimidating presence and is able to mess with people’s heads. He can make a 5d6 REP mental attack against a target, inflicting the Afraid condition on a success.


217 Basement – Storage and pipes. Immediately beneath the first floor is a basement area which holds various pieces of decrepit machinery. Many of these have been partially dismantled for scrap. There are plenty of pipes (again much has been stripped by looters) in the narrow corridors away from the storage areas. Most of the doors into the various rooms are missing (they can be found piled up in one of the storage rooms). In one of the storage rooms there is a tunnel, created by Ricki Rocco, using a now defunct disintegrator. This leads to the abandoned basement of a store across the road. From here Ricki will hope to escape into the street, beyond any enemies’ reach or Judges’ cordon. In among the storerooms and pipe strewn corridors lives a gigantic, mutated toad which has crawled up here from the Undercity. It survives by eating the huge numbers of rats which infest the place (plus the occasional vagrant). /// The Lair This storage room looks to have partially collapsed into the level below. An awful stench pervades the area, something like the combined odour of swamp water and rotting flesh. A pile of detritus dominates the part of the room away from the collapsed floor. Some bits have slid down among the rubble but there are bones, assorted scraps of cloth and other rubbish. The bones appear to be human and suddenly an immense form comes barrelling out of the pile of refuse… Sub-Basement Car parking The sub basement is a large open area with piles of junk and rubble scattered across the place. A few, mostly stripped, car chassis add to the general feel of desolation. There are several ways to access this level available to a group of player characters. » They can climb down the lift shafts with a Challenging [13] AGI check. » Gain access through the collapsed floor of the giant toad’s lair in the basement level. » Climbing over the barricade that leads to the streets from the car park. For a party of citizens this last method of entry might be completely blocked. This ensures they must explore more of the building to find Ray Fey and not be able to just go down to the car park, deal with the mutants and find him. A small group of mutants can be found on this level and they have made this their home. They descend via a wide crack in the floor into the Undercity from time-to-time to Katricia Bung // Medium sentient humanoid (6d6) Former contract killer hiding from the law STR 6 (3d6) AGI 10 (4d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 24 RANGED DEFENCE 18 MENTAL DEFENCE 12 VITAL DEFENCE 18 SOAK 6 (kevlar) VULN none IMMUNITIES none INITIATIVE 6d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 20’/9’ HEALTH 36 CARRY 270lb (max. lift 300lb) ACTIONS 2 REACH 5’ Knife 6d6 (3d6+3 piercing damage, bleeding) Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), reactions 6 (3d6), stealth 4 (2d6), computers 1 (1d6), tracking 3 (2d6), thievery 1 (1d6) Gear kevlar vest, knife Feint. Katricia gains a +1d6 bonus to a melee attack roll taken in the same turn that she spends an action feinting. Achilles Heel. Katricia is adept at finding her victim’s weak spot. She can bypass SOAK once per foe. Shiv. When Katricia hits a target with her knife, she twists it, automatically causing the Bleeding condition. The Rest of the Gang For Ricki’s underlings use the Mob Henchmen statistics on page 233. None of them are especially competent perps; without Ricki or Katricia to lead them they would quickly flee or surrender.


218 hunt and explore. They more rarely sneak out onto the city bottom over the barricade on the car ramp. There they steal and scavenge what they can as quickly as possible, before they can be spotted and rounded up by the Judges. These mutants keep an eye out for intruders into their level. They have a lookout placed on all the entrances to this level (including the entrance to the Undercity). The guard will fire their weapon at any intruder before ducking behind cover and raising the alarm, allowing the others to hide. The mutants will then call out to the intruders, asking what they want – if they can avoid bloodshed they will. Of course, the Player Characters might not be too pleased if one of them has been injured by the sentry. Ray Fey can also be found in the car park, having been found by the group after he crawled through the barricade leading to the streets and had some rubble collapse on his legs. He is hurt, but not too seriously, and is a little scared by the ‘strange men’ (the mutants). He is kept in one of the makeshift shelters the mutants have put up and will remain there until fetched, being too fearful to leave on his own. The hostility of the mutants to any norms they encounter can vary depending on the GM’s desires. Options include: » Vicious cannibals looking to serve up Ray as their next feast. » Fearful victims of the world only looking to survive. » A gang of raiders scouting out the area before they perform a hit and run attack. They will then grab all they can and then retreat into the Undercity with their loot, and from there to the Cursed Earth. A parlay could be possible if the party treat them fairly; they are likely to flee a superior force if they feel outclassed. /// Upper Floors There are, of course, many more floors in the Empire State Building, but these have been blocked off by Rocco and his crew (with help from the juve gang). Should the GM wish it he can have the players explore onwards and upwards, encountering more desperados hiding out there… /// Beneath the Empire State Building With the entrance to the Undercity beneath the building Judges may wish to investigate further. Other player character groups are unlikely to want to do so. Other than ensuring the area is secure any Judges should not look to travel too far. There may be some dangerous creatures near the entrance; this can be another giant toad, blind crocodiles or troggies, but any threat should not be too hazardous. After ensuring there is no real threat from beneath the area the Judges should secure the entrance to the Undercity and call in support to seal it. The civilian construction crew will arrive an hour later and seal the hole with rockcrete. Sealing such entrances to the Undercity is a priority in order to prevent any dangerous creatures from entering the city that way. /// Further Adventures Judge Player Characters may have several loose ends to tie up. Ricki Rocco might have escaped and they now need to track him down. Ronnie Blacktooth was never found; perhaps there will be a clue to his location in Ricki’s office. The dead body in the abandoned shop’s office might require the party to track down who he was and then try and find his killers. Also, they may wish to help other Judges with the clearance of the Empire State Building; there are a lot of levels still unexplored. For perps they may have a new patron in the form of Mikey ‘Cheese’ Head. By recovering his property, they will have earned a little gratitude from the mob boss and he might ask Mr. Friendly to give them another task. Of course, becoming friends with Mikey might mean rival gangsters or the Judges might start to look more closely at the Player Characters. If citizens manage to rescue Ray Fey they will become heroes to his family, friends and neighbours. Old Mrs. Glokovic might approach them as a party is thrown in their honour. She asks them to find little Mitzie, her little robopoodle, who ran away last week because those nasty juves scared her so much… The Mutants For the mutants use the Mutant statistics on page 239.


219 The Toad in the Hole // Enormous non-sentient amphibian (7d6) Horrid monstrosity from beneath the city STR 21 (6d6) AGI 6 (3d6) END 21 (6d6) INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6) CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6) MELEE DEFENCE 24 RANGED DEFENCE 10 MENTAL DEFENCE 14 VITAL DEFENCE 32 SOAK 14 VULN 2d6 (heat) IMMUNITIES none INITIATIVE 1d6 PERCEPTION 3d6; darksight SPEED 4 SWIM +4 CLIMB 2 JUMP 12’/12’ HEALTH 105 CARRY 420lb (max. lift 1050lb) ACTIONS 2 REACH 10’ Bite 7d6 (4d6+6 piercing damage) Tongue 6d6 (1d6 blunt damage; range 7) Skills combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6) Gear none Sluggish. Unlike most creatures of its size, the cold-blooded toad only gets two actions and only rolls 1d6 for INITIATIVE. Monstrous Leap. The toad leaps into the air a height of 35 feet, making an attack against one foe it can reach while doing so. Quake. The toad slams a tail on the ground, shaking the area within 4 squares. The creature makes a 5d6 attack against everybody within the area, knocking targets prone and doing 1d6 damage to them. Come Here! The toad shoots out its sticky tongue to grab a victim within 35’ (7 squares). A medium-sized or smaller target struck with the tongue is pulled adjacent to the toad.


220


221


CH/10: fOES 222 CREATING A MONSTER OR NPC When creating notable enemies for your PCs you can create opponents using the character generation process earlier in this book. For generic NPCs use the simplified creature design process presented here; several pre-generated NPCs created using this method can be found later in this chapter.. This creature design process allows you to easily create a monster, creature or generic NPC type. You can create anything from alien monstrosities to reusable NPC stat blocks such as “Citi-Def Soldier” or “Psionic Interrogator”. Monsters and generic NPCs tend to be a bit more arbitrary than Player Characters. Of course, a monster can have whatever statistics you need - if you need your 3-foot alien furry bear to have STR 20 or 200 HEALTH for some reason, you can just assign those values. The following is just a set of guidelines to help your design process; feel free to ignore any of them. This method is the reverse method to creating a character, because you are starting at your desired result and working backwards - you will know in advance that you want an 8d6 “brute” style robot, and this informs the rest of the creature’s statistics. Once you have decided on your creature concept, following these steps. /// Max dice pool (MDP) Choose your monster’s Maximum Dice Pool. This will decide man y of the following statistics. You should start with an idea of how powerful you want your monster to be. For comparison, a starting character is 5d6, and a fire dragon is 15d6. PCs tend to be a little more optimised than monsters, so monster scores are slightly higher. Generally, a monster with +1 MDP over a PC is a challenging match which the PC should win. +2 MDP means the PC will probably lose one-on-one, and with +3 MDP the PC is almost certain to be defeated. Throughout this section, the term “MDP” means “Maximum Dice Pool”. Throughout this section, when you halve, quarter, or otherwise divide the MDP to derive a value, always round up. /// Role, Size, & Type Choose a “role”, a size category, and a type for your monster. The role is just a broad descriptive tag which is not used in-game but can be useful when designing. Choose from: » Artillery. A creature which does area damage from a distance, such as a grenadier or a ranged heavy robot. » Brute. A creature focuses on raw melee power, smashing its foes to the ground, such as a great ferocious beast or a mighty robot. » Expert. A creature whose focus is not combat, such as a medic, engineer, or pilot. » Ninja. A fast, mobile melee creature, able to attack quickly and accurately and dance around its opponents. » Skirmisher. A fast, mobile, ranged creature, weak in melee, but able to keep its distance and pick off its targets from afar. Many gun-toting bandits are skirmishers. » Support. A creature which heals or buffs other creatures, or alters the battlefield; this could be a specialist support robot, or an adept commander. » Trickster. A frustrating opponent such as a teleporter, or psychic foe, able to inflict a range of conditions. These names do not really mean anything. They are descriptive tools during the design process, but you will never need them again once the creature is finished. The creature’s size uses the same scale as player characters, and includes tiny (mouse-sized), small (dog-sized), medium (human-sized), large (tiger-sized), enormous (elephant-sized), gigantic (whale-sized), colossal (kaiju-sized), and titanic (skyscraper-sized).


223 You also need to know the creature’s type. This is an openended list which includes, but is not limited to, the following creature types: aquatic, avian, beast, changeling, crystalline, insectoid, humanoid, gaseous, mechanoid, plant, projection and reptile. A creature can have more than one type, of course - it might be an avian mechanoid or a crystalline plant. The type will help determine some of the creature’s exploits, which you will list at the end of this process. It is important to note that this is just an “introductory” list of creature types; you can no doubt imagine more exotic things like oozes and electricity monsters, and many more. Using these details, note the monster’s descriptor, which is formed as follows: [size] [sentience] [types] (dice pool) For example: Large semi-sentient mechanoid beast (7d6) /// Attributes A creature’s attributes depends on the monster’s role, which you chose in the previous step. Only give the creature a PSI score if you want it to have psionics. A creature’s REP score will help determine how much the player characters (and others) know about it. The creature’s mental statistics assume that the creature is sentient, but non-sentient, semi-sentient, and super-sentient creatures may radically alter these values in the next step. /// Sentience Also consider the creature’s sentience. Sentience typically comes in the following categories and can alter the creature’s mental statistics in the following ways. Non-sentient. Non-sentient does not necessarily mean non-intelligent. Non-sentient creatures are immune to mental attacks. Semi-sentient. These are dogs, wolves, bears, and other animal-level intelligent creatures. Semi-sentient creatures have 1-2 (1d6) LOG (carnivores are usually more intelligent than herbivores) and may often have INT attributes as high as their AGI attributes. INT represents senses, perception, and animal cunning. Note that creatures known for specific senses (such as owls) can also have extremely high skill ranks in those specific abilities. CHA tends to be 1 (for ugly critters) or 2 (for attractive critters). WIL will tend to be around average (4) unless there is a compelling reason to do otherwise. Role STR AGI END INT LOG WIL CHA LUC REP PSI Artillery MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.6 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.2 MDP x 0.5 MDP x 0.5 Brute MDP x 0.6 MDP x 0.3 MDP x 0.6 MDP x 0.3 MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.2 MDP x 0.5 MDP x 0.3 Expert MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.5 MDP x 0.6 MDP x 0.5 MDP x 0.5 MDP x 0.3 MDP x 0.5 MDP x 0.6 Ninja MDP x 0.5 MDP x 0.6 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.2 MDP x 0.5 MDP x 0.4 Skirmisher MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.6 MDP x 0.5 MDP x 0.3 MDP x 0.5 MDP x 0.2 MDP x 0.5 MDP x 0.4 Support MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.6 MDP x 0.5 MDP x 0.6 Trickster MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.6 MDP x 0.6 MDP x 0.5 MDP x 0.6 MDP x 0.3 MDP x 0.5 MDP x 0.8


224 Sentient. This includes most living sentient creatures with LOG attributes of 2 or more. Sentient creatures should be assigned mental attributes normally. Super-sentient. Generally, with LOG and INT attributes of 20 or more, these creatures are supra-geniuses far beyond even the greatest of humans. Super-sentient creatures automatically have the power of truesight, which enables them to see through illusions, invisibility, and disguises. They can also see in the dark, and through obscuring effects like smoke, although not through cover. Additionally, super-sentient creatures can automatically speak and understand any language. /// Defences You now need to determine the creature’s four DEFENCEs. Each DEFENCE is high, medium, or low, and is based on the monster’s MDP. The lowest value a DEFENCE can be is 10. Role MELEE RANGED MENTAL VITAL Artillery low MDP x 2 high MDP x 4 Medium MDP x 3 low MDP x 2 Brute high MDP x 4 low MDP x 2 low MDP x 2 high MDP x 4 Expert low MDP x 2 medium MDP x 3 high MDP x 4 low MDP x 2 Ninja high MDP x 4 medium MDP x 3 low MDP x 2 medium MDP x 3 Skirmisher low MDP x 2 high MDP x 4 medium MDP x 3 medium MDP x 3 Support medium MDP x 3 medium MDP x 3 high MDP x 4 medium MDP x 3 Trickster low MDP x 2 medium MDP x 3 high MDP x 4 low MDP x 2 If your monster does not fit neatly into these categories, that is fine (a dragon is a brute with some artillery traits, for example). Just pick the closest match and tweak it, or use entries from different roles. Remember, these are guidelines, not rules. You then need to adjust for SIZE (see the table below). While size can affect physical attributes, it does not necessarily correlate to them - a tiny, tiny tardigrade might have an END score many times higher than a human. STR, however, is an attribute you might consider capping by size; you do not have to (after all, there is nothing wrong with a tiny super-strong robot!) but a suggested cap is presented in the table below. /// SOAK Most creatures have a SOAK value. When you assign SOAK, you will not necessarily know where that SOAK comes from - it may be from armour they are wearing, or from a tough hide, or thick fur, or a hard shell. You will have a total amount of SOAK appropriate to the creature; you can describe it however you wish. Like before, you will be choosing from high, medium, and low SOAK. /// HEALTH HEALTH is an important value. As always, we choose from high, medium and low scores, and then we adjust for size. These values can be found in the same table as the SOAK table, opposite. Size affects HEALTH as follows: enormous x1.5, gigantic x2, colossal x3 and titanic x5. Monsters tend to have higher HEALTH than PCs. This abstracts the fact that they do not have all the resources available that PCs have to heal and recover. /// Initiative, Perception, & Speed Using the same method, determine your monster’s INITIATIVE, PERCEPTION, and SPEED scores. You will need to assign movement modes at this time. The listed SPEED is for the creature’s primary movement mode. For additional modes, it moves at half SPEED. STATISTIC Tiny Small Medium Large Enormous Gigantic Colossal Titanic MELEE DEFENCE +4 +2 - -2 -4 -8 -16 -16 RANGED DEFENCE +4 +2 - -4 -8 -16 -32 -32 VITAL DEFENCE -2 -2 - +2 +4 +6 +8 +16 ACTIONS 2 2 2 2 3 4 5 6 HEALTH x1 x1 x1 x1 x1.5 x2 x3 x5 REACH 5’ 5’ 5’ 5’ 10’ 15’ 20’ 40’ STR Cap 1 (1d6) 3 (2d6) 10 (4d6) 15 (5d6) 21 (6d6) 45 (9d6) 78 (12d6) 120+ (15d6+)


225 If a creature has a natural movement mode, it is denoted in the stat block with a “+” symbol (e.g. CLIMB+ 8); this means that it does not need to make any attribute checks to move in this manner, and it uses the speed listed for the primary movement mode. If the creature can fly, you should note whether or not it can hover by putting the word “hover” in parenthesis after its FLY speed; if it cannot hover, it must move at least half its FLY speed each round to stay aloft. Role INITIATIVE PERCEPTION SPEED Artillery medium MDP x 0.75 high MDP x 1 slow MDP x 0.5 Brute low MDP x 0.5 low MDP x 0.5 slow MDP x 0.5 Expert low MDP x 0.5 medium MDP x 0.75 medium MDP x 1 Ninja high MDP x 1 medium MDP x 0.75 fast MDP x 1.5 Skirmisher medium MDP x 0.75 high MDP x 1 fast MDP x 1.5 Support medium MDP x 0.75 medium MDP x 0.75 medium MDP x 1 Trickster high MDP x 1 high MDP x 1 fast MDP x 1.5 /// Attacks You will need to determine the creature’s melee and ranged attack pools, plus an optional mental attack pool and psionic attack pool. Only include the latter two if they are relevant; the psionic attack pool, if it exists, is the same as the most thematically similar existing attack pool - most likely ranged (for something like a lightning bolt) or mental (for something like a psionic blast). Most creatures will only use their primary attack pool, but if a PC charges a ranged attacker, it might be forced to resort to its weaker attack mode. The attack values in particular can be tweaked. If you want your brute to have a high ranged attack, go right ahead and assign it. You might consider giving some creatures with a high single attack a secondary medium area attack. A dragon’s breath weapon would be a good example of this. Damage. Damage tracks with the attack pool and is 50% of the attack pool. For example, an attack pool of 8d6 means 4d6 damage, while 7d6 would become 3d6+3. You will need to assign the damage type manually. Range. A ranged attack has a range in 5’ squares of MDP x 1.5, unless the creature is a skirmisher or artillery, in which case the range is MDP x 2. Role MELEE RANGED MENTAL Artillery low MDP x 0.5 high MDP x 1 low MDP x 0.5 Brute high MDP x 1 medium MDP x 0.75 low MDP x 0.5 Expert low MDP x 0.5 low MDP x 0.5 medium MDP x 0.75 Ninja high MDP x 1 low MDP x 0.5 low MDP x 0.5 Skirmisher low MDP x 0.5 high MDP x 1 low MDP x 0.5 Support medium MDP x 0.75 medium MDP x 0.75 medium MDP x 0.75 Trickster low MDP x 0.5 medium MDP x 0.75 high MDP x 1 Role SOAK HEALTH Artillery low MDP x 0.5 low MDP x 3 Brute high MDP x 2 high MDP x 10 Expert low MDP x 0.5 low MDP x 3 Ninja medium MDP x 1 medium MDP x 6 Skirmisher low MDP x 0.5 low MDP x 3 Support medium MDP x 1 medium MDP x 6 Trickster low MDP x 0.5 low MDP x 3


226 /// Exploits You now need to give the creature exploits. This is by far the most arbitrary part of the process. You should be inventive with its exploits - each creature should feel different. There is a whole smorgasbord of area attacks, grabs, throws, mental attacks, psionic abilities, and more. Below is a small selection to get you started, but this is just the tip of the iceberg – it is really important to note that this section is limited only by your imagination. Feel free to allow creatures to use exploits from other categories; these are listed thematically for convenience. Creatures and NPCs should also have access to regular exploits, and all have the ability to Aim or Feint. Artillery Burst. This attack does burst damage (in a Burst equal to half MDP, so artillery with MDP 8 does a Burst 4). The attack attacks all creatures within the burst area (make only one attack roll and only one damage roll and apply it to all targets in the area). A psyker unleashes a psionic blast or a Citi-Def soldier fires a grenade launcher. Cone. Alternatively, the artillery could unleash a half MDP cone such as a breath weapon or flamethrower. Brute Stop Right There! Enemies which try to move past the brute (move within reach) are subject to a free action attack, which stops their movement if successful. Charge. The brute moves its SPEED and makes an attack with one action. Burst. The brute uses an action to attack all adjacent targets. On a hit they are pushed back 10’. Cone. Alternatively, this could be a cone such as a tail swipe. Grab. This attack inflicts the Restrained condition on a creature and requires a melee attack to escape. The brute’s natural damage is automatically inflicted at the start of the grabbed creature’s turns. Hurl. Throw a creature three squares plus one square per size difference and do natural damage; this attack inflicts Downed condition. Roar. This burst attack with a Burst equal to the brute’s MDP does a mental attack which inflicts the Afraid condition. Trample. The brute can move through a smaller creature’s square, getting a free melee attack which knocks the target aside and prone for the attacker’s natural damage. If the attack misses, the brute must stop its movement. Monstrous Leap. The brute leaps into the air a height of 5’ per MDP, making an attack against one foe it can reach while doing so. Quake. The brute slams a foot, fist or tail on the ground, shaking the area within its aura. The brute makes an attack against everybody within the area, knocking targets prone and doing 1d6 damage. Monumental. The brute has double SOAK against ranged weapons. Living Shield. The brute picks up another creature smaller than itself and uses it as a shield. The target can escape the grab as normal. Until then, the brute gains the protection of a shield of the same size category (e.g. a medium sized creature is a medium shield). Additionally, attacks which miss but would have hit had the shield not been in place hit the grabbed creature instead. Come Here! A target struck with a weapon or tentacle with a range equal to half its regular ranged attack range is pulled adjacent to the brute. The target cannot be larger than the brute. Expert Skill Dice. The expert’s primary skill dice pool is its MDP. It could be piloting, medicine, engineering, heraldry, or any other area of expertise. Analyse. For one round the expert can remove one enemy’s SOAK. This only works on a given target once. Healing. The expert can heal allies with an action equal to their damage roll. Each can only benefit once. Ninja Third Attack. If the ninja makes two melee attacks, it gets a third attack for free. Achilles Heel. The ninja can bypass SOAK once per foe. Dart In. The ninja moves its SPEED, attacks, then moves its SPEED back again. Stealthy. The ninja can make MDP stealth checks to remain effectively invisible. Teleport. The ninja can move a double move as one action. A psionic ninja teleports, special forces use transporter tech, a superfast race zooms to a new location, or an alien simply makes a giant leap. Poison. This attack inflicts the Poisoned or Sick conditions. Skirmisher Perfect Aim. The skirmisher gets +2d6 from aiming instead of +1d6. Mobile Attack. The skirmisher moves two moves and make a single ranged attack at any point. Dive For Cover. On a missed attack, the skirmisher may use a reaction to move its SPEED and either get prone or behind cover.


227 Backpedal. When someone attempts a melee attack, the skirmisher uses a reaction to step back 10’ and take a shot. Panicked Unload. The skirmisher fires two shots at a target and if both hit, it gains a third shot. Support Healing. The support NPC can heal allies with an action an amount of HEALTH equal to their damage roll. Each ally can only benefit once. Leadership. The support has a dice pool equal to its MDP to donate to its allies; it must declare this before any dice are rolled. Designate Target. The support chooses one target. That target may not benefit from cover until another target is selected. A spotlight illuminates the target, or a commander uses a tactical battlefield targeting drone. Battlefield Control. The support can create difficult terrain or darkness in a burst area radius equal to its MDP. An ice cannon creates an icy patch, or an engineer throws caltrops. Summon. The support can summon, create, or activate 1d6 mooks. An engineer activates some security droids, or a commander summons some ninjas. Trickster Teleport. The trickster can move a double move as one action, bypassing any obstacles. Deceive. An illusion of self-disguises the trickster’s true location. Controller. A mental attack makes the target Charmed. Taunt. A mental attack makes the target Angry. General/Unusual Aura. An aura equal to half the creature’s MDP does low damage or inflicts a condition. Berserker. The creature gains +1d6 damage when below half HEALTH; it cannot stop attacking until all foes are dead. Called Shot. The creature has a weakness which can be exploited via a Called Shot (-2d6 to hit). This might inflict a condition, or even kill it outright. Disease. The creature inflicts a disease on a critical hit. Poison. The creature inflicts the Poisoned condition on a hit. Regeneration. The creature automatically heals a quarter MDP HEALTH at the start of each turn. Remember, this is just a small selection of ideas. You should try to vary your creatures as much as possible and design your own exploits. /// Creature Type The creature’s type(s) also grant it some exploits or other adjustments. Apply these now. Aquatic. The creature gains a SWIM speed equal to its regular SPEED. It can breathe underwater. Swimming is a natural movement mode for aquatic creatures. Avian. The creature gains a FLY speed equal to its regular SPEED. Flying is a natural movement mode for avians. Beast. These are normal animals such as dogs, bears, and dinosaurs. Changeling. A rare creature type, changelings can alter their shape and appearance. The exact details of this varies. They are typically immune to critical hits and conditions. Crystalline. Crystalline creatures are resistant to heat damage (SOAK 5 heat), but vulnerable (1d6) to sonic damage due to their brittle nature. They are immune to the Bleeding condition. Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally. 75%? Some of the above tables ask you to use 75% of MDP. The following table calculates this for you. Dice Pool 75% is… 4d6 3d6 5d6 3d6 6d6 4d6 7d6 5d6 8d6 6d6 9d6 6d6 10d6 7d6 11d6 8d6 12d6 9d6 13d6 9d6 14d6 10d6 15d6 11d6 16d6 12d6 17d6 12d6 18d6 13d6 19d6 14d6 20d6 15d6


228 Humanoid. Humanoids gain no special advantages. They are bipedal, mammalian creatures. Gaseous. Gaseous creatures are immune to non-energy based physical attacks and have SOAK 10 to energy-based attacks. Mechanoid. Mechanoids are immune to mental attacks, are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage. They are usually immune to the Sick and Fatigued conditions. Plant. Plant creatures vulnerable (1d6) to fire but have an additional 5 SOAK. Plants usually cannot wear armour. They are usually immune to the Sick and Fatigued conditions. They ignore natural difficult terrain unless it is fire or heat-based. Projection. Projections are incorporeal entities, including psychic entities and holograms. Projections are incorporeal. This makes them immune to physical weapons unless they do psionic damage (in the case of a psychic entity) or ion damage (in the case of a hologram); they can pass through physical barriers. A projection will usually do psionic or electricity damage, if it does any damage. Projections cannot usually be killed; reducing them to 0 HEALTH simply disperses them for a while. Projections can freely fly, although many do not. Projections have superior darksight and lifesense to a distance of 5’ per point of INT. Projections are usually immune to any physical conditions. Reptile. Reptiles are cold-blooded and are vulnerable (1d6) to cold damage. They usually have scales granting +5 natural SOAK. Swarm. A swarm is a collection of thousands of tiny creatures which attack en masse. A swarm is immune to all attacks except for area attacks. When it attacks, it simply moves into the target’s square. Any creature which starts its turn in or enters the swarm’s square suffers melee damage automatically and may suffer the Blind condition. Swarms can move through gaps of any size. /// Skills You will also need the monster’s skills. While most of the time you will just be using its derived statistics, occasionally you may need something more specific. To determine these, you will need to “reverse engineer” them from its derived statistics. In particular, the following skills should be calculated: combat skill* - the monster equivalent of unarmed combat is simply called combat. perception - this may be named after the creature’s special senses, such as scent, hearing, etc., or it may just be called perception. movement skill* - this may be running or some similar skill. tactics or reactions - the monster should have one of these two skills. social skill(s)* - this optional skill, especially for tricksters and supporters, might include bluffing, intimidation, persuasion, and so on. stealth - most creatures will have this at some level, even if it is very low.


229 psionic skill(s)* - assign these if relevant, but most psionic powers will be in the form of easy-to-use exploits. carrying - four-legged herbivores, and similar creatures, often have a dice pool in carrying equal to half their Maximum Dice Pool. defensive skills - you do not have to reverse engineer these, but you can if you wish. You may need one for each DEFENCE. You already know the monster’s attributes from earlier in the design process, and you know what the derived dice pool is, so the related skill is simply the difference between the two. For example, if you know that the creature has 8d6 INITIATIVE and that it has 5d6 INTUITION, you automatically know that it must have 3d6 to the tactics or reactions skill. The same applies to attack dice pools, PERCEPTION, and so on. You should also manually assign any relevant skills. Remember that creatures can be naturally much better than humans at certain things, especially when it comes to senses, movement and fighting. Do not be afraid to give them 10 or more ranks in something. If in doubt, compare them to an exceptional human (a professional athlete, for example), who would have 10 ranks or so. If the creature would be better than a trained athlete at a skill, then give it 10 or more ranks. If in doubt, just give a creature a skill dice pool of half its Maximum Dice Pool. /// Finishing Up Finally, you will need to finish up with the minor (or not so minor!) details. You should feel free to tweak any values on the stat block - if your NPC is from a race of speedsters who only move at light speed, go ahead and give it a SPEED of 100, or whatever you feel is appropriate. If your creature is reflective and immune to heat weapons, go ahead and add that immunity. Remember, as the GM, the monster is exactly what you need it to be. Combined Creature Statistics Table Statistic Artillery Brute Expert Ninja Skirmisher Support Trickster MELEE DEFENCE low MDP x 2 high MDP x 4 low MDP x 2 high MDP x 4 low MDP x 2 medium MDP x 3 v low MDP x 2 RANGED DEFENCE high MDP x 4 low MDP x 2 medium MDP x 3 medium MDP x 3 high MDP x 4 medium MDP x 3 medium MDP x 3 MENTAL DEFENCE Medium MDP x 3 low MDP x 2 high MDP x 4 low MDP x 2 high MDP x 4 high MDP x 4 high MDP x 4 VITAL DEFENCE low MDP x 2 high MDP x 4 low MDP x 2 low MDP x 2 medium MDP x 3 medium MDP x 3 v low MDP x 2 SOAK low MDP x 0.5 high MDP x 2 low MDP x 0.5 medium MDP x 1 low MDP x 0.5 medium MDP x 1 low MDP x 0.5 HEALTH low MDP x 3 high MDP x 10 low MDP x 3 medium MDP x 6 low MDP x 3 medium MDP x 6 low MDP x 3 INITIATIVE medium MDP x 0.75 low MDP x 0.5 low MDP x 0.5 high MDP x 1 medium MDP x 0.75 medium MDP x 0.75 high MDP x 1 PERCEPTION high MDP x 1 low MDP x 0.5 medium MDP x 0.75 medium MDP x 0.75 high MDP x 1 medium MDP x 0.75 high MDP x 1 SPEED slow MDP x 0.5 slow MDP x 0.5 medium MDP x 1 fast MDP x 1.5 fast MDP x 1.5 medium MDP x 1 fast MDP x 1.5 MELEE ATTACK low MDP x 0.5 high MDP x 1 low MDP x 0.5 high MDP x 1 low MDP x 0.5 medium MDP x 0.75 low MDP x 0.5 RANGED ATTACK high MDP x 1 medium MDP x 0.75 low MDP x 0.5 low MDP x 0.5 high MDP x 1 medium MDP x 0.75 medium MDP x 0.75 MENTAL ATTACK low MDP x 0.5 low MDP x 0.5 medium MDP x 0.75 low MDP x 0.5 low MDP x 0.5 medium MDP x 0.75 high MDP x 1


230 All the People BLASTER TURRET // Small non-sentient mechanoid (5d6) Stationary gun emplacements. STR 3 (2d6) AGI- END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 12 MENTAL DEFENCE 15 VITAL DEFENCE 13 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 4d6 PERCEPTION 5d6 SPEED - CLIMB JUMP - HEALTH 15 CARRY - REACH - ACTIONS 2 Blaster 5d6 (3d6 damage; range 12) Skills combat 1 (1d6), perception 3 (2d6), reactions 1 (1d6) NPCs by Type The NPCs in this chapter are listed alphabetically to help quickly look up the stats. However, you can also use this index to look up an NPC by type for when you need some quick inspiration. Perps BLITZ AGENT (HITMAN) ..........................................................231 DRIVER ........................................................................................232 ELITE BLITZ AGENT...............................................................234 HEISTER......................................................................................235 JUVE GANG MEMBER ............................................................236 JUVE GANG LEADER.............................................................237 MOB CAPO..................................................................................238 MOB ENFORCER.......................................................................238 MOB HENCHMAN......................................................................239 MUTANT RAIDER.......................................................................240 PETTY CRIMINAL.......................................................................241 ROGUE PSYKER ........................................................................241 SKYSURFER...............................................................................244 SOV SPY.....................................................................................245 TAP ...............................................................................................245 Citizens CITIZEN........................................................................................231 ELDSTER ....................................................................................233 VAGRANT ....................................................................................247 WORKER.....................................................................................247 Judges CITY-DEF....................................................................................232 DESK JUDGE............................................................................232 EXPERIENCED JUDGE...........................................................234 MED JUDGE...............................................................................237 SENIOR JUDGE ........................................................................242 STREET JUDGE........................................................................243 TEK JUDGE ...............................................................................246 Other BLASTER TURRET ...................................................................230 HEAVY GUNNER.......................................................................235 INDUSTRIAL ROBOT.................................................................236


231 BLITZ AGENT (HITMAN) // Medium Sentient Humanoid (7d6) Vicious sociopaths who kill to order. STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) INT 15 (5d6) LOG 10 (4d6) WIL 6 (3d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6) MELEE DEFENCE 14 RANGED DEFENCE 28 MENTAL DEFENCE 21 VITAL DEFENCE 21 SOAK 4 VULN none IMMUNE none INITIATIVE 6d6 PERCEPTION 7d6 SPEED 7 CLIMB 4 JUMP 20’/6’ HEALTH 21 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Knife 4d6 (2d6+3 piercing damage) Las cannon 7d6 (4d6 heat damage; range 17; burst 1) SKILLS combat 1 (1d6), movement 10 (4d6), perception 3 (2d6), stealth 3 (2d6), tactics 1 (1d6), tracking 1 (1d6) GEAR knife, las cannon, kevlar coat Achilles Heel. The Blitz Agent can completely bypass his enemy’s SOAK, although he can do this only once per foe. Killing Blow. Any attack a Blitz Agent makes during the ambush turn gets a +2d6 bonus to hit. Perfect Aim. The Blitz Agent gets +2d6 from aiming instead of +1d6. CITIZEN // Medium sentient humanoid (4d6) An alternative term for collateral damage. STR 4 (2d6) AGI 4 (2d6) END 3 (2d6) INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6) MELEE DEFENCE 12 RANGED DEFENCE 12 MENTAL DEFENCE 16 VITAL DEFENCE 10 SOAK 2 VULN none IMMUNE none INITIATIVE 2d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 6’/3’ HEALTH 12 REACH 5’ ACTIONS 2 Club 2d6 (1d6+2 blunt or slashing damage) Pistol 3d6 (1d6 ballistic damage; range 6) SKILLS bureaucracy 3 (2d6), carrying 1 (1d6), combat 1 (1d6), computers 1 (1d6), cooking 1 (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6) GEAR club, pistol Mob Attack. Though weak on their own, civilians work together well in a mob. Any civilians adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each civilian beyond the first. When 4 or more civilians are adjacent to the victim, the victim gains the Fatigued condition at the start of their turn.


232 CITI-DEF // Medium sentient humanoid (6d6) Block security and minor law enforcement. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 24 MENTAL DEFENCE 18 VITAL DEFENCE 18 SOAK 4 VULN none IMMUNE none INITIATIVE 5d6 PERCEPTION 6d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 18 CARRY 270lb (max lift 300lb) REACH 5’ ACTIONS 2 Stun baton 5d6 (2d6+3 blunt/electricity damage) Pistol 6d6 (3d6 ballistic damage; range 14) SKILLS clubs 3 (2d6), computers 1 (1d6), dodging 3 (2d6), hardy 3 (2d6), light armour 1 (1d6), perception 3 (2d6), pistols 1 (1d6), running 3 (2d6), tactics 1 (1d6), thievery 1 (1d6) GEAR pistol, kevlar vest, stun baton, hand scanner Dive For Cover. If a ranged attack misses a Citi-Def, he may immediately move half his speed as a free action and either throw himself prone or get behind cover if it is in range. DESK JUDGE // Medium sentient humanoid (6d6) not glorious, but even Judges need bureaucrats. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 4d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Brawling 3d6 (2d6+2 blunt damage) Lawgiver 3d6 (2d6 ballistic damage; range 8; sidearm) SKILLS accounting 3 (2d6), bluffing 3 (2d6), bribery 6(3d6), bureaucracy 3 (2d6), computers 3 (2d6), law 6 (3d6), negotiating 6 (3d6), perception 1 (1d6), politics 3 (3d6) GEAR lawgiver, uniform Charm Offensive. The Desk Judge can use his charisma and negotiating skills to render a target who can hear him Charmed with a 5d6 mental attack. DRIVER // Medium Sentient Humanoid (5d6) Perps who feel the need, the need for speed. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 4d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Brawling 3d6 (2d6+2 blunt damage) Pistol 3d6 (2d6 ballistic damage; range 8; sidearm) SKILLS combat 1 (1d6), driving 3 (2d6), perception 1 (1d6) GEAR pistol Getaway Driver. The Driver increases the SPEED of any vehicle they are driving by +2. Road Warrior. When in their vehicle a Driver fights better. They gain a +1d6 bonus to attacks when in their vehicle.


233 ELDSTER // Medium sentient humanoid (5d6) Back in my day you would never… what was it you were doing, again? STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 0 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 5d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Walking stick 3d6 (1d6+2 blunt damage) SKILLS bureaucracy 1 (1d6), carousing 1 (1d6), checkers 1 (1d6), computers 1 (1d6), concentration 1 (1d6), history 1 (1d6), local knowledge 2 (1d6), perception 1 (1d6), popular music trivia (at least 30 years out of date) 2 (1d6) GEAR walking stick, wrinkle cream Sage Advice. The Eldster can offer advice to another creature. If the creature can understand the Eldster, it gains +1d6 to an action defined by the Eldster taken on its next turn.


234 ELITE BLITZ AGENT // Medium sentient humanoid (10d6) Exceptional knife-wielding assassins, masters of the quick kill. STR 15 (5d6) AGI 21 (6d6) END 15 (5d6) INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6) CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6) MELEE DEFENCE 40 RANGED DEFENCE 30 MENTAL DEFENCE 20 VITAL DEFENCE 30 SOAK 10 VULN none IMMUNE none INITIATIVE 10d6 PERCEPTION 8d6 SPEED 10 CLIMB 5 JUMP 42’/15’ HEALTH 60 CARRY 300lb (max lift 750lb) REACH 5’ ACTIONS 2 Knife 10d6 (5d6+5 slashing damage; poison) Pistol 10d6 (3d6+5 ballistic damage) SKILLS climbing 6 (3d6), combat 15 (5d6), hardy 15 (5d6), perception 6 (3d6), running 6 (3d6), stealth 10 (4d6), tactics 6 (3d6) GEAR knife, leather armour, pistol Achilles Heel. Identifying a weakness in his target, the Elite Blitz Agent bypasses its SOAK score. This exploit can only be performed once per target. Poison. The Elite Blitz Agent’s knife delivers a poison which causes the Sick condition on a hit. Surprise Attack. If he successfully hits a target before it becomes aware of him, the Elite Blitz Agent does double damage. EXPERIENCED JUDGE // Medium Sentient Humanoid (7d6) Tough veterans of the street. STR 15 (5d6) AGI 6 (3d6) END 10 (4d6) INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6) CHA 6 (3d6) LUC 3 (2d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 21 VITAL DEFENCE 21 SOAK 10 VULN none IMMUNE none INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 11’/11’ HEALTH 49 CARRY 250lb (max lift 750lb) REACH 5’ ACTIONS 2 Daystick 6d6 (3d6+5 blunt damage) Lawgiver 6d6 (3d6 ballistic damage; range 11; sidearm) SKILLS interrogation 3 (2d6), intimidation 3 (2d6), law 6 (3d6), perception 3 (2d6), pistols 6 (3d6), riding 6 (3d6), tactics 3 (2d6) GEAR lawgiver, uniform, boot knife, daystick, handcuffs Backup. In an urban environment, an Experienced Judge can call 1d6 Street Judges as backup. They arrive in five minutes. Dive For Cover. When missed with a ranged attack, an Experienced Judge can use a reaction to move SPEED 5 and either get prone or behind cover. Freeze, Perp! The Experienced Judge can make a 6d6 REP mental attack to inflict the Restrained condition on a target within 30’. Hi-Ex. The Experienced Judge can switch to hi-explosive rounds and make a Lawgiver attack in a Burst 1 area from the target point. Perfect Aim. Experienced Judges get +2d6 from aiming instead of +1d6.


235 HEAVY GUNNER // Medium sentient humanoid (6d6) Aggressive wielders of powerful weaponry. STR 10 (4d6) AGI 3 (2d6) END 10 (4d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 24 RANGED DEFENCE 12 MENTAL DEFENCE 12 VITAL DEFENCE 24 SOAK 12 (riot armour) VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 6’/6’ HEALTH 60 CARRY 200lb (max lift 500lb) REACH 5’ ACTIONS 2 Brawling 5d6 (3d6 blunt damage) Minigun 6d6 (3d6+4 ballistic damage; range 9; spray, auto, heavy) Grenade launcher 5d6 (3d6 heat damage; range 10; burst 2) SKILLS combat 3 (2d6), hardy 36 (8d6), heavy weapons 6 (3d6), perception 1 (1d6), reactions 1 (1d6) GEAR minigun, grenade launcher, riot armour Rocket Man. Against vehicles, and other inanimate objects, a Heavy Gunner does double damage. Spray. The Heavy Gunner can use his mini-gun to blanket a 30’ cone in a hail of bullets, attacking all targets within that area. HEISTER // Medium Sentient Humanoid (6d6) Violent armed thieves. Dangerous and ruthless. STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 24 RANGED DEFENCE 18 MENTAL DEFENCE 12 VITAL DEFENCE 18 SOAK 6 VULN none IMMUNE none INITIATIVE 6d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 20’/6’ HEALTH 36 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Knife 6d6 (3d6+3 piercing damage) Spit gun 3d6 (2d6 ballistic damage; range 9) SKILLS combat 6 (3d6), driving 1 (1d6), hardy 6 (3d6), movement 3 (2d6), perception 3 (2d6), stealth 3 (2d6), tactics 6 (3d6), thievery 6 (3d6) GEAR spit gun, knife, kevlar coat, thieves’ tools


236 Dart In. The Heister move his SPEED 6, attacks, then moves SPEED 6 back again. Poison. The Heister’s knife attacks inflict the Poisoned condition. INDUSTRIAL ROBOT // Large non-sentient mechanoid (5d6) Sturdy robots designed for lifting and crushing. STR 15 (5d6) AGI 3 (2d6) END 15 (5d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 22 RANGED DEFENCE 10 MENTAL DEFENCE 12 VITAL DEFENCE 26 SOAK 12 VULN - IMMUNE Sick, Fatigued INITIATIVE 2d6 PERCEPTION 3d6 SPEED 3 CLIMB 2 JUMP 6’/6’ HEALTH 60 CARRY 600lb (max lift 1,500lb) REACH 5’ ACTIONS 2 Crush 6d6 (3d6+5 blunt damage; grabbed) SKILLS carrying 10 (4d6), combat 1 (2d6), perception 1 (1d6) GEAR - Called Shot. Industrial Robots are not build for combat, and they have easily targeted access ports. A called shot with a piercing or ballistic weapon to an industrial robot’s access port, located on the lower back of the mechanoid, will immediately shut it down for five minutes. Industrial Mechanoid. Industrial Robots are specially protected against accidents. They are not vulnerable to electricity damage and ion damage like other mechanoids are. Lifter. Industrial Robots can lift double the normal weight for their size (include above). Programmable. Anybody who gets access to the Industrial Robot’s programming can reprogram it with a Challenging [13] LOG check. This takes 2d6 minutes. JUVE GANG MEMBER // Medium Sentient Humanoid (3d6) Young criminals who act tougher than they are. STR 1 (1d6) AGI 3 (2d6) END 1 (1d6) INT 3 (2d6) LOG 3 (2d6) WIL 1 (1d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 10 RANGED DEFENCE 12 MENTAL DEFENCE 10 VITAL DEFENCE 10 SOAK 2 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB 2 JUMP 6’/1’


237 HEALTH 9 CARRY 20lb (max lift 50lb) REACH 5’ ACTIONS 2 Knife 2d6 (1d6+1 piercing damage) Antique pistol 3d6 (2d6 ballistic damage; range 8; sidearm) SKILLS combat 1 (1d6), hardy 1 (1d6), movement 3 (2d6), perception 1 (1d6), reactions 1 (1d6), thievery 1 (1d6) GEAR knife, antique pistol Backpedal. When someone misses the Juve Gang Member with a melee attack, he may use a reaction to step back 5’ and take a shot. Dive For Cover. If a ranged attack misses a Juve Gang Member, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if it is in range. JUVE GANG LEADER // Medium Sentient Humanoid (5d6) Tougher than their followers but still more a blowhard than a threat. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 10 RANGED DEFENCE 20 MENTAL DEFENCE 15 VITAL DEFENCE 15 SOAK 3 VULN none IMMUNE none INITIATIVE 4d6 PERCEPTION 5d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Las-knife 3d6 (2d6+3 heat damage) Pistol 5d6 (3d6 ballistic damage; range 12; sidearm) SKILLS carousing 1 (1d6), combat 1 (1d6), intimidation 1 (1d6), movement 6 (3d6), perception 3 (2d6), tactics 1 (1d6), thievery 1 (1d6) GEAR las-knife, antique pistol, padded jacket Panicked Unload. The Juve Gang Leader fires two shots at a target, and if both hit he gains a third shot. Perfect Aim. The Juve Gang Leader gets +2d6 from aiming instead of +1d6. Stone Cold Stare. Juve Gang Leaders have an intimidating presence and can mess with peoples’ heads. They can make a 4d6 REP mental attack against a target within 30’, inflicting the Afraid condition on a success. MED JUDGE // Medium Sentient Humanoid (6d6) STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 18 SOAK 6 VULN none IMMUNE none INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 36 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Daystick 5d6 (3d6+3 blunt damage) Lawgiver 5d6 (3d6 ballistic damage; range 9; sidearm) SKILLS interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), medicine 3 (2d6), perception 1 (1d6), pistols 3 (2d6), riding 3 (2d6), tactics 1 (1d6) GEAR lawgiver, uniform, boot knife, daystick, handcuffs, medikit Healing. The Med Judge can heal an adjacent ally with an action to the amount of 3d6 HEALTH. Each can only benefit once per day. Remove Condition. The Med Judge can remove a condition from an adjacent ally with a single action. Weak Point. Med Judges can identify a weak point in a target as an action. Once identified, the next attack by the Med Judge or an ally against that target ignores its SOAK. Any given target can only suffer this effect once.


238 MOB CAPO // Medium Sentient Humanoid (7d6) Gang leaders 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 SOAK 7 VULN none IMMUNE none INITIATIVE 6d6 PERCEPTION 6d6 SPEED 7 CLIMB 4 JUMP 20’/10’ HEALTH 42 CARRY 200lb (max lift 500lb) REACH 5’ ACTIONS 2 Brawling 6d6 (3d6+4 blunt damage) Spit pistol 6d6 (3d6 ballistic damage; range 11; sidearm) SKILLS combat 3 (2d6), hardy 6 (3d6), interrogation 3 (2d6), perception 3 (2d6), tactics 3 (2d6) GEAR spit pistol, mesh lining jacket Give Orders. When the Mob Capo gives an order, all allies within 30’ get an immediate bonus action. Kill Him! The Mob Capo choose one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. The Mob Enforcer can donate her LUC (4d6) dice to allies; she must declare this before any dice are rolled. MOB ENFORCER // Medium Sentient Humanoid (6d6) Organised crime associate who leads small groups. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 18 SOAK 6 VULN none IMMUNE none INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 36 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Baton 5d6 (3d6+3 blunt damage) Spit pistol 5d6 (3d6 ballistic damage; range 9; sidearm) SKILLS combat 3 (2d6), hardy 6 (3d6), interrogation 3 (2d6), intimidation 3 (2d6), perception 3 (2d6), tactics 3 (2d6) GEAR baton, split pistol, mesh lining jacket Leadership. The Mob Enforcer can donate her LUC (3d6) dice to allies; she must declare this before any dice are rolled. Leg Breaker. Mob Enforcers inflict the Pain condition on a successful melee hit. Stone Cold Stare. Mob Enforcers have an intimidating presence and can mess with peoples’ heads. They can make a 5d6 REP mental attack against a target within 30’, inflicting the Afraid condition on a success.


239 MOB HENCHMAN // Medium Sentient Humanoid (5d6) Minor mob associate of little skill. STR 6 (3d6) AGI 3 (2d6) END 6 (3d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 15 VITAL DEFENCE 15 SOAK 7 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 6’/6’ HEALTH 35 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Brawling 4d6 (2d6+3 blunt damage) Laser pistol 4d6 (2d6 heat damage; range 8; sidearm) Mental Attack 3d6 (2d6+3 damage) SKILLS combat 1 (1d6), hardy 6 (3d6), intimidation 1 (1d6), perception 1 (1d6), reactions 1 (1d6), thievery 3 (2d6) GEAR laser pistol, kevlar jacket


240 It’s Just a Flesh Wound. Henchmen are expected to ignore injury and discomfort when ordered to do something. Within 30’ of their boss, a henchman gains +3 SOAK. Opportunist Stomp. A Henchman can stomp on an adjacent prone opponent as a free brawling attack Protector. Henchmen can take an attack meant for an adjacent ally. If the attack hits their ally, they take the damage instead. MUTANT RAIDER // Medium Sentient Humanoid (5d6) Wasteland bandits who scavenge and prey on the weak. STR 6 (3d6) AGI 3 (2d6) END 6 (3d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 15 VITAL DEFENCE 15 SOAK 7 VULN none IMMUNE radiation INITIATIVE 3d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 6’/6’ HEALTH 35 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Knife 4d6 (2d6+3 piercing damage) Antique automatic rifle 4d6 (2d6 ballistic damage; range 8; auto) SKILLS carousing 1 (1d6), combat 1 (1d6), disguise 1 (1d6), driving 2 (1d6), hardy 6 (3d6), intimidation 1 (1d6), perception 1 (1d6), stealth 3 (2d6), survival 3 (2d6), tactics 1 (1d6) GEAR knife, antique automatic rifle, thick robes Ambush! Mutant Raiders are skilled at ambushing others in the Cursed Earth. In the ambush turn, they can take two full actions rather than just one. Mutation. Individual Mutant Raiders can have a wide variety of mutations. Roll 1d6 on the following table:


241 d6 Mutation Effect 1 Extra eyes The Mutant Raider have extra eyes; they might be on the back of his head, in the palms of his hands, or somewhere else. He gains all-around vision and cannot be flanked. 2 Extra appendage The Mutant Raider has more than the normal set of appendages - extra arms, legs, more than one nose, or four ears. Arms give her +1d6 STR, legs give her +1d6 AGI, and noses or ears give her +1d6 INT. However, she has a permanent -1d6 CHA. 3 Displaced Organs The Mutant Raider might look human (almost), but his internal organs are all in a different place. He gains +2 SOAK and is immune to any exploits which rely on the attacker targeting his anatomy for extra damage. However, anybody attempting medical assistance on him suffers a -2d6 to their check. 4 Poison fangs Just like a poisonous snake, the Mutant Raider can bite and deliver a venomous toxin. Her unarmed attack increases by +1d6 and becomes piercing/poison damage. 5 Regeneration The Mutant Raider can heal wounds that would kill a normal man and regrow body parts even if they have been severed. As long as he is above 1 HEALTH, he automatically heals 1d6 HEALTH per hour. 6 Bone spikes The Mutant Raider is covered in a layer of spikes which protrude through it from her bones. Her natural damage becomes piercing, and anybody who attempts to attack her unarmed takes 1d6 damage each time they strike. Radiation Resistance. Mutant Raiders are immune to radiation damage and radiation sickness. PETTY CRIMINAL // Medium Sentient Humanoid (4d6) Opportunistic criminals who prey on the citizenry. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 3 (2d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 16 RANGED DEFENCE 12 MENTAL DEFENCE 10 VITAL DEFENCE 12 SOAK 4 VULN none IMMUNE none INITIATIVE 4d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 12’/3’ HEALTH 24 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Las-knife 4d6 (2d6+2 damage) SKILLS carousing 1 (1d6), combat 3 (2d6), hardy 3 (2d6), movement 1 (1d6), perception 1 (1d6), reactions 3 (2d6), stealth 2 (1d6), thievery 1 (1d6) GEAR las-knife, leather jacket Lurker. The Petty Criminal can make 4d6 stealth checks to remain effectively invisible when in dark or shadowed locations. Slasher. If the Petty Criminal makes two melee attacks, he gets a third attack for free. ROGUE PSYKER // Medium sentient humanoid (7d6) Psionic outlaws who use their minds to kill. STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6) PSI 10 (4d6) MELEE DEFENCE 14 RANGED DEFENCE 28 MENTAL DEFENCE 21 VITAL DEFENCE 14 SOAK 4 VULN none IMMUNE none INITIATIVE 6d6 PERCEPTION 7d6 SPEED 4 CLIMB 2 JUMP 20’/6’ HEALTH 21 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Laser knife 4d6 (2d6+3 heat damage) Psi-blast 7d6 (4d6 psionic damage; range 7) Psychic cone 4d6 (2d6+4 psionic damage; 30’ cone) Electrokinetic blast 7d6 (4d6 electricity damage; range 17) SKILLS ergokinesis 6 (3d6), knives 1 (1d6), perception 3 (2d6), tactics 1 (1d6), telepathy 6 (3d6) GEAR laser pistol, synthetic weave Psyke-blasts. The Rogue Psyker can use a psi-blast, psychic cone or electrokinetic blast attack. Telekinetic Shield. Rogue Psykers maintain a permanent telekinetic shield which contributes to their DEFENCEs.


242 SENIOR JUDGE // Medium Sentient Humanoid (9d6) Formidable street Judges; legends on the streets. STR 21 (6d6) AGI 8 (3d6) 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 SOAK 13 VULN none IMMUNE none INITIATIVE 6d6 PERCEPTION 6d6 SPEED 7 CLIMB 4 JUMP 17’/17’ HEALTH 63 CARRY 360lb (max lift 1050lb) REACH 5’ ACTIONS 2 Daystick 8d6 (4d6+6 blunt damage) Lawgiver 8d6 (4d6 ballistic damage; range 14; sidearm) SKILLS interrogation 6 (3d6), intimidation 6 (3d6), law 10 (4d6), perception 6 (3d6), pistols 10 (4d6), riding 10 (4d6), tactics 6 (3d6) GEAR lawgiver, uniform, boot knife, daystick, handcuffs


243 Airstrike. In an emergency, a Senior Judge can call in h-wagon support. This affects a Burst 5 area within sight and makes a 6d6 vital attack against all targets, doing 4d6 damage on a hit. Backup. In an urban environment, a Senior Judge can call 1d6 Street Judges as backup. They arrive in five minutes. 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. Freeze, Perp! The Senior Judge can make an 8d6 REP mental attack to inflict the Restrained condition on a target within 30’. Give Orders. When a Senior Judge issues an instruction, all allies within 30’ get an immediate bonus action. 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. Leadership. Senior Judges can donate their LUC (5d6) dice to allies; they must declare this before any dice are rolled. Perfect Aim. Senior Judges get +2d6 from aiming instead of +1d6. STREET JUDGE // 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 SOAK 9 VULN none IMMUNE none INITIATIVE 4d6 PERCEPTION 4d6 SPEED 5 CLIMB 3 JUMP 8’/8’ HEALTH 42 CARRY 160lb (max lift 500lb) REACH 5’ ACTIONS 2 Daystick 5d6 (3d6+4 blunt damage) Lawgiver 5d6 (3d6 damage ballistic; range 9; sidearm) SKILLS interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), perception 1 (1d6), pistols 3 (2d6), riding 3 (2d6), tactics 1 (1d6) GEAR lawgiver, uniform, boot knife, daystick, handcuffs 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. Freeze, Perp! The Street Judge can make a 4d6 REP mental attack to inflict the Restrained condition on a target within 30’. 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. Perfect Aim. Street Judges get +2d6 from aiming instead of +1d6.


244 SKYSURFER // Medium Sentient Humanoid (5d6) Extreme thrill-seekers. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 4d6 SPEED 5 FLY 10 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Knife 3d6 (2d6+2 piercing damage) SKILLS acrobatics 2 (1d6), bravery 1 (1d6), climbing 1 (1d6), combat 1 (1d6), expert skill 3 (2d6), perception 1 (1d6), skysurfing 3 (2d6) GEAR sky-surfboard, knife Skysurfing. The Skysurfer has an effective FLY speed of 10; he must move the full 10 SPEED every round but can make a melee attack at any point during that movement. Superb Balance. The Skysurfer can spend a LUC die to remain standing when he would normally be knocked prone.


245 SOV SPY // Medium sentient humanoid (7d6) Agents and intelligence officers. STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6) CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6) MELEE DEFENCE 14 RANGED DEFENCE 21 MENTAL DEFENCE 28 VITAL DEFENCE 14 SOAK 4 VULN none IMMUNE none INITIATIVE 7d6 PERCEPTION 7d6 SPEED 7 CLIMB 4 JUMP 20’/6’ HEALTH 21 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Martial arts 4d6 (2d6+3 blunt damage) Pistol 6d6 (3d6 ballistic damage; range 11) SKILLS bluffing 10 (4d6), computers 3 (2d6), disguise 6 (3d6), martial arts 1 (1d6), perception 3 (2d6), pistols 3 (2d6), stealth 6 (3d6), tactics 3 (2d6) GEAR pistol, mesh lining, lockpicks Suave. A 5d6 mental attack against a target within 30’ makes the target Charmed. Taunt. A 5d6 mental attack against a target within 30’ makes the target Angry. TAP // Medium Sentient Humanoid (5d6) Violent perps who assault and steal from those weaker than themselves. STR 6 (3d6) AGI 3 (2d6) END 6 (3d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 20 RANGED DEFENCE 10 MENTAL DEFENCE 10 VITAL DEFENCE 20 SOAK 10 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 3d6 SPEED 5 CLIMB 3 JUMP 6’/6’ HEALTH 50 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Club 5d6 (3d6+3 blunt damage) Pistol 4d6 (2d6 ballistic damage; range 8; sidearm) SKILLS carousing 1 (1d6), combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6), thievery 1 (1d6) GEAR club, pistol, kevlar coat Charge. The Tap moves his SPEED 5 and makes a melee attack with one action. Grab Hostage. The Tap grabs his victim in a choke hold; on a successful hit, the target gains the Restrained condition, which requires a melee attack to escape. The target automatically suffers 1d6 damage at the start of any turn it begins grabbed. Until then, the Tap gains the protection of a shield of the same size category (e.g. a medium-sized creature is a medium shield). Additionally, attacks which miss by 3 points or less hit the grabbed creature instead. Sense the Wealth. The Tap can automatically tell when somebody has items worth stealing. Stop Right There! Enemies which try to move past the Tap (move within 5 feet) are subject to a free action attack, which stops their movement if successful.


246 TEK JUDGE // Medium Sentient Humanoid (6d6) STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 18 SOAK 6 VULN none IMMUNE none INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 36 CARRY 120lb (max lift 300lb) REACH 5’ ACTIONS 2 Daystick 5d6 (3d6+3 blunt damage) Lawgiver 5d6 (3d6 ballistic damage; range 9; sidearm) SKILLS engineering 3 (2d6), interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), perception 1 (1d6), pistols 3 (2d6), riding 3 (2d6), tactics 1 (1d6) GEAR lawgiver, uniform, boot knife, daystick, handcuffs, toolkit Battlefield Control. The Tek Judge throws tiny mechanised caltrops onto the ground, creating difficult terrain in a Burst 3 area within 10 squares. Designate Target. The Tek Judge chooses one target which is highlighted by a tactical battlefield targeting drone. That target may not benefit from cover until another target is selected. Lights Out! The Tek Judge bypass nearby electronics, causing all lights within a 30’ radius to go out. VAGRANT // Medium sentient humanoid (4d6) Inhabitants of cardboard cities and derelict buildings. STR 4 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 10 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN none IMMUNE none INITIATIVE 5d6 PERCEPTION 5d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Knife 4d6 (2d6+2 piercing damage) SKILLS appraisal 3 (2d6), climbing 3 (2d6), dodging 1 (1d6), knives 3 (2d6), local knowledge 6 (3d6), perception 3 (2d6), reactions 3 (2d6), running 3 (2d6), stealth 6 (3d6), thievery 6 (3d6) GEAR knife, rat on a stick Snatch. With an attack, a Vagrant can snatch any small item held or worn by his target, if he is aware of it. The snatch is not stealthy, and the target notices it.


247 WORKER // Medium sentient humanoid (5d6) One of the lucky few who have jobs in the city. STR 6 (3d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 0 VULN none IMMUNE none INITIATIVE 3d6 PERCEPTION 4d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 2 Tool 3d6 (2d6+2 blunt damage) SKILLS brawling 1 (1d6), carrying 3 (2d6), climbing 3 (2d6), computers 3 (2d6), [craft] 3 (2d6), hardy 1 (1d6), perception 1 (1d6), zero-g 3 (2d6) GEAR club, tools, portable vidphone Tools. A miner or worker can use the tools of their trade as weapons with no improvisation penalty. Worker. The [craft] skill entry above should be replaced with engineering, farming and other hardy occupations to create a range of workers.


Appendix 248 Attribute & Skill Scale 1-2 3-5 6-9 10-14 15-20 21-27 28-35 1d6 2d6 3d6 4d6 5d6 6d6 7d6 Maximum Dice Pools 5d6 6d6 7d6 8d6 9d6 10d6 11d6 12d6 Grade 5 Grade 6-7 Grade 8-10 Grade 11-14 Grade 15-19 Grade 20-25 Grade 26-32 Grade 33-40 Dice Pool STRENGTH AGILITY LOGIC REPUTATION Attribute 1d6 Weak Clumsy Low Street 1-2 2d6 Average Average Average Block 3-5 3d6 Strong Adroit Gifted Sector 6-9 4d6 Powerful Agile Genius City 10-14 5d6 Mighty Remarkable Extraordinary Genius Global 15-20 6d6 Superhuman Superhuman Supra-genius Interstellar 21-27 Skill Ranks Skill Level Dice Pool 1 Proficient 1d6 3 Skilled 2d6 6 Expert 3d6 10 Master 4d6 15 Authority 5d6 STR AGI END INT LOG WIL CHA LUC PSI REP Human* +2 Clone +1 +1 +1 +1 +1 +1 Mutant +2 +2 +1 Robot +2 +2 - Ape (Chimp) +1 +2 -1 +1 Ape (Gorilla) +2 +1 +1 Ape (OrangUtan) +1 +3 *+2 to one other attribute and +1 to a third attribute Attribute Highest Attribute Lowest Attribute STR [1-2] Massive, [3-4] athletic, [5-6] brawny [1-3] Feeble, [4-6] tottering AGI [1-2] Nimble, [3- 4] deadeye, [5-6] ambidextrous [1-3] Clumsy, [4-6] lame END [1-3] Rugged, [4-6] tough as nails [1-3] Coughing, [4-6] asthmatic/anaemic INT [1-3] Empathic, [4-6] alert [1-3] Naive, [4-6] distracted LOG [1-3] Brilliant, [4-6] erudite [1-3] Illiterate, [4-6] forgetful WIL [1-3] Stoic, [4-6] unflappable [1-2] Alcoholic, [3- 4] reckless, [5-6] spendthrift CHA [1-2] Commanding, [3] inspiring, [4] suave, [5-6] persuasive [1-2] Unwashed, [3-4] disfigured, [5-6] obnoxious REP [1-2] Egotistical, [3-4] well known, [5-6] Skills & Derived Statistics flamboyant HEALTH hardy SPEED running, climbing, swimming CARRY carrying INITIATIVE Reactions, tactics DEFENCE acrobatics, dodging, foresight, [melee skills] MENTAL DEFENCE bravery, concentration, conviction, discipline, leadership, meditation, psychology, religion, rulership Vital Defence resistance, fortitude, Survival Dice Pools 1-2 3-5 6-9 10-14 15-20 21-27 1d6 2d6 3d6 4d6 5d6 6d6


249 CHARACTER CREATION WALKTHROUGH 1. Follow these steps to create a character. 2. Note your starting attributes (3 for each attribute, except for PSI and REP which start at 0). 2.1. Choose a species (p. 24). 2.2. Apply species attribute adjustments. 2.3. Note your SIZE. 2.4. Choose three species skills. 2.5. Note all the listed species exploits. 3. Choose a hook, and note it in your descriptor (p. 19). 4. Choose five careers (pp. 30 - 70). For each career grade, do the following: 4.1. Apply all of the listed attribute adjustments. Note that you may optionally substitute either one of your species attributes or your hook attribute for one of the listed attributes. 4.2. Choose two of the listed skills and advance each by one point. Note that characters may optionally always select a defensive skill instead of a listed skill. 4.3. Choose one new career exploit from the list shown or choose one universal exploit. 5. Select aim or feint (free universal exploits) plus one other universal exploit of your choice for which you qualify (p. 70). 6. Choose one trait based on your highest or lowest attribute and note that in your descriptor (p. 75). 7. Calculate your derived statistics (p. 78). 8. Determine your character’s age (p. 74). 9. Equip your character with armour, weapons and equipment (p. 88). Species Choose one species Human Clone Mutant Robot Chimp Gorilla Orangutan Origin Choose one origin Civilians & Perps Judges Delinquent Juve Juve Gang Cadet Careers Choose four careers Civilian careers Bat Glider Blocker Boffin Boinger City-Def Citizen Employee Gamer Jaeger Journalist King of the Road Nark Peeper Private Investigator Psyker Scavenger Scrawler Skysurfer Social Elite Sportsperson Star Survivalist Perp careers Blackmailer Burglar Chop Shop Mechanic Cursed Earth Smuggler Dunk Fence Hacker Heister Henchman Hitman (Blitz Agent) Kidnapper Mob Boss Mobster Muscle Pongo Punk Spy/Terrorist Tap Artist Wrecker Academy of Law Advanced Programs Advanced Driving School Applied Violence Basic Mechanics Basic Psionics Citizen Manipulation Combat Range Hot Dog Run Trauma First Aid Rookie Judge Careers Med Judge Psi-Judge Street Judge Tek Judge Speciality Judge Careers Advanced Training Refresher Course Air Patrol (H-Wagons) Block Judge Bodyguard Crime Scene Processor Cursed Earth Circuit Judge Desk Judge Exorcist Holocaust Judge Interrogator Lab Rat Maintenance Manta Patrol Public Surveillance Unit (PSU) Riot Squad Senior Judge Sharpshooter Space Corps Special Judicial Squad Supervisor Wally Squad


Click to View FlipBook Version