50 perps taking the fall for any crimes committed, keeping the mob boss in the background. Other bosses rely on a team of highly priced lawyers to keep the Judges at arm’s length. Some even try to avoid the problem altogether by keeping their true identities secret. A mob boss will live in a mansion or penthouse, the latter rarely being in a slum block unless it represents the whole of their territory. They will own a spacious home with excellent security, eat the best food, ride in the latest hover limos and enjoy the best that Mega-City One has to offer. They also make the most dangerous deals and have the most ruthless enemies. These include mob bosses, up and coming rival gangs, Justice Department and the more ambitious of their own underlings… Player Characters who achieve this level of success in crime are going to get noticed by the Judges and sooner or later they will face the close scrutiny of Justice Department. Until they do, however, they are likely to be able to enjoy their time at the top. Judges will try to find anything they can to lock up a mob boss, and will always look to give the heftiest sentence allowable under the law. Anything from breaking fire regulations, illegal parking or sugar possession can see sentences adding up to significant amounts. Exploits » Back Up. If within your own territory you can sum- mon 1d6 henchmen to rapidly back you up. They arrive within 5 minutes. » The Boss’s Cut. Everybody who wants to work in your territory has to give you your cut. Failure to do so can have severe consequences for their abil- ity to walk. Gain 1d6x1,000cr. » Get Him Boys. While in your presence henchmen and thugs under your command gain +1d6 to their damage rolls. » Justice Department Mole. What can be better than having a dirty Judge in your pocket? Spend a LUC die to obtain information you require from Justice Department. This takes one hour. Mobster » Prerequisites: REP 4+ » Attributes: INT +1, CHA +1, LUC +1, REP +1 » Skill choices: appraisal, bribery, [combat], leadership, negotiating Mobsters are members of organised crime and as such tend to be proficient perps. These criminals have been both good enough at their business, and lucky enough to survive the attentions of both Justice Department and rival perps, to have risen to positions of responsibility. They will likely have a small group of underlings beneath them who will carry out their orders as far as criminal activities are concerned. As members of various mob outfits mobsters will also have superiors who they report to – the mob bosses. The more ambitious will want to become a boss themselves. Perhaps they will achieve this by becoming the heir to the current chief or through the simple but dangerous method of eliminating their leader. To become a mobster you character must be an experienced criminal and will have some ties to organised crime. You will not necessarily be fully integrated into a criminal ‘family’, but may be a well respected associate who has control of an allied group. However you will be expected to ‘offer’ your assistance to the local boss should it be required from you. A mobster can choose to delegate much of the rough work to their Muscle or Henchmen followers. A high ranking mobster will be able to command other mobsters depending on their position within their organisation. Of course many are more than happy to take a hands-on approach to their role and this can garner them much respect among their peers. Like their mob bosses, mobsters can expect any arresting Judge to give them the maximum sentences possible for whatever crimes they commit. Exploits » Back Up. If within your own territory you can summon 1d6 street thugs to back you up. They arrive within 5 minutes. » Anti-surveillance. You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment. » Earner. You have proven to other notable perps that you know how to make money. Gain +2 REP. » That Smile. You rely on your charm a lot more than the lower ranks of the gang does. Gain one rank in three [social] skills. Muscle » Prerequisites: intimidate » Attributes: STR +1, INT +1, CHA +1, REP +1 » Skill choices: driving, intimidate, pistols, thievery Sometimes you need to be tough to get things done. And for criminals this usually means having big, scary men threatening others into doing what they want (handing over their car keys, opening the bank safe, leaving the premises and so on). The muscle career reflects this need; your character has decided to beef up in order to threaten others so they get what they want in life. Muscle can operate as loners, be part of a small gang or work for organised crime. In the latter case organised crime has a pecking order and they are on the bottom of the ladder, doing the jobs that the other members of the
51 syndicate delegate to them. They are the brute force of the organisation and they enforce the will of the people above them. Which is pretty much everybody else in the mob. They break legs or anything else that needs breaking. They lie, steal, cheat, murder and rob for themselves or their superiors. They are not pleasant individuals. Should they perform their tasks adequately as part of a crime group they might find themselves rising up through the criminal ranks. Show some real talent and they could go far, as long as they are not taken out by rivals or the Judges. Muscle characters are likely to be caught putting the hurt on some poor victim. The injuries they cause to their victim can lead to a sentence from one to ten years. Exploits » Intimidating. Intimidation is your way of life, especially in the criminal underworld. When attempting to intimidate a criminal, you gain a +1d6 bonus. » Leg Breaker. You do +1d6 damage when brawling. Pongo » Prerequisites: bluffing » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill choices: appraisal, bribery, disguise, forgery, [gaming], [social] Conman. Con Artist. Hustler. Grifter. There are many terms for fraudsters and pongo is the one most often used on the streets of Mega-City One. Most pongos are small time, working small cons that are designed to empty the wallets of passing marks before moving onto another victim. They are a constant thorn in the side of the Judges who know what to look out for and come down hard on those working the quick con on the streets. Then there are those who conspire to create the long con. They often target a wealthy victim in order to get a big payout, spending days if not weeks setting up the mark before getting them to part with their credits. These perps are far more difficult to track down since the victims are often drawn into scheme that would be illegal itself if it were real. Should the Judges find out about it; the marks will be in almost as much trouble with the law as the pongo. Both types of pongo use similar skill sets to make their living. It is just that those involved in the long con are more selective in their work and generally better rewarded by their activities. Pongos can work alone or as part of a team. The long con tends to have more likelihood of there being a team involved, rather than just a single perp. Most pongos work outside of the organised crime rackets. There are some who specialise in marks with huge payouts – these can work in tandem with the mob, who provide a measure of protection should the mark come gunning for revenge. Confidence tricksters can expect a sentence from two to five years for their crimes. Exploits » Impersonate. You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus to convince others of your competence by mimicking someone else you have been able to watch filling this role. » Quick Change. You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before. » Beguiling. You are able to temporarily beguile and captivate a target with your words as a CHA vs. MENTAL DEFENCE check. A successful check charms the target until they shake off the condition. The target must be able to understand you and have a LOGIC attribute of at least 2. » The Long Con. You are a master of doing cons that take a long time to set up, the longer the con the higher the bonus you get when you roll tasks associated with it. You gain +1d6 for each full day of planning, to a maximum bonus equal to your LUCK dice pool. » Helpful Friend. You have a buddy you can call in for a scam. They play roles like call-centre operators, delivery men and so on. Spend one LUC die to gain a temporary benefit. » Instantly Forgettable. Even some Judges have a hard time remembering just who you are. Are you that perp who maybe had red hair? Make a CHA mental attack; on a success, the target has no idea who you are and cannot give a good description of you to the authorities. Punk » Prerequisites: none » Attributes: STR +1, END +1, CHA +1, LUC +1 » Skill choices: brawling, clubs, intimidation, knives, pistols, running Many, if not most, of the more troublesome juves in the city become punks as they grow older. This is a catch-all phrase which has within its definition the older street gang members and other frequently offending young perps who are just setting out on a long and pointless criminal career.
52 Punks lead lives filled day-to-day with all sorts of vice and very little virtue - violence, thievery and drugs are all commonplace. Some may want to get away from it all, but many love every second of it. They might consider themselves as rebelling against ‘the man’ or they may give little thought as to any meaning to their lives. At least their (often short) lives are not boring. Punks dabble in all sorts of crime until they find something they are reasonably proficient at. Or end up on a slab in the morgue or with a long, bleak future in an iso-cube. Most who live lives of criminal endeavour were punks at one time, a tradition that sees little sign of abating. Exploits » The Filth! You have developed an uncanny ability to detect Judges. When attempting to spot a nearby Judge or similar authority figure, you gain a +1d6 bonus. » Street Tough. Life on the streets is tough. You gain a natural +2 SOAK. » Bully! You are a master of intimidation, you get a +1d6 bonus when you intimidate those weaker than you. It does not work on those who are bigger and stronger. » Buddy System. Punks work in gangs. For every allied punk within 30 of you, you gain +1 to all DEFENCEs. Spy / Terrorist » Prerequisites: none » Attributes: AGI +1, INT +1, CHA +1, LUC +1 » Skill choices: interrogation, law, [subterfuge skills], computers, pistols, [social], [gaming] Espionage is as old as civilisation and it still thrives on the streets of the future. Professional intelligence agents try to uncover the secrets of Justice Department for foreign governments. Spies working for private organisations attempt to gather data in acts of industrial espionage. A spy could be working for Justice Department, be a freelancer, work for a private security organisation or a foreign power. Some may pretend to be one of these while concealing who their real masters are. Spies can be part of a tight knit team working in the city in order to perform a particular goal – assassination, surveillance, the gathering of intelligence, etc. They could be a single operative working under deep cover, possibly for decades, until they receive their activation code to begin their mission. Or they could be running assets, using everyday citizens to collect information – some are willing traitors while others will be blackmailed into action. There will even be those who will be blithely unaware that what they are doing could be part of an intelligence operation.
53 Terrorists use similar skill sets to spies. They can have cover identities, work in small teams (making exposure of their wider organisation almost impossible) and be skilled in surveillance and counter-surveillance and much more. Terrorists work against the ruling government, seeking to cause political change through use of violence and the threat of violence. They can be supported by rival governments or be autonomous, both are equally likely. Terrorist groups that survive any period of time tend to have many highly skilled operatives. If they were not so skilled the Judges would quickly eliminate them. Life sentences for active terrorists and spies are a minimum, death sentences can also be meted out. In the case of spies they may end up being exchanged for friendly agents captured by their employers. Those who commit acts that support terrorism are likely to receive harsh sentences for the type of offence they are committing. For example, a perp who printed illegal pamphlets supporting a terrorist group may look forward to a fifteen year sentence. Exploits » False Identify. You are able to create a false identity, complete with background records, in one day. This identity is good enough that people can look you up on various databases and the details will match. » Off the Grid. You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to. » Safe House (requires Off the Grid). You can use a safe house on any populated planet to grant your off the grid ability to your entire party. » Monologue. Once per day you can make a CHA mental attack against an enemy. If successful, your target explains their plan with a short monologue. » Miraculous Escape. Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints. » Hidden Weapon. You have a holdout weapon, hidden somewhere on your person at all times. You are always considered to be carrying a knife or pistol. » Quick Change. You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before. Tap Artist » Prerequisites: intimidate » Attributes: STR +1, INT +1, CHA +1, REP +1 » Skill choices: local knowledge, intimidate, disguise, brawling, clubs, knives You are a Tap Artist, a mugger, and you make your money from quick hit and run affairs. You usually avoid leaving a corpse behind along with the unwanted attention a murder would bring. Muggers, or taps as they are known in the city, are violent criminals. They attack citizens on the streets in order to take whatever valuables they can quickly grab and run off before the law arrives. This is a favoured method for juve and punk gangs to get a few credits and there are also teams of professional taps who target areas where they believe there will be no interference from the Judges. Taps often attack several targets in quick succession before splitting up to return to their base of operations where they divide their loot. Taking the tap career means you have picked up a few tricks of the trade in your efforts to get a few credits. You will use whatever weapon you feel most comfortable with. Knives, guns, cudgels, fists, electro prods. All can quickly lead to a victim handing over their wallet without a fight. Sometimes you give them a beating anyway, especially if they are not carrying many credits. The Judges are always keen on cracking down on this crime, but there are just too many taps out there for them to make a real difference. Sooner or later all taps serve time in the isocubes. However, the thought of getting a few credits with very little chance of getting caught this time is enough of an incentive for taps to keep plying their trade. Tap carries a sentence of between three to fifteen years. Exploits » Sense the Wealth. You can automatically tell when somebody has items worth stealing. » Prey. Choose a target. That target is now your “prey”; you gain a +1d6 bonus to attempts to track or trail your prey. You may only have one prey at a time, and once you designate one, you cannot designate another for 24 hours. Wrecker » Prerequisites: engineering » Attributes: AGI +1, INT +1, LOG +1, REP +1 » Skill choices: local knowledge, [combat], climbing, carrying, running, throwing Wreckers are criminals who rely on the chaos they cause in their vicious attacks to avoid getting caught by Justice Department. Wrecker groups tend to be informal networks that collaborate in certain sectors. There they cause multiple road traffic accidents, usually by the simple expedient of shooting up a large vehicle, causing the driver to lose control. With the high speed vehicles prevalent on the roadways these pile-ups tend involve dozens, if not hundreds, of vehicles. Once the accident is over the wreckers move in, robbing the accident victims of anything they have of value. Large, more luxurious mopads are a favoured target of wreckers as these will often have a wide variety of valuable consumer goods in them. Outside of such goods jewellery, hand-held electronic devices and wallets as all are easy to carry off and sell on to fences, where necessary.
54 Wreckers are not normally part of any organisation, just groups of perps who will work together to increase their chances. They are violent and dangerous, but at the first sign of the law will flee down well rehearsed escape routes in an effort to avoid justice. Organised crime may use wreckers to conceal their own activities, or perhaps stage a wrecker attack themselves to hide the fact they were after something or someone very specific. Wreckers can expect a ten to twenty-five year sentence. Exploits » Ambush! You are skilled at ambushing traffic. For the first 5 rounds after an ambush has been sprung you get a +1d6 bonus to all checks. » Best Laid Plans. You gain +2 SPEED when being pursued. Judge Origins All starting Judges have spent years training at the Academy of Law, where they go through strict training in order to prepare them for the streets of Mega-City One. A starting Judge must take the basic Cadet origin career, and two Academy of Law Advanced Programs, followed by a year as a Rookie, and then a starting division career of their choice (Street, Psi, Med or Tek) once. Cadet [13 years] » Prerequisites: none » Attributes: STR +1, END +1, WIL +1, LOG +1 » Skill Choices: clubs, conviction, intuition, law, light armour, perception, pistols, riding, tactics You were enrolled in the Academy of Law, the toughest school on earth, at a very early age. At five years old, you took the oath and you swore to uphold the law. After passing the entry examinations, to ensure you were intelligent, healthy and fit enough to have the potential to become a Judge, you left your family permanently behind for your new life. You became a Cadet Judge and, together with your classmates, underwent rigorous physical, mental and psychological training. You were pushed to your limits on a day-to-day basis, being taught unarmed combat, ranged combat, the law and how to kill without remorse when necessary. Justice Department has no use for a Judge who cannot or will not pull the trigger to put down a perp when they have to. A starting Judge character has to take this career once. Exploits » Academy of Law Curriculum. You gain one rank in each of the following skills: law, pistols, riding, light armour, clubs. You are also able to use law as a MENTAL DEFENCE skill. /// Academy of Law Advanced Programs The Academy of Law offers advanced programs to prepare the cadets for their years on the streets. Each program is one year in length. Most Judges take two of these courses. Each course offers a small selection of specific skills, and a choice of two or more exploits. Advanced Driving School [1 year] » Prerequisites: none » Attributes: AGI +1, INT +1, WIL +1, LUC +1 » Skill Choices: driving, engineering, gunnery, law, riding Led by Judge Tutor Kelso the ADS provides Judges with the best training in using their vehicles. Very popular with Street Judges some of the techniques it teaches are considered essential among many Senior Judges.
55 Exploits » Lawmaster Kick. You can knock down a fleeing perp using a well timed kick as you sweep past on your Lawmaster. From a moving Lawmaster (or any other motorcycle), make an unarmed melee attack against an adjacent target using your riding skill rather than an unarmed combat skill. On a successful attack, the perp takes your unarmed damage and is knocked prone. » Cling Net. Used mostly by Judges on flying bikes, the cling net can entrap a perp when thrown over them. Like a Lawmaster Kick it is useful if the Judge has no time to stop, the perp also has no chance of escape unless aided by another individual. Make a ranged attack; on a success the target is Immobilised. » Emergency Stop. As an action, you can stop your Lawmaster bike safely and almost instantaneously. Applied Violence [1 year] » Prerequisites: none » Attributes: STR +1, END +1, AGI +1, WIL +1 » Skill Choices: brawling, clubs, hardy, law, tactics For cadets this is an ever popular specialised training discipline at the Academy of Law. Here future Judges can learn advanced melee techniques designed to make them more than a match for any street punk armed with a laz-knife. Exploits » Applied Violence. You know how to cause pain. If you inflict 10 or more damage with a melee attack you can, instead of doing the damage, choose to cause the Pain condition instead. » Pacification. It is not Judge brutality; it is efficient pacification measures. You do +1d6 damage when using a baton or club. » Take it on the Chin. You have learned how to take a blow. You gain +2 SOAK to melee attacks. Basic Mechanics [1 year] » Prerequisites: none » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: law, [technical] Being able to repair damaged equipment or jury rig a device can be a very useful talent to have. Although a course mostly taken by Tek Judges there are plenty of Street Judges who have benefited from the skills taught on this course. Exploits » Quick Repair. Using your toolkit you can spend two actions to quickly repair a vehicle, robot or other mechanical object. You restore 2d6 HEALTH to the object in question. » Performance Tweak. You can increase the SPEED of a vehicle by 2 by spending one minute tweaking its engine and throttle. The increase lasts for one hour, after which the vehicle operates at half SPEED until an hour is spent restoring it. Basic Psionics [1 year] » Prerequisites: PSI 1+ » Attributes: INT +1, WIL +1, PSI +1, CHA +1 » Skill Choices: clairsentience, law, telepathy You have psionic potential and have been placed into the Basic Psionics course for Psi Judges. Exploits » Psych 101. You gain 1 rank in insight, psychology, and any two [social] skills. This also gives you the ability to use clairsentience or telepathy as a DEFENCE skill, able to see attacks before they happen. » Sense Emotion. You can automatically sense strong emotions in those you can see. Citizen Manipulation [1 year] » Prerequisites: none » Attributes: INT +1, LOG +1, CHA +1, REP +1 » Skill Choices: law, [social], tactics The actions and motivations of the average citizen are largely a mystery to the Judges. However the Academy does allow the cadet to learn techniques that will enable them to interact with them successfully. At the very least enough fear will be instilled in a citizen to get them to cooperate with the Judge. Exploits » Voice of the Law. You know how to speak with an authoritative voice which citizens and perps alike respond to. By making a CHA mental attack, you can make a target who can hear you perform one action. That action cannot be directly harmful to the target or another individual. You might order a perp to freeze or to drop his weapons, or you might order a civilian to move aside. If you fail in the attempt your target cannot be affected by you using this ability in future. » Intimidate. You know exactly how to install fear into others. With a successful CHA mental attack you a target within 30’ one suffers the Afraid condition. If you fail in the attempt, your target cannot be affected by you using this ability in future. » Crowd Control (requires Voice of Law or Intimidate). Your Voice of Law or Intimidate attacks can now affect all targets within 30’ of you. Combat Range [1 year] » Prerequisites: none » Attributes: INT +1, AGI +1, WIL +1, LUC +1 » Skill Choices: law, perception, pistols, rifles, tactics Putting in extra hours at the combat ranges under the tutelage of Judge Tutor Gonzalez is popular among Academy cadets. Here there are firing ranges and combat zones (some with pop-up targets, the more advanced use robot ‘perps’ as opposition). It all adds up to very combat savvy cadets.
56 Exploits » Perfect Aim. The bonus you gain for the Aim exploit increases to +2d6. » Good Position. Enemies do not get ranged attack bonuses against you when they have you in a crossfire. Hot Dog Run [1 year] » Prerequisites: none » Attributes: END +1, WIL +1, LUC +1, REP +1 » Skill Choices: hardy, law, navigation, pistols, riding, survival, tracking In the tenth year at the Academy of Law cadets can be sent out to patrol the Cursed Earth, the vast radioactive wasteland that exists beyond the city limits. Led (and evaluated) by two senior Judges they will patrol the badlands. Often these patrols will have a particular objective in mind, perhaps to eliminate a roving band of mutant raiders or to track down some perp who has fled the city. The cadets are given a Lawgiver and a Lawmaster of their own before being briefed on their mission. On leaving the city the patrol is more-or-less on its own, in one of the most inhospitable place known to man, alien or robot. All the time the cadets are on their patrol the two Judges leading the patrol test them to ensure they reach the expected standards. The exercise tests their knowledge, characters and abilities to the full; any mistake could get them killed or expelled from the Academy (for some the latter is perhaps the worse fate of the two). This field training exercise sharpens the cadets and brings home just how dangerous their lives will be once they become Judges. The lessons learnt in the Cursed Earth are as valuable as those taught in the classroom. The Hot Dog Run can only be taken as one of the starting careers of a Judge. It can be taken once or not at all should other career options be preferred. This career cannot be taken again after character generation has been completed. Exploits » Wasteland Direction. Your time in the Cursed Earth gave you an innate sense of direction. You always know which way the cardinal directions are and you never get lost in outdoor environments. » Cursed Earth Survivor. You needed to scavenge, hunt, and learn to survive in the Cursed Earth. You are always able to find enough food in the wild to feed yourself. » Less Rads. You gain SOAK 5 (radiation). » One Eye Open. You learned to sleep with one eye open. When you are asleep, you gain the benefits of a full rest but you are considered to be awake for all other purposes. Trauma First Aid [1 year] » Prerequisites: none » Attributes: INT +1, LOG +1, CHA +1, WIL +1 » Skill Choices: insight, law, medicine, perception Those who wish to become Med Judges choose to take these classes so they are fully prepared for their future roles. However, there are just as many future Street Judges who take advantage of this course. Over the years these Judges have saved countless lives proving the course’s worth, with Judges, citizens and perps all benefiting. Exploits » On Your Feet! You can heal an adjacent creature 1d6 HEALTH with two actions. No creature can benefit from this healing more than once per day. » Emergency Trauma Procedures. You can automatically stabilise a creature reduced to less than zero HEALTH with two actions, ending its death countdown pool. No creature can benefit from this healing more than once per day. Rookie [1 year] » Prerequisites: Human or Clone » Attributes: Any four attributes at +1. » Skill Choices: brawling, interrogation, intuition, law, perception, pistols, riding, running After fifteen years of hard work, slogging through test after test and mastering the Hot Dog Run, the cadet will progress to become a rookie. Partnered with a senior Judge a rookie will be put through their paces to ensure they have the ability to become a Judge. With their white helmet and half-eagle badge they enter the violent and crime-ridden streets of Mega-City One. Only two in seven cadets make it this far and, if they survive this final obstacle, they will have earned the right to be called a Judge. The streets are the test and the citizens and perps are the obstacles that could cause the rookie to fall at the last hurdle. Under the watchful eye of their supervisor the rookie will have to show they have the ability to investigate crimes properly. They will use textbook procedures to bring the might of the law to bear upon lawbreakers. Usually they will have to overcome at least one highly dangerous situation, as well as many minor offences. A slip up here would be a waste of all the years invested in them, but if they have made it this far they are likely to be successful. A starting Judge character has to take the Rookie career once. Exploits » Obey the Law. You have learnt the art of enforcing the citizens (and many perps) into completing any commands you give to them. You gain three ranks (2d6) in intimidate; this does not increase your intimidate skill to more than three ranks.
57 » Ride Your Luck. Once per day you can recharge your LUC pool by spending five minutes resting. » Only Knocked Out. One time only, when you would normally have been killed, you are simply knocked out. You wake the next day with 1 HEALTH. Once you have used this ability, it is permanently gone. » Dodge This. You are nimble; you gain +2 to your RANGED DEFENCE score. » Distinction. You passed your rookie assignment with distinction. You gain +2 REP. » Hardened. Your time as a cadet toughened you physically and emotionally. You gain +2 to both MENTAL and VITAL DEFENCE. Judge Careers If there is one thing that the Citizens of Mega-City One fear more than the gangs, organised crime and rampaging robots that threaten their way of life, it is the Judges. The law in the city, Judges are the police of the future armed with high tech weapons and equipment, dispensing justice in an instant. A Citizen who breaks the law in the city can find themselves on the receiving end of a fine, iso-cube imprisonment or exile. Justice Department provides the government of the metropolis, with the Chief Judge making all the most important decisions. Beneath him is the Council of Five, which he heads, that advises and can make some decisions by a vote. They head an organisation that is highly bureaucratic, and split into many divisions. The four most prominent are Street, Med, Tek and Psi. All of these are options characters can take. Once a character chooses their division they will find some careers become barred to them unless they later change division. Med Judge [1d6 years] » Prerequisites: none » Attributes: END +1, INT +1, WIL +1, LOG +1 » Skill Choices: biology, genetics, law, medicine, psychology While Street Division enforces the law in the city it is often Med Division that has to deal with the consequences. Street Judges are able to treat their own, minor injuries with a variety of Justice Department medical kits and sprays. You keep the street Judges in action when their wounds are too severe for them to self-treat. While a Med Judge can patrol alongside their colleagues they have a wide variety of additional, and vital, roles that can be called upon to fill at any time. Med Judges man clean up squads where they often have to deal with vast numbers of injured citizens, perps or even Judges. They can handle almost anything that comes their way. They heal injuries caused by bullet wounds, chemical burns or radiation with a variety of high-tech treatments. There are other, less visible, roles that a Med Judge will perform. One example are the mobile autopsy units, vital for early detection of crime or an outbreak of a deadly disease. Then there are Med Division psychologists who help Judges deal with the grim realities of the streets and treat unfortunate citizens suffering from a variety of dangerous ailments. There is still plenty of room for Med Judges on the streets, though. Having specialist experts to hand has helped many major investigations. Med Judges are no weaklings, and if one has to make a call to put a bullet into a perp’s head to save lives, they do not even think twice about it.
58 Exploits » Weak Point. You know just where to shoot to cause pain and massive bleeding. Instead of doing damage, you can choose to have a successful hit inflict the Bleeding condition on the target. » Medical Savant. You can automatically alleviate a temporary condition, removing it, on an adjacent creature. A creature can only benefit form this once per day. » Drug Bag. You have one dose each of each medicinal drug listed in the Equipment section. Once used, a drug is gone. You can replenish the bag fully by taking this exploit again. » Exceptional Healing Hands. Using basic medical equipment, you can heal 2d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from your healing in this way once per day. » Diagnosis. You gain a +1d6 bonus to all scans made with a medical scanner, and a +1d6 bonus to identify and treat diseases. Make a Difficult [16] LOG check. If you succeed, you discovered a new disease or illness which is named after you; you also gain 1 bonus REP attribute point. Psi-Judge [1d6 years] » Prerequisites: PSI 1+ » Attributes: INT +1, WIL +1, CHA +1, PSI +1 » Skill Choices: clairsentience, insight, law, [social], telepathy The Atomic War destroyed much of the world. It also marked the point where psychic powers became widespread. The Judges were already prepared, having set up Psi Division some years before to investigate the paranormal. With the explosion in the numbers of psychics recruitment was ramped up and in a few short years the first psychic operatives were active and, not much later, the first Psi Judges. You were plucked from your home at a very early age; the citywide testing regime had indicated you were a possible candidate for Psi Division. Finding you fit the requirements you were enrolled into the Academy of Law, where in addition to your normal studies your latent powers were nurtured until you were ready to hit the streets. Now you serve Mega-City One and the Judges against both mundane and supernatural threats. You could join the elite Exorcism Division or train to become a specialist to make your powers more potent. Or you could become a powerful Psi Judge who patrols the streets, where your powers are most needed. Exploits » Precog Shot. If you fire at a perp before they get to act, you get +1d6 to the attack roll. » Psychic Battery. You have vast reserves of psychic power. Roll 3d6. You gain that many additional Power Points. » Mental Conditioning. You have tougher mental defences than most. You gain +4 MENTAL DEFENCE. » Precog Defence. You instinctively sense attacks before they happen. You gain +2 to both MELEE and RANGED DEFENCE. » Psionic Power. You gain one psionic power for which you qualify.
59 Street Judge [1d6 years] » Prerequisites: none » Attributes: STR +1, END +1, INT +1, REP +1 » Skill Choices: brawling, climbing, clubs, conviction, hardy, interrogation, jumping, law, local knowledge, pistols, riding, rifles, running, tactics You are a Judge at the front end of the struggle against crime. You have a near encyclopaedic knowledge of ‘the law’ and you can withstand punishment that would send an ordinary citizen to Resyk. You are ever vigilant to crack down upon the slightest infraction that a citizen commits, ready to hand down fines, iso-cube sentencing or even execute a particularly dangerous individual. Most street Judges patrol Mega-City One on their Lawmaster bikes, sometimes singly and on other occasions as part of a larger group. You spend most of your time on the streets fighting crime. You will return to the local sector house to drop off prisoners, complete interrogations or paperwork, get some sleep in the sleep machines and to replace damaged or expended equipment. Street Judges excel at the day-to-day challenges that face them. Their superior equipment and training makes them deadly opponents; a single experienced Judge is often more than capable of dealing with entire gangs of perps. Exploits » The Law. You are the LAW and like Joe Dredd, perps know this. Your intimidate skill increases to 6 ranks. » Judge Backup. You can call for backup when within your city. Within 3d6 minutes, 1d6 Street Judges will arrive to help out. » Freeze! You can compel a target to “freeze!” with a CHA mental attack (your intimidation skill can be used to support this). If successful, the target stops in his tracks and is Dazed. The target must be able to understand you and have an INT attribute of 2 or more. You can only do this to a given target once. » Lawmaster Savant. Your riding skill increases to 6 ranks. » Fist of a Judge. You are trained in close quarters combat. Your unarmed damage increases by +1d6. » Bouncer. You are used to dealing with drunkards. You gain a +1d6 bonus to all checks versus an intoxicated creature. » Troublesense. You are easily able to spot trouble before it happens. You gain a +1d6 bonus to INITIATIVE checks. » No Collateral Damage. Holding a human shield is pointless when you are around. You will fire anyway. You suffer no penalties when firing into melee. » Collateral Damage (requires No Collateral Damage). Sometimes it is worth the price. When firing into melee, you can choose to hit an ally (or human shield) as well as the intended target. Perhaps you shoot straight through your ally’s shoulder. You do normal damage to your ally but double damage to the perp. » Get On With It. Your fellow Judges do not have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH.
60 Tek Judge [1d6 years] » Prerequisites: none » Attributes: INT +1, LOG +1, AGI +1, LUC +1 » Skill Choices: driving, law, riding, [technical] You are a Tek Judge and are responsible for keeping the Judges’ technology functioning. From a simple canister of stumm gas to the complex firing mechanism that helps the Lawgiver deliver the right kind of ammunition at the right time, you can maintain, and even improve upon, these items. When a Judge rides out on their Lawmaster they know that the bike can be trusted to deliver the performance they need; it will not let them down. They know that the Tech Division Judges have made sure this will be the case. Every Judge in every division relies on their equipment and it is the Tek Judges who ensure it works at its peak efficiency. You have a vast knowledge of electronic, engineering, computer and tech systems that is almost as encyclopaedic as Dredd’s knowledge of the law. In your role as a Tek Judge you may find yourself on the streets, testing the latest equipment or using your specialist skills in an investigation. Alternatively, you might be part of a forensics team, sifting through vast amounts of items to find the vital clue that breaks a case wide open. The roles available to Tek Judges vary widely and your work is just as important, if not more so, than that of Judges from other divisions. Exploits » Technical Knowledge Base. Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. » Diagnostics. You can automatically tell what’s wrong with a machine very quickly. This works on any machine, computer, electronic device, robot or vehicle. » Explosives. You can create explosives from common items and surroundings. The explosive takes 30 minutes to make and causes 3d6 heat damage to all within 5’. The explosive can be stored, but only for up to two hours. » Improvised Repair. You can temporarily repair and jury-rig a broken item of size Medium or smaller by spending five minutes with it. The item will operate for a number of minutes equal to your LOG check. If you spend one hour with it, it will operate for a number of hours equal to your LOG check. If you spend one day with it, it will operate for a number of days equal to your LOG check. » Performance Upgrade. You can improve a piece of your own kit, and others, but this causes stress to the device. It takes you one minute to perform the upgrade, which makes the device one quality category higher, but after an hour the device will break. » Saboteur. You are able to disable any mechanical or electronic device to which you have access. This exploit does not open a locked door (disabling the lock just means it remains stuck in whatever configuration it is currently in). This takes you five minutes. » Robot Repair. Using basic engineering equipment, you can heal 1d6 points of HEALTH to an adjacent robot as a single action. Any given robot can only benefit from your repair in this way once per day. » Exceptional Robot Repair (requires Robot Repair). Your Robot Repair ability increases to 2d6 points of HEALTH. Speciality Judge Careers As Judges become more experienced they can progress towards a more nuanced career in the Justice Department. These careers are extremely varied and take into account both the mundane and the more esoteric sub-divisions of Psi Division. /// Advanced Training Refresher Courses Judges are always able to return to the Academy of Law to perfect their skills. Any of Advanced Driving School, Applied Violence, Basic Mechanics, Citizen Manipulation, Combat Range or Trauma First Aid may be taken as a career. Psi Division Judges can take any of these courses plus Basic Psionics.
61 Air Patrol (H-Wagons) (1d6 years) » Prerequisites: piloting » Attributes: AGI +1, INT +1, LUC +1, REP +1 » Skill Choices: astronomy, electronics, gunnery, law, navigation, piloting Justice Department has a vast array of different h-wagons at its disposal, the largest have a crew of dozens and are powerful war machines. Most of these larger craft are kept in reserve against the threat of foreign aggression, although they can see use against major dangers within the city. Smaller vehicles can fulfil a host a roles, from sweeping down to save suicidal leapers to providing surveillance from a distance. Their speed and flexibility allows them get to a crime scene quickly in order for their crews to deal with any perps far more quickly than ground based units. Air Patrol is a vital aspect of Justice Department and has multiple peacetime roles. In times of war they provide ground support, reconnaissance and target acquisition for ground units. Exploits » Need for Speed. You can push your H-Wagon to the limit, adding +2 to its SPEED. » Turret Gunner. You gain +1d6 to your checks when using the main weaponry of an h-wagon. » Evasive Flying. When you are flying an h-wagon it gains +4 DEFENCE. Block Judge (1d6 years) » Prerequisites: local knowledge » Attributes: INT +1, CHA+1, WIL+1, REP +1 » Skill Choices: counselling, insight, interrogation, law, local knowledge, negotiating, perception, running City blocks are massive edifices that can house tens of thousands of citizens and include all the facilities they need to live out their lives. Most blocks have a Judge or two assigned to them permanently, dealing with the local perps and gangs, while the largest and most troublesome may have an entire squad stationed there. As a Block Judge you know every inch of your patch, you know all the ‘local characters’ and their quirks. Any other Block Judges stationed with you are trusted comrades, you will have made many arrests alongside them. While letting a Judge become familiar with his territory is a benefit to the rule of law the local perps can become familiar with their resident Judges. If they are able to spot a weakness then they will exploit it to the full, which can cause greater problems down the line. Exploits » Runner. Block Judges do not have Lawmasters; this means they have to run a lot more. You gain a +2 SPEED bonus. » My Block. You know this block really well, all the hidden places and can use shortcuts to get the drop on perps. Designate your block. You can make a LOG check at any time to recall a short-cut. » Oh, She Lives There. You know who lives where in your block, so if you need to find a citizen you can use this to track them down quickly. » All for One. When working together with other Block Judges as a squad in an encounter the entire group is able to share their LUC pools. » Weapons Armoury. You have a secure weapons cache, useful if there is a block war, invasion or other major incident. The cache includes a complete set of spare weapons for every Judge assigned to the block, plus a full set of spare ammunition. If this exploit is taken a second time the cache also includes secondary weapons for every Block Judge, either a scatter gun or Lawrod for them all, plus ammunition. Bodyguard (1d6 years) » Prerequisites: none » Attributes: STR +1, END +1, INT +1, WIL +1 » Skill Choices: brawling, club, concentration, driving, hardy, law, perception, pistol, reactions In a city as massive as Mega-City One there are always going to be those in need of specialist protection. Bodyguards are Judges trained in the procedures and skills necessary to keep their charges alive. The techniques mean you have to be always alert to any risks, not prone to distractions that may be staged, and be an expert in combat and driving.
62 A bodyguard might be protecting an important foreign dignitary, a defence contractor, high ranking city official or a member of the Council of Five. In all cases he has a solemn duty to prevent harm from coming to those he protects, even at the cost of his own life. Exploits » Take A Bullet. You can take a bullet (or any other attack for your charge). If you are within 10’ of an ally who has been hit by an attack, you may, as a reaction, move adjacent to your ally and take the damage for him. » Scanning the Crowd. You are very hard to ambush. Those attempting to ambush you suffer a -2d6 penalty to their checks. » Durable. You are tough, trained to take damage. You gain +2 natural SOAK. » Scrapper. You can fight with improvised weapons, hand-to-hand, and daysticks with great skill. You gain +1d6 to attacks with any of these. » Outnumbered. When you are outnumbered, you get better. The more the odds are against you, the greater you are able to use the enemies’ numbers against them. For every multiple of your party, you gain +1d6 to attribute checks. For example, if your party consists of four Player Characters, you gain +1d6 to attribute checks when faced by eight foes, and +2d6 when faced by twelve. Crime Scene Processor (1d6 hours) » Prerequisites: none » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill Choices: chemistry, forensics, insight, law, perception, tracking You are a Crime Scene Processor, a Judge trained to the highest degree in forensic techniques when compared to the average Street Judge. Equipped with a selection of high tech equipment you get results from a scene almost instantly. The evidence you gather is much more accurate than the crime labs of yesteryear. You cannot help but pity those who came before you, their methods providing them with a very slim insight into crime. Often there is no need in taking samples back to the lab for analysis. Your portable equipment can analyse any DNA evidence and compare it with the huge reams of data kept by PSU (Public Surveillance Unit). With a near complete record of the 800 million citizens who call Mega-City One their home positive matches can be made within a few minutes of processing a crime scene. You have a solid combination of Judge skills, instinct (gut feelings) and an analytical mind that lets you break down a scene. Using data from a scene holographic images can be produced, recreating the events and revealing important facets of the crime. From ballistics to the number of perps and the relative positions of all those involved (perps and victims alike) - all can be mapped out in seconds. Exploits » Clues. If there are clues to be found at a crime scene, you locate them within 5 minutes. » Identify Substance. You can identify by sight any mineral or metal based substance automatically. » Inspiration. Once per day you can ask the Game Master a question about the case you are working on; it must be a question which can be answered yes/no, and the Game Master will answer truthfully. Cursed Earth Circuit Judge (1d6 years) » Prerequisites: none » Attributes: STR +1, END +1, WIL +1, REP +1 » Skill Choices: animal handling, botany, law, survival, tracking, zoology You bring law to the lawless and are free from the dayto-day reports and volumes of regulations that is part of being a Judge on the streets of Mega-City One. You hunt down the criminal bands and outlaws who haunt the devastated wastelands of the Cursed Earth. Within the wastes are regions which are extremely fertile. Using the latest techniques these areas provide vast amounts of the food by Mega-City One. However, the ranches and aqua farms are susceptible to attacks by savage mutant bands, deadly Cursed Earth fauna, outcasts from the city and the dreaded Gila Munja. In addition to these outposts of civilisation there are small townships that will on occasion request aid; if they are capable of providing it the Judges often will do so. These outposts can, after all, save an injured Judge out on patrol or help in the recovery of a lost Hot Dog Run patrol.
63 Depending on the manning situation in the city Cursed Earth Judges are often those seen as the most expendable. Their attitudes might be seen as lax, their Judgement occasionally too lenient. A stint in the wastes is sometimes seen as a cure for a good Judge with odd notions of what their role represents. If they foul up there at least it will not be anybody else’s problem. A tour of duty in the Cursed Earth can also provide vital intelligence for Justice Department on any threats that are emerging in the wastes. Often a Judge on the spot can eliminate a problem before it becomes dangerous. Other Circuit Judges are volunteers or have been stationed there due to an increase in the problems from that quarter. It is likely you were assigned to a punitive expedition to deal with a specific threat. Exploits » Radiation Resistance. You gain +5 SOAK (radiation). » Cursed Earth Hazards. You gain a +2d6 bonus to spot hazards and traps. » Hostile Terrain. You do not suffer movement pen- alties for moving across difficult terrain. » Last Stand Weapon. You have access to a power- ful weapon, such as the Widowmaker 2000. You gain one weapon worth up to 5,000cr. » Monster Hunter. You specialise in taking down the most dangerous creatures that inhabit the Cursed Earth. When you are fighting a mutant or a creature of size large or larger, you do double damage to it once per round. Desk Judge » Prerequisites: none » Attributes: INT +1, WIL +1, LOG +1, CHA +1 » Skill Choices: [academic skills], bureaucracy, computers, concentration, negotiating Many Judges are not fit for the streets and end up in support roles, many performing administration tasks as Desk Judges. These dedicated Judges ensure prisoners are processed, interrogation booths are booked by investigating Judges and supplies are kept at optimum levels, among many other tasks. They may not be heroes and their efforts are certainly unsung, but without Desk Judges the entire system would soon fail. It is possible for active service Judges to work as Desk Judges but with the need for manpower elsewhere this is not something that is encouraged. Exploits » Play the System. Understanding how the system works can be effective for Judges wherever they serve. By knowing who to call upon any dice roll by a support Judge called to the scene by the Player Character gains a bonus dice. This can be a Med Judge performing some healing task, a Tek Judge carrying out a forensic test or an h-wagon pilot performing a dangerous manoeuvre, for example. » Systems Familiarity. Whenever data needs to be analysed the Judge knows the best way to go about it using MAC. Gains a bonus dice whenever using MAC for any activity requiring a roll to be made. » It’s Who You Know. Can always get an audience with a superior ranking Judge if there is cause to do so. This can be as simple as getting a message through to a watch commander about a case to secretly informing the SJS of suspect behaviour in a fellow Judge. This cannot be used frivolously or maliciously, if this happens the exploit cannot be used for a lengthy period of time afterwards. How long this period lasts is up to the Game Master’s discretion, but it certainly will not be available the next time the player tries to use it. Exorcist (1d6 years) » Prerequisites: PSI 6+ » Attributes: INT +1, WIL +1, PSI +1, REP +1 » Skill Choices: clairsentience, law, paranormal, telepathy, theology Psi Judge Exorcists are the most at risk group of Psi Division operatives. They come into contact with all sorts of supernatural forces and are the first and last line of defence against such phenomena. Ghosts, hauntings, possessions and other dark forces all seek to wreck havoc in the city, and can tear minds apart. But the Exorcist Psi Judge can purge these threats and fight back with immense reserves of psychic and mental power.
64 Only experienced, powerful Psi Judges will be recruited into Exorcist Division, and even then they have to have shown some ability against the supernatural. While there have always been folktales about malignant entities it is only in recent times that tangible evidence has proven their existence. Indeed the amount of supernatural events is multiplying, perhaps in response to the increased numbers of psykers and this is one of many worries for Justice Department. Other theories abound as to the cause of this increase, one even suggesting the existence of the Exorcist Judges as the driving factor… Exploits » Out, Out Damn Spot. You can force supernatural entities out of their possessed victims more successfully than other Psi Judges . Make a CHA mental attack (you can use your paranormal skill). On a success the possessing entity is forced out of the victim. This takes two actions. » I’ve SEEN Things. In any 24 hour period, the first time you suffer from the Afraid condition you may ignore its effects. » Eldritch Eyes. Your eyes are attuned to the spirit world; you see it over the top of the mundane. You gain the ability to spot phantoms, astral projections and other psychic phenomena whenever they are within your normal field of vision. » Ghostbuster. Your psychic power can be used to trap spirits for a short time. By making a CHA mental attack you can render a spirit Immobilised and draw it into your own body for up to your PSI attribute in hours. » Sense Evil. You can automatically sense the presence of malevolent, supernatural entities within 5’ per point of INT. You do not learn the exact location of the entity, only that it is present, and can detect it even through walls and other physical obstacles. Holocaust Judge » Prerequisites: none » Attributes: STR +1, END +1, INT +1, LUC +1 » Skill Choices: hardy, heavy armour, [physical skills], piloting, resistance Life for most Judges is dangerous and every day Judges die in the course of duty. However there are some roles that are far more dangerous than others. The most deadly is a position within the Holocaust Squad, a tight knit team that can be sent into deadly situations with little or no chance of survival. Extensively trained for extreme conditions the Holocaust Squad can be expected to deal with manmade and natural disasters. Their specialist equipment allows them to complete all but impossible missions. To become a Holocaust Squad Judge is considered a death sentence. Few volunteer, and those who do are rigorously tested to check they do not merely have a death wish. The vast majority are transferred in, often having failed in some duty and are expected to make up for that failure by placing themselves at extreme risk. Exploits » One Last Turn of the Screw. When receiving enough damage to be knocked unconscious the Judge gets to make one last, heroic action. This can include shooting at an opponent, using a piece of equipment, trying to turn off the source of the radiation or sealing the bulkhead door to prevent a fire from spreading, for example. » Desperate Times. If death appears almost certain and the Judge has already used his LUC dice he may use all his LUC dice once again in one last desperate attempt to save the day. If they are successful in whatever action they use these special LUC dice for they suffer a permanent loss of 1 LUC from now on. » Elite Team. Can use LUC to help another player try and complete a task, but every LUC is worth two dice, not one. Can only be used once per day. Interrogator (1d6 years) » Prerequisites: insight. » Attributes: INT +1, LOG +1, LUC +1, REP +1 » Skill Choices: bluffing, concentration, insight, interrogation, intimidate, law, perception You have conducted hundreds, if not thousands, of interrogations and have shown a knack for them. As a result you are often called upon to perform interrogations at your sector house, using your skills on recalcitrant perps. All Judges are trained in the use of the basic birdie lie detector, but you are far better in its use. You also can use more advanced machines that can be found at sector houses or at the Grand Hall of Justice. When attached to a team questioning a perp you are more often than not the one to detect the half-truth or to break the will of the interrogated suspect.
65 Exploits » Confessional. Your insight into the minds of others enables you to draw confessions from them. Make a CHA mental attack; on a success, your subject will blurt out a truth. This only works once on a given target. » Interrogation. When interrogating a subject, time intervals are dropped by one category. » Recognise Lie. You are an expert at spotting lies. If your subject does not have the bluffing skill, you automatically spot untruths. » Enhanced Interrogation. You can use dubious methods to extract information from a subject. Choose a number of dice and roll them; you gain that number as a bonus to your attribute checks to interrogate, but you also cause that amount of damage to your subject. Lab Rat (1d6 years) » Prerequisites: any [scientific]. » Attributes: INT +1, LOG +1, WIL +1, LUC +1 » Skill Choices: computers, law, [scientific] You work in a laboratory, carrying out research or testing new designs. The might of Justice Department is built on the foundation of its superior technology, were it to fail then the perps would take over and chaos, not law, would reign. There are many different roles your research can take. From the mundane that could improve a weapon by a small fraction to discovering a cure for a new disease. The number of potential fields is vast and you will specialise in one or two related areas. Areas of research you may become involved in include biological weapons (both their development and methods of combating them), weapons development (the legendary Lawgiver is the result of years of design and trials), time travel, inter-dimensional technology, psychic phenomena (alongside Psi Division) and space phenomena. The skills and knowledge you gain as a result will result in you being one of the first to be called in when a case might involve your area of expertise, making for an exciting life! Exploits » Scientific Knowledge Base. Choose four [scientific] skills. You gain those four skills at 1 rank (1d6). This does not increase the rank of an existing skill. » Modify. You are able to modify the output of any energy weapon or device to any other energy type of your choice. This takes one minute. The device operates for five minutes, but breaks permanently when this time is up. » Analytical Eye. You are able to identify the resistances, immunities and vulnerabilities of any creature you can see with a Difficult [16] LOG check; if you use a hand-scanner, it is only a Challenging [13] LOG check. This requires two full actions of observation. Maintenance (1d6 years) » Prerequisites: none » Attributes: STR +1, AGI +1, LOG +1, LUC +1 » Skill Choices: computers, law, [technical] You always had that knack with equipment, from the latest invention from Justice Department’s R&D labs to already established technology used every day on patrol by the Judges. You have specialised in the repair of equipment and have learnt some invaluable skills that you can use out on the streets. While your role is unglamorous it is vital. You repair damaged equipment (and there is a lot of damaged equipment to repair!). Guns can jam and brakes fail without proper maintenance; most of your work is to overhaul equipment so that it will not let their user down when it counts. The checks you carry out can spot faults before they become dangerous, by replacing a worn part you can prevent something more serious going wrong. Exploits » Half the Time. You can always halve the time it takes to do any kind of repair. » Fault Tester. When a machine does not work you know automatically what the problem is. » Quick Repair. You can repair any machine in five minutes, restoring half its total HEALTH score. » Constant Maintenance. Choose one item. That item is under constant maintenance from you. Once per day, if it would normally break, your improvements and fine-tuning ensures that it does not. Manta Patrol [1d6 years] » Prerequisites: driving » Attributes: INT +1, WIL +1, CHA +1, REP+1 » Skill Choices: computers, driving, gunnery, law, navigation, tactics Introduced in 2106 the Manta Patrol tank is one of the most versatile weapon platforms available to Justice Department. Its heavy firepower is enough to quell most serious incidents but it also carries a team of street Judges with their Lawmasters. This allows rapid deployment where circumstances dictate. The manta is a large hover-tank that can be used in riotcontrol, dealing with large juve gang rumbles and block wars as well as wartime combat roles. The crew usually consists of Tek Judges, with a squad of four Street Judges also assigned. The exact make-up of the crew does vary with some manta variants performing casualty evacuation roles with Med Judges instead of Street Judges and one is even held in reserve in case the Judges of Exorcist division need to get somewhere fast in a powerfully armed vehicle. This career is not available to Judges unless the current year is 2106 or later.
66 Exploits » Quick Start. If your tank is within one move increment of you, you can move to it, start the engine, and move away at the vehicle’s SPEED all with just two actions (one turn). » Hot Pursuit. You can push a tank to extreme speeds, increasing its SPEED by 2. » Evasive Driving. When you are driving a tank, it gains +4 DEFENCE. » Damage Control. You are trained to put out onboard fires and mitigate damage. You can spend two actions to repair your tank by 2d6 HEALTH. Public Surveillance Unit (PSU) (1d6 years) » Prerequisites: none » Attributes: INT +1, AGI +1, LOG +1, WIL +1 » Skill Choices: computers, electronics, insight, law local knowledge, perception, stealth, surveillance PSU provide the Judges with the ultimate in surveillance. They collate and record everything that the cameras under their control see, and even those that are nominally in private hands. They can use their recordings to track a gang of perps to their hideout or call in units to deal with any situation they uncover using their cameras. Data is an ever changing and free flowing commodity in Mega-City One. At PSUs’s secret headquarters, this information is collated, put it in context and thousands of cameras delivering countless of hours of footage are observed. Every single member of the 800 million strong population of the city is collated in numerous ways, from DNA to transactions, Big Brother is watching them 24-7 and, for the most part, they remain unaware. You are responsible for keeping tabs on perps, important citizens and watching for pro-democracy activists, those agitators who would bring down the rule of the Judges and as such are near the top of your watch list. PSU algorithms can predict crimes and potential criminals, their activity leads to a data footprint and their transactions can point to evidence. A specific group of items bought together on one day, with a seemingly innocuous household chemicals and a basic electronic device can be a cause for alarm and further investigation. Many crimes are foiled by PSU, although their sterling work is rarely recognised; other Judges often look down upon them. Except when their help is needed, of course. Exploits » Camera Hound. You always have some kind of concealed surveillance equipment running. Anything you witness can be played back at will, and is stored on a remote server. » Network Search. You can use a networked computer to answer any question to which the information would be known. This takes one minute, and can be performed once per day. » Traffic Cams. You access the city’s traffic and surveillance cams, run facial recognition software, and attempt to locate a target. Make an INT (surveillance) vs. AGI (stealth) check to locate your prey. » Surveillance Records. You access historical surveillance data. Choose a location in the city; you can see into the past up to one week. If you take this exploit again, you can go back one month. » Observant. You spot things really well, picking out the tiniest clue. You gain +1d6 to perception checks. Riot Squad (1d6 years) » Prerequisites: none » Attributes: STR +1, END +1, WIL +1, REP +1 » Skill Choices: brawling, clubs, hardy, heavy armour, law, resistance, shields, tactics Judges are often seconded to the Riot Squad where they have to deal with all manner of events. They can face boisterous crowds at orchestral concerts, marches protesting about not enough bad weather, juve gang rumbles and block wars. Judges who excel in using their daystick against such mobs are often noticed and put on special duty for a while. Having joined the Riot Squad you are on call, ready to don your own heavy amour and eager to take on the worst that Mega-City One is capable of throwing at you. The Riot Squad has specialised equipment to deal with crowds. The most notable being the immobilising riot foam and the sometimes deadly stumm gas. The latter is only to be used in an emergency where many more fatalities would otherwise be expected. The Judges of the Riot Squad can expect to be called up from their normal duties several times a week. It is not work for the faint-hearted! Exploits » Gas Attack. You can withstand gas for a longer time without a respirator. You ignore the effects of toxic gases for one round per point of END. » SMACKDOWN! You make a daystick sing in your hand, and can knockout perps with ease while using it. On a successful attack you can, instead of causing damage, choose to cause the Dazed condition instead. » Shieldbrother. When adjacent to another character in a riot shield wall, you get +2 DEFENCE. If adjacent to two or more in the riot wall, you get +4 DEFENCE. » Good Arm. You could play aeroball; you can throw further than most Judges or people. The distance you can throw a grenade or other object is increased by 50%. Senior Judge [1d6 years] » Prerequisites: REP 10+ » Attributes: LOG +1, WIL +1, CHA +1, REP+1 » Skill Choices: bluffing, bureaucracy, concentration, law, leadership, local knowledge, negotiating, politics, teaching
67 You have done your time on the streets of Mega-City One and then some. You can barely remember your days as a cadet or rookie, and few of the citizens and perps you have dealt with over the years. You have shown yourself more than competent and have garnered praise from your superiors, becoming a Senior Judge. While your day-to-day duties can be little different to those of most other Judges in your division you have extra responsibilities. You might get an assignment to lead a crack team to bring a particularly troublesome perp to justice or to ensure the latest craze among the citizens is suppressed should it get out of hand. You might have to take over a more senior supervisory role, such as a watch commander, due to some unforeseen circumstance, your superiors possibly viewing this as a permanent move. You also gain the responsibility of supervising rookie Judges every once in a while. You examine their abilities and judgement and eventually make a decision as to whether they are worthy to take the full badge and eagle of a Judge. You have the battle scars to show the life you have led. Your logbooks are full of the arrests, convictions and the dreaded paperwork that you have had to fill in over the years. You are still far from the Long Walk though, there remains plenty of work to be done to keep order on the streets and you are more than willing to impart what you know to the next generation of Judges. Exploits » Rookie. You are given a rookie Judge to examine on the streets for a number of investigations. Once they have completed the necessary amount of on the job training you make a decision as to the rookie’s ability to become a full Judge. Subsequently you become a mentor to the rookie, and are likely to get leads to new investigations as a result of working alongside them. » Mean Streets. You have survived longer than most Judges do, so you have a much better knowledge of Mega-City One. You can recall the details of any citizen, corporation or location with a LOG check using the table below. Information Required About Difficulty Location Difficult [16] Organisation / Corporation Demanding [21] Perp Strenuous [25] Citizen Severe [29] » One Heck of a Shot. When using your lawgiver you do +1d6 damage. » Lawmaster Stunt. You and the bike are one. You can jump twice the distance on your Lawmaster, or perform other stunts while on the Lawmaster as though you were in a Stunt Area, even when you are not. » Commanding Voice. You have a really commanding voice, one which rookies fear and awe. Your intimidate skill increases to 10 ranks. » Battle Scars. You have received so many battle scars that you sometimes do not notice injury. You gain a natural SOAK bonus of +2. » Platoon Leader. You grant your entire party a +1d6 INITIATIVE bonus as long as they are within 30’ of you. » I Am The Law! (requires The Law). You can strike the fear of the the law into crowds. Make a mental REP attack against each target within 30’. On a success, the target is Dazed. Sharpshooter [1d6 years] » Prerequisites: rifles » Attributes: INT +1, END +1, WIL +1, LUC+1 » Skill Choices: climbing, concentration, law, perception, rifles, stealth Your target’s life can be distilled down into a single moment, a deep breath held for what appears to be an impossibly long time. A squeeze of a trigger and the perp’s head blossoms into an explosive shower of bone and grey matter. Excellent scores at Justice Department’s firearms training program, especially in long range engagements and tactical fire support classes, has led you to this specialised career. You are a sharpshooter, a Judge who excels at killing perps with sniper fire. You make precision takedowns on targets that may be heavily armoured, robotic in nature or just too difficult for anybody else to deal with. You have access to the best long distance firearms that Justice Department can supply and you are an expert on guns. You are often deployed supporting a group of Street Judges, covering them from an H-Wagon or high vantage point. You excel tracking moving targets and you can pick out a target in a crowd from hundreds of metres away. Sharpshooters are the backbone of a Judge tactical assault unit and are an advanced Judge Player Character career. They make an excellent addition to a group of Player Character Judges who prefer using a tactical approach to eliminating their targets. Exploits » 360 No Scope. Any rifle you use is considered to have a scope, even when it does not, adding 50% to the weapon’s range increment. If it has a scope, then it is considered to have an advanced scope instead, adding 100% to the weapon’s range increment. If it has an advanced scope, you suffer no penalties at all for range increments (although you can still only fire out to five increments). » Target Lock. Once you spot a target, you can track them, even if they go out of sight for a while. You spend an action to Aim (using the Aim exploit); from now on, until you aim at another target or leave your position, you are considered to be permanently aiming at that target, gaining the +1d6 Aim bonus without having to spend any actions.
68 » Vantage Point. You gain an additional +1d6 to attack with a ranged weapon if you are at least 30’ higher than your target. This stacks with the regular +1d6 bonus for high ground. Space Corps (1d6 years) » Prerequisites: none » Attributes: INT +1, LOG +1, CHA +1, REP +1 » Skill Choices: astrogation, gunnery, law, piloting, starship tactics, survival, xenology, zero-g The Space Corps projects the power of Justice Department into the Solar System and beyond. With a fleet of powerful ships it protects trade with other worlds and species, and will track down perps fleeing into the vastness of space. It also protects the city, indeed all of Earth, from alien threats and there are many of those. You have been assigned to join the corps for a tour of duty which allows you to be selected for dangerous offworld missions. You are trained in Zero-G combat techniques and all manner of survival skills that allow you to function in the hostile regions of space. You must deal with alien, off-world and colony threats. The Space Corps Judges excel at this, for they are a military arm of Justice Department. Many members of the corps are pulled out of the Academy of Law at an early age, usually because they show an aptitude and interest in the types of skills needed. Exploits » Zero-G Born. You treat zero-g as a natural movement mode, moving at your full SPEED. » Acclimatised. Missions into hostile environments make you used to changes in gravity. Your move speed in high and low gravity (but not zero-g) is equal to your regular SPEED. » Bridge Officer. If you are commanding a starship, all bridge officers gain a +1d6 bonus to starship operations from your presence. Special Judicial Squad (1d6 years) » Prerequisites: none » Attributes: INT +1, LOG +1, CHA +1, REP +1 » Skill Choices: insight, intimidation, law, perception, [subterfuge] The Special Judicial Squad, the SJS, are an elite within Justice Department. They have to be for the perps they have to deal with are the most dangerous of all – rogue Judges! You have been recruited into the SJS and have gained the responsibility for keeping tabs on your fellow Judges. No one is safe from scrutiny, not even Joe Dredd. You might help administer Random Physical Abuse Tests and try to break a Judge in a variety of ways. If there is evidence of a bad apple in the ranks it is almost always the SJS who perform any investigation. They will gather the evidence and if the suspect is guilty they will be sent to the most isolated and harsh prison available – the Titan penal colony.
69 Every sector house will have a pair of SJS Judges to ensure any investigation can have local assistance. Others form task forces to root out the most cunning of the rogues. You have been seconded to the SJS for a period and now can draw on that experience in the field; especially should you uncover evidence of corruption. One thing uniting most SJS Judges is their belief that the worst criminal offenders are those who disgrace the badge. There is no obstacle they will not overcome to bring the worst of the worst down. Who watches the watchers? You do! Exploits » Intimidating. Intimidation is your way of life, especially when dealing with corrupt Judges. When attempting to intimidate a Judge, you gain a +1d6 bonus. » Resources. Rogue Judges are a top priority and therefore the SJS have access to pretty much every bit of equipment and all pertinent records. You can requisition double the amount of gear that other Judges can. » Implacable. SJS Judges have to be tough to deal with their targets and are even less likely to balk at obstacles than other Judges in their investigations. You gain +4 MENTAL DEFENCE. » Local Crime Data. Among other duties the SJS prepares the briefing tapes for every sector on local and city wide events. An SJS Judge who produces these will have superior knowledge of all local crime at a sector level. You gain local knowledge at 6 ranks. » Knowing Smile. You know they are lying, and you can force them to tell you one thing they have been keeping secret from you. Make a REP mental attack, and if successful your target reveals a secret. » Sniff Out Corruption. Detecting crime is one thing; corruption in those who enforce the law has its own smell, though. Make an INT mental attack; if successful, and the target is a corrupt official, auxiliary or Judge, you know it. You do not know the details, but you know for sure that they are guilty of something. Supervisor (1d6 years) » Prerequisites: REP 10+ » Attributes: STR +1, END +1, INT +1, WIL +1 » Skill Choices: bureaucracy, law, leadership, negotiating, politics, tactics Justice Department is always looking out for those with leadership skills. If a senior Judge shows these they may become a Supervisor, often taking a prominent role in major investigations. As they get older many Judges gravitate to these positions. Their years of experience ensures things run as smoothly as possible, making up for the loss of experience at the front lines. This is often a necessary change in role as their ability to perform physically at very high levels diminishes with age. You are a Supervisor, highly respected, highly trained and the best at what you do. You have a long list of arrests, kills, convictions and no major black marks against your name. You may be called upon to lead teams of Judges created to deal with specific problems or crises. You might even be given temporary command of a watch or even a sector house to see how well you perform. One day you may find yourself unable to work the streets but having experience in a command position means there could be a future for you once your reflexes slow. Exploits » Tactical Expertise. In situations where there is a tactical element (setting up an ambush, storming a building where hostages are, etc) the Judge can provide a stackable +1d6 bonus to all those under his command. The Judge must to choose which skill he gives the bonus to. » Advanced Tactics (requires Tactical Expertise). As Tactical Expertise, but those under the Judge’s command can use the bonus with any skill. » Listen Up! You can bolster the morale of those under your command that hear you give a motivational speech. All allies within 30’ heal +1d6 HEALTH. No creature can benefit from this ability more than once per day. » Still Got It. Once per day when you fail an interrogation or intimidate check you can spend a LUC die and choose to succeed instead. Wally Squad (1d6 years) » Prerequisites: bluffing » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill Choices: law, [social], [subterfuge] Sometimes, despite all the technology available to them, the Judges cannot get the evidence they need. To arrest major criminals they may have to resort to undercover work. Any Judge can perform these duties but the experts are the members of the Wally Squad. These are Judges who can meld into the criminal underworld in order to get at the worst scum in the city. Wally Squad operatives are specialist Judges, many of whom go undercover so long that they develop very odd behaviours. They are considered a necessary evil by the Justice Department, despite often disturbing their more uptight, uniformed colleagues. They take on a variety of roles, from simps, to gang members and even masquerade as crime lords. Some Wally Squad Judges become so entrenched in their roles that they do lose their way. As a result the SJS monitors all Wally Squad operatives and operations with an increased level of scrutiny. Most Judges will only pass though their ranks briefly before returning to the streets. Some, however, will never be able to fulfil any other role again so they remain hidden among the citizenry; looking to topple the perps no one else can get close to.
70 Exploits » Confusing Smile. You can use your smile to help you make others uncertain of your intentions. You can make a CHA mental attack against a target within 10’; if successful, the target suffers the Confused condition. » Gossip. You can gather local gossip and information simply by spending an hour in a bar or other watering hole, effectively giving you the local knowledge skill (ranks equal to your CHA score) wherever you go as long as you are able to refresh your knowledge at a local bar weekly. » Impersonate. You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus to fool anybody observing you that you are performing the job competently. » Off the Grid. You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to. » Quick Change. You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before. » What a Wally. You are an excellent example of why other Judges would rather gnaw off their own leg than spend time with you. You exemplify the Wally Squad; you are so deep undercover that you gain a bonus skill outside of your normal skill set. This skill is chosen from the cover you are trying to emulate, and has a number of ranks equal to your CHA score. If your cover changes, your skill is re-chosen. UNIVERSAL EXPLOITS Universal exploits are distinct exploits a character has learned; any character can learn a universal exploit as long as he qualifies for it. A universal exploit can also be purchased directly with Experience Points (see the Advancement rules). Characters begin play with one free universal exploit of their choice plus either Aim or Feint. Characters also gain universal exploits when they repeat a career for which they have already chosen all the available career exploits. Once per turn. A character may use a given exploit once per turn and is free to combine multiple exploits into a single manoeuvre or combination. For example, a soldier might choose to disregard cover, stand out in the open (Reckless Attack) and take careful aim (Aim) in order to disarm an opponent (Disarm). He gets +3d6 to his attack rolls from the recklessness and careful aim, and -3d6 for the disarm attempt. However, his opponents get a +2d6 bonus to attack him for the next round. Another common combination is a Charge and a Knockdown. However, once the character has used an exploit (or a multiple exploit combination) he cannot use that exploit again until his next turn begins. Costs. Some exploits modify existing actions or attacks, but they carry a cost. The character deducts (“pays”) the indicated number of dice from his dice pool to gain the effect of the exploit. Multiple exploits may be stacked on a single action by paying the combined cost.
71 Pre-requisites. Most exploits have prerequisites in terms of attribute scores or previous exploits. In order to purchase a universal exploit, a character must meet those pre-requisites. Achilles Heel (requires LOG 5+; Aim; any [scientific] skill). Identifying a weakness in your target, you pay 2d6 and bypass its soak score. This exploit can only be performed once per target. Alternatively, you may grant this bonus to one ally who must use it within one round. Aim. This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action. All characters get either the Aim or Feint exploit for free. Always Prepared (requires LOG 8+). You have a brilliant tactical mind, and are always prepared. You may declare a single action which you took prior to the encounter (even if you didn’t know the encounter was going to take place) which helps you in this exact scenario. This must be an action you were capable of. Analytics (requires LOG 6+). Studying your target’s behaviour, you notice a pattern to its actions. You grant all allies within 30’ a +1d6 bonus to attack the target until the start of your next turn. This costs one action. Arm Lock (requires AGI 8+, martial arts skill). When you successfully grab a foe, you place your target in a painful armlock. The target gains the Restrained condition, drops any items in that hand, and cannot use that arm until he escapes. You may move at half SPEED, taking your victim with you. If you apply this twice, the attacker gains the second Restrained condition. Bearhug (requires STR 8+). When you successfully grab a foe, you grab your target with both arms, squeezing him. You can only bearhug a target of your size category or smaller. The target gains the Restrained condition, and takes 1d6 damage at the start of each of his turns. You may move at half SPEED, taking your victim with you. Blinding Attack (requires AGI 6+). You throw sand into your opponent’s eyes, cover him in a cloak, pull his helm down, or gash his forehead; on a successful hit your target gains the Blind condition. Blindfighter. Skilled at using senses other than sight for combat, you may ignore blindness and the Bind condition track for melee combat. Blind Shot (requires LUC 5+). While in full cover, you may pay 2d6 to take a shot without looking at what you are shooting at or exposing yourself. You use your LUCK attribute instead of your AGI or IT for this shot. Brush Off (requires STR 8+). You contemptuously brush aside a melee attack, gaining the effect of cover from one melee attack from a creature of your size category or smaller. Burst of Speed (requires piloting or driving skill). Your mount, ship, or vehicle gains a speed boost of 2 hexes or squares for the turn. Charge. When making a melee attack, move up to your speed in a straight line and then attack at the end of it and pay 2d6. You gain +1d6 damage to your attack. You must move at least 10’. Cleave (requires STR 8+). When using STR as your attack attribute, you follow through in one mighty swing, and make an additional attack at -1d6 against an adjacent foe if the first one hits. Counterhack. When an opponent is attempting to access your systems using the system override exploit, you may make an immediate opposed LOG check to block the attempt. Crippling Strike (requires AGI 5+; Deadly Strike). You expertly target your opponent’s legs, causing a wound which inflicts the Slowed condition upon him. Dart In (requires Charge). You move your Speed, make a melee attack at –1d6, and then move your Speed back again to your starting position. You cannot combine this exploit with other exploits, not can you dart in while on difficult terrain. Paying For Effects The concept of buying effects with your attack dice is fundamental to the combat system of Judge Dredd and the Worlds of 2000AD. Without “buying” extra damage dice or desired effects, a successful attack will tend to do very little damage. High damage, therefore, is achieved by a large attack dice pool being partially spent on damage and effects. For example, a massive robot might have enormous strength and lots of training, and as such has a big attack dice pool of 8d6 with its giant las saw. Normally, it only does 3d6 damage. However, it can spend some of that pool, exchanging some of those 8d6 for extra damage or an effect such as Knockdown. The robot has exchanged some of its to hit potential for damage potential.
72 Deadly Strike (requires AGI or STR 5+). You inflict an additional 1d6 damage with a successful hit. For a ranged attack, this is likely a headshot. This can only gain you one bonus damage die. Death From On High (requires Charge). You pay 2d6 and drop down on your opponent from at least 5’ above him. This counts as a charge but knocks your opponent prone and does 2d6 extra damage instead of 1d6. Die Hard (requires WIL 8+). While at negative HEALTH you are still conscious, and can take one action per round. You still form the death countdown pool as normal. If you take any further damage, you fall unconscious as normal. Dive for Cover (requires AGI 7+). If a ranged attack misses you, you may immediately move half your speed and either throw yourself prone or get behind cover if it is in range. This is an immediate reaction Dodge (requires AGI 6+). You may use a reaction to dodge one attack you are aware of, as long as you are not in cover. State your intention before the attack roll. The attacker suffers a -2d6 penalty for that attack. Double Tap (requires AGI 7+; Aim). Once per turn you may fire two quick shots at your target at the cost of just one action, paying 2d6. Draw a bead (requires INT 5+). You do not pay any penalty for firing into melee, as long as your target is at least 10’ away from you. Draw a Bead (requires INT 5+). The penalty for firing at a target engaged in melee is reduced from 2d6 to 1d6. Expert Disarm (requires AGI 6+). When you use a Called Shot to disarm a target, you do not have to pay the 2d6. Far Shot. You increase range increments by 50%. Feint. This is identical to the Aim exploit, but for melee combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action. All characters get either the Aim or Feint exploit for free. Flying Kick (requires AGI 8+; martial arts skill). You move up to your speed and issue a flying kick at the end of it, dealing your martial arts damage with a bonus 1d6 damage. Fortitude. You gain a permanent +2 MELEE DEFENCE, able to shrug off many attacks Hunker Down (requires END 6+). Cover grants you one extra die of cover. Jury-rig (requires LOG 6+; engineering skill). You modify a weapon (yours or an adjacent ally’s) to either increase its range by 50% or its damage by +1d6 until the start of your next turn. Improviser. You are adept at using bar stools and other items as weapons. You suffer no attack penalties for improvised melee weapons. Iron Will. You gain a permanent +2 to MENTAL DEFENCE, able to shrug off many mental attacks. Knockback (requires Knockdown). When you use a Called Shot to move a target, you do not have to pay the 2d6; however, for each 1d6 you choose to pay, the target is pushed one extra square. Knockdown (requires STR 5+). When you use a Called Shot to knock a target prone, you do not have to pay the 2d6; additionally, the target gains the Downed condition (making it unable to stand until that condition has been shaken off). Leadership (requires CHA 8+). You are able to donate one or more of your available LUC dice to another character as a free reaction to their attempting an attribute check. You must declare this before they roll the dice. Leaping Attack (requires AGI 8+, Charge). You leap into the air as you make a melee attack. You gain +1d6 damage, but if you miss your opponent gets a free attack against you. Lightning Reflexes. You gain a permanent +2 to Ranged Defence, able to dodge many ranged attacks.
73 Lucky Escape (requires LUC 6+). You may avoid all damage from one attack as a free reaction. You can only do this once per day. Lunge. You increase your reach by 5’ for one attack at a cost of –1d6. Mighty Blow (requires STR 8+). When using STR as your melee attack attribute, you may use all of your actions to make one gigantic swing. If you hit, you do double damage (the combined total of the damage you would have done had they been separate attacks). Mighty Sunder (requires Sunder). Half the damage from your sunder also applies to the target weapon’s wielder. Opportunist Stomp. You can stomp on an adjacent prone opponent as a free action. This is an unarmed attack and uses your natural damage value. Opportunity Strike. You can make an attack as a free action attack against a foe who disengages from melee combat with you. Pep Talk (requires CHA 6+). You can spend your ambush turn (if you have access to it) giving your allies a pep talk. They all gain a +1d6 bonus to initiative in the ensuing combat. Piledriver (requires STR 8+, wrestling skill). You grab your opponent, lift him, and then drop to the ground, driving his head into the ground. Both you and your opponent end up prone. The exploit costs 2d6 and, if successful, the target takes double damage and gains the Dazed condition. Point-Blank Shot. You get +1d6 to hit ranged targets within 10’. This does not stack with the +1d6 from using a sidearm against an adjacent foe. Predictive Reflexes (requires INT 6+). You are good at reading the situation. You gain a permanent +1d6 bonus to your INITIATIVE checks. Protector (requires END 5+). You can take an attack meant for an adjacent ally. If the attack hits your ally, you take the damage instead. If you have a shield, the ally also benefits from your shield’s defence bonus. Quickdraw (requires AGI 6+). If you are disarmed, you may immediately draw another weapon as an immediate reaction as long as you have one available. Quickstand (requires AGI 6+, martial arts skill). Once per turn you can stand immediately from prone as a free action or reaction and you are immune to the Downed condition. Quickstep. You can move 5’ as a free action. Reckless Act. You gain +1d6 to ranged attacks as long as you are not concealed, in cover, or using a shield. If you use Dodge, or any other exploit which protects you, you lose this bonus for one minute. Reinforce Shield (requires LOG 6+; computer operation skill). Until the start of your next turn, one shield (forward, aft, port, or starboard). becomes reinforced. It gains +2 SOAK. Ricochet (requires INT 8+; Aim). You can pay 4d6 to “bounce” a ranged attack off of one surface in order to hit a target to whom you would not normally have line of sight. This does not negate the target’s cover bonuses; it merely creates a line of sight to a target where there previously was none. Roll With It (requires AGI 5+). By voluntarily falling prone, you reduce damage by 2d6. You cannot use any instant-stand exploits in combination with this exploit. Scattershot. When using a shotgun, you can attack two adjacent targets within 15’ of you with a single attack action. Sidestep (requires AGI 8+). When charged by an attacker, you casually step aside, causing him to rush past you. If the attacker’s attack misses, he continues onwards in a straight line to the extent of his movement, unless something blocks his way. If he collides with a solid object, he takes 1d6 blunt damage. Spinning Kick (requires AGI 8+, martial arts skill). With a quick turn your foot lashes out to strike your opponent. This attack is a free action. You do your normal unarmed damage. Spray. When using a weapon with the auto trait you may spend all your actions to spray a 30’ cone, making one attack against every target not in cover within the cone. Make one attack roll and apply it to the RANGED DEFENCE of all within that area. Stop Right There! Enemies which try to move past you (move within your reach) are subject to a free action attack, which stops their movement if successful. Strafe. When using a weapon with the auto trait you may, as a single action, spray an area 15’ x 15’ with fire. Everyone in that area takes 1d6 damage of the appropriate type. This is the only attack you can make with this weapon this turn. Sunder. You target your opponent’s weapon or shield with the intention of breaking it. The weapon has same MELEE DEFENCE as its wielder; you take –2d6 to strike a weapon and no penalty to strike a shield. Systems Upgrade (requires Robot). Choose one of the Robot’s modification exploits, such as Wheels, Armor, or Compute. You gain that exploit. Taunt (requires CHA 8+). You taunt your target, enraging it, and make a CHA vs. Mental Defence attack. If successful, the target focuses all its attacks on you until the start of your next turn. Throw (requires STR or AGI 7+; Trip or Knockdown). When you use a Called Shot to knock a target prone, you also move the target two squares and do your unarmed damage. Throw Anything. You suffer no attack penalty for improvised ranged weapons (including throwing melee weapons, which normally count as improvised when used in this way).
74 Trip (requires AGI 6+). When you use a Called Shot to knock a target prone, you do not have to pay the 2d6; additionally, the target gains the Downed condition (making it unable to stand until that condition has been shaken off). You still do your normal attack damage. Additionally, if you are a smaller size category than your target, you gain +1d6 to your attack. Utilikit (requires LOG 7+; engineering skill). You are able to turn one device into another device of equal value or lower. For example, you can modulate your scanner to use as las-pistol, or enable your laser knife to operate as a lock pick. The device only functions in this way for a single action before becoming permanently useless. It takes 10 minutes to make the change. Whirlwind Frenzy (requires AGI 6+). You attack all adjacent targets, but only do 1d6 damage to each. You must still make an attack roll against each target. Any targets you hit are pushed back one square, clearing a space around you. AGE Your age is determined by the total of your character’s years in each career. Age falls into three broad bands – young, adult, and old. Consult the table below to find out which band you fall into, based on your species. If you are young or old, choose any synonym for that word and insert it into your descriptor. It is up to you what adjective you choose. If you are adult, you do not need to add it to your descriptor. Some example synonyms are listed below, but you should feel free to create your own. If you are a Judge starting with the five normal careers, your age will be 21 plus 1d6 years. If you are not a Judge, your age may vary more. /// Adding Years Players may always add extra years to their age at character creation or during downtime with no corresponding advancement. This allows players to play older characters without unduly high attributes. Non-Player Characters may similarly have years added. In cinematic mode (see p. 77), adult characters gain an additional LUC die, and old characters gain a further LUC die, representing experience. Young Characters Young characters are characterized by curiosity and brashness. You gain the following exploit. You lose the exploit when you are no longer categorized as young. Young. Once per day, when rolling a dice pool, you may declare it to be an exploding dice pool. Any 6s that you roll may be rolled again, the new roll adding to the existing 6. If you roll a 6 again, repeat, until you roll less than a 6. Example synonyms: young, youthful, adolescent, childish, teenaged, juvenile. Aging In The Future? Life-expectancy in Mega-City One would have dramatically increased due to medical advancements, surgery, and anti-ageing drugs and procedures. However, so many citizens die young at the hands of perps and the Judges that most do not live to enjoy this potential. You will note that the age exploits list does not include any penalties (either physical or mental). Judge Dredd and the Worlds of 2000AD allows you to develop interesting traits based on your stage of life, but does not impose limitations on older characters. The Game Master will need to decide whether any particular physical transformation takes place as a character ages, and whether a character dies after becoming venerable or simply continues in that age category. Characters should age normally, but for those with access to, and who take advantage of, top medical facilities this is slowed down considerably. This includes the Judges many of whom are still able to perform their duties into their sixties and seventies. One of the core species, the robot, does not age at all. This is because any wear and tear on a robot’s body can be easily repaired by replacing the worn out components with new ones, even its personality and memories can be saved by transferring them onto another robot brain. Some alien species may be incredibly long lived, immortal, or posses regenerative abilities. In the long run, it is up to the Game Master how ageing works with aliens in their campaign. Finally there is the anti-ageing wonder drug, stookie. This is banned in Mega-City One by the Judges as its production involves the murder of a sentient alien race so the adifax glands, where stookie is found, can be extracted. Stookie not only prevents ageing, it can actually reverse it. It is expensive to buy and carries harsh penalties. Repeated, regular doses are required or otherwise the user will begin to age rapidly. Many users have to turn to crime should their funds run out to prevent this, often fatal, fate.
75 Old Characters Old characters are characterized by experience. You gain the following exploit. Old. Once per day, when rolling a dice pool, you may declare it to be a careful dice pool. Any 1s that you roll may be rerolled, with the new roll replacing the 1. If you roll a 1 a second time, however, you must keep the 1. Additionally, the bonus gained from your hook increases to +2d6. Old characters can no longer improve physical attributes (STR, AGI, END) through career advances or experience expenditure, although they may do so via other means (magic, cybernetics, etc). Example synonyms: old, elderly, mature, venerable, aged, aging, hoary. Age Categories By Species The following table lists age categories according to species. Species Young Adult Old Human 1-25 26-59 60+ Clone 1-25 26-59 60+ Robot - - - Mutant 1-15 16-35 36+ Chimp 1-15 16-49 50+ Gorilla 1-15 16-44 45+ Orang-Utan 1-15 16-40 41+ TRAIT A character’s trait is a dominant characteristic based on his attributes. It provides an ability or quality related to either his highest or lowest attribute. Traits include things like rugged, massive, alcoholic, inspiring and so on. If someone were to describe your character, this is then first word they’d use - “Sasha? You mean that reckless punk?” or “Joey-Joe Longface is quite the illiterate mutant”. Choose either your highest or lowest attribute (both will give you an advantage; choosing the lowest does not give you a disadvantage – for example, a low WIL allows you to choose alcoholic, which gives you a bonus SOAK score when intoxicated). Choose a corresponding trait (or roll for it if you prefer a little randomness). Your trait forms part of your descriptor. Judge characters will always choose a trait corresponding to their highest attribute, any Judge showing a lowest attribute and the corresponding trait would never have successfully made it through the Academy of Law’s training. Your trait should be noted on your character sheet as part of the descriptor. For example: Sasha is a reckless human punk who... 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] flamboyant Alcoholic. You are usually drunk. While this can impair your judgment, it also enables you to shrug off injury. You gain +2 SOAK when intoxicated. Alert. Constantly aware of your surroundings, you gain +1d6 to INT perception checks, and you always win INITIATIVE ties. Ambidextrous. You do not suffer the usual -2d6 penalty to attacks made while dual wielding a double weapon or a secondary offhand weapon. Asthmatic/Anaemic. Your poor health often prevents you from undertaking extended physical exertion. However, you have developed coping strategies which enable you to recover quickly from hardship. Once per day you may use one action to gather your strength and determinedly recover 1d6 HEALTH. Athletic. Brawny and strong, you are able to plough through difficult terrain. Difficult terrain does not reduce your speed. Brawny. You gain a +40lb carrying capacity. Brilliant. Your mind is honed, sharp and analytical. Once per day you may replace any other attribute check with a LOG check. Clumsy. You often stumble or drop items. You are so used to falling that you take less damage than most from a fall. Reduce the height fallen by 10’ when calculating falling damage. Commanding. You have presence, and people listen to you. By spending two actions (a full turn) you can give an ally within earshot an immediate single free action. Coughing. Your constant coughing elicits sympathy from onlookers who are hesitant to attack an obviously ill person, and even if they do they underestimate you. You gain a +4 DEFENCE bonus against anyone you have not yet attacked.
76 Deadeye. Once per day you automatically hit with a ranged shot within two range increments as long as you do not exchange any attack dice for damage dice or combine it with another exploit. Disfigured. Your appearance is memorable. However, it serves to instil fear when you need it to. You gain a +1d6 bonus to intimidation attempts. Distracted. Your attention is always somewhere else and can be a cause of frustration for others. However, a non sequitur can sometimes prove useful; once per day, as an ally is making an attribute check, you can make a completely random comment which jogs their memory and grants them a +2d6 bonus to the check. Egotistical. You have a very high opinion of yourself, which manifests itself as extreme confidence and surety. You gain a +4 MENTAL DEFENCE bonus. Unfortunately, you sometimes ask “don’t you know who I am?” Empathic. You are able to easily understand how others feel. Once per day as an action you can attempt to adjust another’s mood with a CHA vs. MENTAL DEFENCE check. If you succeed, they gain either the Angry or Manic condition. You must be able to converse with your target to do this. Erudite. You remember a vast catalogue of knowledge. At any time you may make a LOG check in place of any CHA check to interact with someone by recalling a piece of trivia of interest to them, although only once per target. Feeble. You are physically weak and frail, which has taught you the value of brains over brawn. Once per day you may use an LOG check in place of a STR check and accomplish your goal through cunning and ingenuity. Flamboyant. Your style and flair make you both noticeable and memorable. You can distract with ease, gaining a bonus +1d6 when using the Feint exploit. Forgetful. You constantly forget and misplace things; often they are still about your person. Once per day, as an action, you may produce an item you didn’t know you were carrying. The item can be any type of item, can have a value in credits up to the result of your LUC check and be something you would have had reasonable access to without use of theft or subterfuge. Illiterate. You cannot read. Instead, you have learned to memorize common words which you need to recognize often. You have a fantastic memory and can automatically recall information you have been exposed to. Inspiring. You are able to instil positive emotions in people with your words, using an action to give one ally a +1d6 bonus to their next attribute check if they are within 30’ feet of you. Lame. You have a limp and move slowly, possibly with a cane. This causes people to underestimate you, granting you a +1d6 bonus to INITIATIVE checks. Massive. You are enormous and solid. You are immune to knockdown and knockback effects by anything of your size category or smaller. Naive. Naiveté can be an endearing trait in some; it can also act as insulation from the horrors of the world. Once per day you may completely ignore a fear based effect or condition. Nimble. You gain a climb speed equal to your regular SPEED. Obnoxious. Your personality really repels people. You are an expert at insults, and can use an action to make a LOG vs. WIL check to enrage and distract others, causing them to gain the Angry condition. As usual, repeated use increases the severity of the condition. Persuasive. You are adept at negotiating with others. When you purchase anything under 1 MCr in value, you are able to save 3d6 percent.
77 Reckless. Your poor judgment often lands you in trouble, but it leads to a certain confidence. If you completely ignore cover, you gain a +1d6 attack bonus as long as you are not using a shield. Rugged. You are tough and shrug off hardships. Once per day you can spend two actions (a full turn) to recover to half your normal maximum HEALTH. Spendthrift. You lack self-discipline and spend your money on trivialities and things you don’t need. This can have its advantages, however; once per day as an action you can pull a small item from your pocket that you forgot you’d bought, retroactively spending up to the value of your LUC check in credits. Stoic. You are able to hide pain and discomfort. Once per day, when you would normally be reduced to zero HEALTH, you are reduced to 1 HEALTH instead. Suave. Once per day a CHA vs. MENTAL DEFENCE attack can be used to give a target the Charmed condition. Tottering. You find it a struggle to stand and require the use of a wheelchair which gives you a +1 SPEED bonus on normal terrain. Tough As Nails. You gain a +2 natural SOAK bonus which stacks with any other SOAK scores you may have. Unflappable. You are not easily distracted or surprised. The Feint exploit does not work on you. Unwashed. Your unkempt appearance causes others to overlook you. You can hide in plain sight using INT in place of AGI. Well Known. You are famous; people recognize you, for good or ill. You have learned to use this reputation. Once per day you may substitute your REP attribute for any mental attribute in order to make an attribute check. CINEMATIC MODE In cinematic mode, adult characters also gain an additional LUC die, and old characters gain a further LUC die, representing experience. Combat in Judge Dredd and the Worlds of 2000AD is a quite deadly affair, especially if you are accustomed to heroic fantasy games. Often an advanced character can be downed by just one or two shots. For a more heroic feel, the Game Master can opt to use Cinematic Mode. In Cinematic Mode, characters and creatures also roll a LUC dice pool when calculating their total HEALTH. Lucky characters can be very resilient, though not necessarily deliberately so! In cinematic mode, adult characters also gain an additional LUC die, and old characters gain a further LUC die, representing experience.
78 Derived statistics Derived statistics are values which are calculated based on existing statistics. You will need to calculate each of the derived statistics in the section below, and record them on your character sheet. All derived statistics increase or decrease if their underlying statistics change through character advancement or for other reasons. Skills & Derived Statistics 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 For each attribute and each skill, record the derived dice pool on your character sheet. These are noted on the character worksheet for convenience. They are as follows: Dice Pools 1-2 3-5 6-9 10-14 15-20 21-27 1d6 2d6 3d6 4d6 5d6 6d6 The actual attribute scores are not needed during play; you need only refer to the dice pools. The attribute scores are used during character creation to provide an expanding granular scale to attribute development. Health Health is a mixture of physical and mental stamina. Roll an END dice pool, a WIL dice pool. If you have the hardy skill, you may roll that also. Record the total as your HEALTH. If the total is less than 10, then increase your HEALTH to 10. When you are hit, you take damage; when you reach 0 HEALTH you are unconscious. Speed You need to determine your regular SPEED, and your CLIMB speed. Note that this process also applies to SWIM and other forms of movement. Your SPEED is equal to the size of your STR dice pool plus your AGI dice pool. You may also add your running dice pool if you have that skill. For climbing, swimming, zero-g and high-g replace the running skill and halve the final total unless a career tells you otherwise. You only need to note these if you have the skill – otherwise, it will work out to half your SPEED (without the running bonus). Small (or smaller) characters suffer a -1 penalty to SPEED. Jump This is the distance and height you may jump automatically without making any kind of attribute check. It should be recorded on your character sheet in units of feet, not squares (unlike SPEED) in the format 7’/4’. These values assume a 10’ run-up. From a standing start, they are halved. Your horizontal jump is equal to twice your AGI attribute in feet. Your vertical jump is equal to your STR attribute in feet, but cannot exceed your horizontal jump. Jumps exceeding these figures require attribute checks equal to the number of feet jumped horizontally or three times the number of feet jumped vertically. Carry Your basic carry increment is equal to STR + END multiplied by 10. Record the value in pounds. If you have the carry skill, you may add this (the raw value, not the dice pool) before the multiplier. Each carry increment inflicts a -1d6 penalty to physical attribute checks and -1 to SPEED. Initiative Initiative measures how quickly you can react in combat situations. It is equal to your INT dice pool. You may also add your tactics or reactions dice pools. Defence You have four DEFENCE scores – MELEE DEFENCE, RANGED DEFENCE, MENTAL DEFENCE, and VITAL DEFENCE. All four scores have a minimum value of 10. These scores are pre-calculated dice pools; because they are used frequently, the average value is used and noted on your character sheet. For each score, form a dice pool consisting of attribute, skill, and equipment, as normal (and subject to the normal dice pool limit). Use the following elements to form the dice pool:
79 Attribute (use one) » For MELEE DEFENCE use the highest of your STR and AGI. » For RANGED DEFENCE use your AGI. » For MENTAL DEFENCE use the highest of WIL and CHA. » For VITAL DEFENCE use your END. Skill (use one) » For MELEE and RANGED DEFENCE, you may use acrobatics, dodging or foresight. » For MENTAL DEFENCE you may use concentration or meditation. » Skill with a melee weapon or unarmed combat applies to MELEE DEFENCE, but not ranged attacks. » For VITAL DEFENCE you may use fortitude, resistance or survival. » If you double move in a round, you may use running for DEFENCE for that round only. Equipment (use one) » For MELEE DEFENCE, the quality of your weapon or shield can be used in your dice pool (although you cannot benefit from more equipment quality dice than skill dice; see page 123). » For RANGED DEFENCE, the quality of your armour or shield can be used (again, you cannot benefit from more equipment quality dice than skill dice). Having formed your DEFENCE and MENTAL DEFENCE dice pool(s), consult the following table to determine the corresponding static score. This is an average roll of the dice pool, and is used to speed up play (you could, theoretically, roll it as an opposed check each time). The value below is the size of your dice pool multiplied by an average roll of 3.5, rounded up. Remember that the dice pool itself is capped by your grade, so for a starting grade 5 character, the maximum dice pool is 5d6, resulting in a score of 18. Adjustments for size, etc., are applied after the cap. Pool 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 DEF. 4 7 11 14 18 21 25 28 32 Adjust the final score according to your SIZE. Tiny Small Medium Large Enormous Gigantic Colossal +4 +2 +0 -4 -8 -16 -32 The minimum value is 10. Finally, adjust MELEE and RANGED DEFENCE for shields and armour. Small shields give +1, medium shields +2, and large shields +3. Medium armour inflicts a -2 penalty, and heavy armour a -4 penalty. Light armour inflicts no penalty. Small shield +1 Medium shield +2 Large shield +3 Light armour +0 Medium armour -2 Heavy armour -4 CAREERS & DEFENSIVE SKILLS As noted earlier, any time you take a career skill you may take a DEFENCE skill instead. These are not specifically called out in the careers, but all DEFENCE skills are always available to all careers. The following skills (remember anything can be a skill - feel free to invent your own!) are defensive skills: MELEE/RANGED DEFENCE Acrobatics, Dodging, Foresight MENTAL DEFENCE bravery, concentration, conviction, discipline, leadership, meditation, psychology, religion, rulership Vital Defence Fortitude, Resistence, survival Additionally, melee skills like boxing or swords (if armed with a sword) apply to DEFENCE against melee attacks (as does weapon quality), but not against ranged attacks. You need to train to increase DEFENCE; otherwise you will get hit a lot. It is as important as training in weapons. You should aim to get your DEFENCE pool to at least 4d6 if possible.
80 Starting Money Requisition Caps. Judge characters do not need money. They are provided all their equipment by the Justice Department. However, they should still make the above roll. Instead of representing cash, this represents the value of gear they can requisition at any given time. When leaving for a mission, they may “spend” this amount on additional items which are returned when they next check in to headquarters. Note that Judges gain a Lawmaster, Lawgiver, daystick, boot knife, uniform and helmet, handcuffs, and birdie for free. Med Judges also get a free medikit and Tek Judges get a free engineering toolkit. For perp and citizen characters roll your total CREDITS in d6s based on your REP dice pool and multiply this by 20. You may also add your LUC dice pool before the multiplication. If the final total is less than 100cr, increase your starting money to 100cr. You should now peruse the Equipment chapter and purchase weapons, armour and other equipment for your character. Record this on your character sheet. Attacks Finally, note down your attacks. You should have two or three, depending on your equipment. The first is an unarmed attack (boxing, brawling, martial arts, wrestling, depending on skills) and the others might be a melee and a ranged weapon. An attack is recorded in this format: Laser pistol 3d6 (2d6+2 heat damage; range 12; notes) The first value (3d6 in the example) is your attack roll. This is a dice pool formed as normal from attribute + skill + equipment. Melee attacks use STR or AGI. Ranged attacks use AGI or INT. The damage value, range, and any notes are found in the weapon’s entry in the Equipment chapter (p. 88). Unarmed damage is 1d6 plus the number of dice in your STRENGTH dice pool for size Medium and smaller creatures, plus 1d6 for each size category above Medium. For example, a medium sized human with STR 4 does 1d6+2 unarmed damage, and a large mutant with STR 10 does 2d6+4 unarmed damage. Size Unarmed Damage Small - Medium 1d6 Large 2d6 Enormous 3d6 Psionics Like all exploits, psionic exploits are available to anybody who qualifies for them. Some psionic careers offer a number of psionic exploits in the form of career exploits. In some cases, these same exploits are also available below as universal exploits; in other cases they are unique to that career or superior to the universal version. This enables certain careers to gain certain psionic abilities without having to meet the same prerequisites that those accessing them via universal exploits do. Checks and attacks. Most psionic powers operate automatically, with no attribute check being required. However, if a psionic power affects an unwilling target or creature, a PSI vs. RANGED, MELEE, VITAL or MENTAL DEFENCE attack is always required. Skills. Exploits are divided into categories (biopsionics, clairsentience, clairvoyance, ergokinesis, metapsionics, telekinesis, telepathy and teleportation), each of which is a psionic skill which can be learned and applied to dice pools as normal. Cost. The cost in psionic energy points (PP) to use a power is equal to the PSI score prerequisite. Thus, if a power has a prerequisite of PSI 6 it also costs 6 PP to use. Boosting. Psionic exploits are often more powerful the more psionic energy points (PP) you use. Many powers indicate that numerical elements such as range or damage are dependent on the amount of power used. You cannot spend more psionic energy points per turn than the value of your PSI attribute. A character with a PSI attribute of 10 cannot spend more than 10 PP per turn. Some psionic exploits allow you to boost more than one numerical element. To boost both of these additional PP have to be spent for each of them. Maintenance. Powers which last until your next turn can be maintained continuously by spending an action each round. If the power requires an attack roll, then this must be made each round unless otherwise stated. The power cost must be paid every round. Power. Roll your PSI dice pool and your WIL dice pool and add the two together. You have a pool of psionic energy points (PP) equal to this roll. If your PSI or WIL dice pools increase, roll the extra die and add it to your pool. Once a day you may meditate to recover PP equal to a WIL check. The following exploits are universal exploits and require a single action to use unless otherwise noted.
81 /// Biopsionics Adrenal Dash (requires PSI 4). You use psionic energy to gain a burst of speed, dashing up to twice your SPEED. Adrenalise (requires PSI 4). You can channel positive energy into somebody, granting them a +1d6 die bonus, +1d6 per additional 4 PP you spend, to all physical attribute checks for one minute. This process is draining, however, and causes you 1d6 psionic damage for each 1d6 bonus you grant. Biofeedback (requires PSI 4). You psychically harden your skin, gaining SOAK 1, +1 per additional PP you spend, until your next turn. Psychic Healing (requires PSI 6). You can heal 1d6 per HEALTH by touch, +1d6 per extra 6 PP you spend. Any given creature can only benefit from this power once per day. Psychic Leap (requires AGI 6, PSI 6). You channel your psionic energy into a mighty leap into the air. You leap up to 3’ vertically, + 3’ per additional PP you spend, and up to 5’ per PSI horizontally. Psychic Resuscitation (requires PSI 6). You may stabilize a dying creature by touch by spending two actions. /// Clairsentience Hypercognition (requires PSI 8). When you use this power everything appears to slow down for you. For 1 round, +1 round per extra 4 PP you spend, you gain an extra action each round. Using this power is a free action. Necrophony (requires CHA 6, PSI 10). You are able to ask questions of a dead creature. You must be able to touch the corpse and it must have died within one hour, +1 hour per extra PP you spend. You may ask it a single question, which it will answer to the best of its knowledge. Combat Precognition (requires PSI 4). Your natural precognition gives you a +1d6 bonus to INITIATIVE checks, +1d6 per extra 4 PP you spend, as well as checks to access the ambush turn. This does not cost an action, and the PP are spent when the INITIATIVE check is made. Retrocognition (requires PSI 12). You can see into the past up to 1 hour ago, +1 hour per extra 2PP you spend, until your next turn. Your view is of your current location as though you were there at the time. /// Clairvoyance Clairaudence (requires INT 4, PSI 4). You can hear a location you have seen before until your next turn. You hear it as though you were physically present. Clairvoyance (requires INT 6, PSI 6). You can see and hear a location you have seen before until your next turn. You see it as though you were physically present, and do not gain additional sight powers (so if it is dark there, you do not gain darksight). /// Ergokinesis Cryokinesis (requires PSI 6). You freeze a creature or object you can touch, doing 1d6 damage, +1d6 per extra 2 PP you spend. Water freezes solid, and size medium or smaller creatures become slowed until they shake the condition off.
82 Cryrokinetic Blast (requires END 6, PSI 6; Cryokinesis). You blast an opponent with a range increment of 10 with an icy cold wind. Make a PSI vs. DEFENCE attack; if you succeed, you do 1d6 cold damage, +1d6 per additional 2 PP you spend. Electrokinetic Blast (requires INT 6, PSI 6). You blast an opponent with a range increment of 10 with a bolt of focused electricity. Make a PSI vs. DEFENCE attack; if you succeed you do 1d6 electricity damage, +1d6 per additional 2 PP you spend. Electrokinetic Fork (requires PSI 10). You let loose a 5’ cone of crackling, forked electricity, which increases by 5’ per extra 2 PP used. Make a PSI vs. DEFENCE attack against each creature in the area; if you succeed, you do 1d6 electricity damage, +1d6 per additional 2 PP you spend. Pyrokinestic Burst (requires END 8, PSI 12). You let loose a burst of fire in all directions. Any creature or object within 5’, increasing by an extra 5’ per additional 4 PP used of you takes 1d6 fire damage, +1d6 per additional 6 PP you spend. Pyrokinetic Blast (requires AGI 6, PSI 6). You blast an opponent with a range increment of 10 with a cascade of fire. Make a PSI vs. DEFENCE attack; if you succeed you do 1d6 fire damage, +1d6 per additional 2 PP you spend. /// Metapsionics Cannibalise (requires END 6). You are able to recover psionic energy by drawing from your body’s other energy reserves. Choose any number of d6s and roll them; you gain that much psionic energy, but take the same amount of damage. Fast Recovery You recover twice as much psionic energy during your daily meditation. This acts as a trait and simply modifies your psionic recovery with no action required. Mind Shield (requires WIL 6, PSI 6). You shield your mind from psionic intrusion, gaining +10 MENTAL DEFENCE until your next turn, +1 per additional 5 PP you spend. Sense Psionics (requires PSI 2). You can sense the presence of psionics within 20’ of you, +5’ per additional 2 PP you spend. Shield Other (requires WIL 8, PSI 8; Mind Shield). You shield another’s mind within 10’ of you, granting them +8 MENTAL DEFENCE until your next turn, with an additional +1 per additional 4 PP you spend. Suppression. You are able to weaken the psionic power of a target you can see. Choose any number of PSI points; both yours and your target’s PSI attribute are reduced by that amount until your next turn if you make a successful PSI vs. MENTAL DEFENCE attack. Mind Fortress (requires WIL 8, PSI 10; Shield Other). As Shield Other, but it affects everyone you choose within 2’ of you, +2’ per additional PP you spend. They must remain within that distance to stay protected. /// Telekinesis Flight (requires PSI 10, AGI 8; Levitation). As Levitation, but you can also move horizontally. Psychokinesis (requires PSI 9; Telekinesis). Your telekinetic control is so refined that you can effectively take any action or make any attribute check that you would normally be able to do were you standing next to the target from a distance of 5’, +5’ per additional PP you spend. Levitation (requires PSI 8; Telekinesis). You telekinetically lift yourself off the ground until your next turn. You can only move directly up and down, and may do so at a speed of 5’, +5’ per additional 2 PP you spend. If the power fails, or you do not maintain it, you fall from whatever height you are currently at. Summon (requires PSI 4). You can telekinetically call a Small or smaller object within 5’, +5’ per additional 2 PP you spend, to your hand by using two actions. If the object is held by someone else, it will require an opposed PSI vs. STR check. Telekinesis (requires PSI 5; Summon). You can freely telekinetically move and manipulate single objects of size Small or smaller within 5’ of you, +5’ per additional 1 PP you spend. You may only manipulate one such object at a time. Telekinetic Shield (requires PSI 4). You gain +3 DEFENCE with an additional +1 per additional 4 PP you spend, from the telekinetic shield until your next turn. /// Telepathy Empathy (requires PSI 2). You can automatically sense strong emotions in others within 30’. No action is required. Mind Control (requires PSI 16; Psychic Suggestion). You control another being within 5’, +5’ per additional PP you spend, until your next turn by making a PSI vs. MENTAL DEFENCE attack. The creature will act as you direct; however it will not perform an action which causes it harm. If you spend an action to maintain this control over multiple turns, it lasts 1 round per PP. Mindprobe (requires PSI 12; Mindread). As Mindread, but you gain access to inner thoughts and secrets. This technique is painful to the target, who takes 1d6 psychic damage. Mindread (requires PSI 10; Empathy). This invasive technique enables you to read another’s mind. Make a PSI vs. MENTAL DEFENCE attack against a target within 1’, +1’ per additional PP you spend. If you succeed, you are able to read uppermost thoughts until your next turn. Mindwipe (requires PSI 14; Psychic Suggestion). You are able to erase your target’s memory for up to 1 hour per PP. Make a PSI vs. MENTAL DEFENCE attack. Perception Filter (requires PSI 5). You render yourself hard to notice with a telepathic effect which causes others to simply ignore you. Perception filters work automatically on those with an INT attribute of less than your PSI score, while
83 Attribute or Skill Advancement Cost 1 3 2 6 3 9 4 12 5 15 6 18 7 21 8 24 9 27 10 30 11 33 12 36 13 39 14 42 more intuitive creatures will notice you immediately. If you make an attack, the effect ends immediately. Creatures aware of you cannot thereafter be affected by the perception filter. Psi-blast (requires PSI 4). You can use an action and make a PSI vs. MENTAL DEFENCE attack to blast an opponent with a mental burst which does 1d6 psychic damage, +1d6 per additional 4 PP you spend, and has a range increment of 10. Psychic Cone (requires PSI 8; Psi-Blast). You project a 5’ per PP cone of psychic energy which causes 1d6 psychic damage to all in the area of effect, +1d6 per additional 4 PP you spend. Psychic Suggestion (requires PSI 8; Telepathic Message). You can momentarily influence the thoughts and actions of another creature within 5’, +5’ per additional PP you spend, by making a PSI vs. MENTAL DEFENCE check. On a success, the creature will perform one action as directed by you; however it will not perform an action which causes it harm. Telepathic Message (requires PSI 4; Empathy). You develop the ability to freely send short telepathic messages to other intelligent creatures with whom you have spent time. This is a free action. /// Teleportation Blink (requires PSI 10, AGI 8; Dimensional Step). As a reaction to an attack, you may instantly teleport up to 10’ to avoid it. This grants you a +10 DEFENCE bonus and moves you to any location within 10’. Dimensional Step (requires PSI 10). You teleport up to 10’ away, +10’ per additional 4 PP you spend, to a location within sight. Teleport (requires PSI 16; Dimensional Step). You teleport any distance up to 1AU to a location you have physically seen, not including locations seen by remote viewing devices. ADVANCEMENT Throughout a campaign, characters will advance. They gain or improve skills, acquire new exploits and increase attributes. Characters have two ‘currencies’ to spend on advancement. Time. A character can take a new career grade by spending the required time (usually 1d6 years, but the career itself will provide specific information). This type of advancement requires downtime – periods in which a character’s activities take place in the background - and it advances a character’s age. If time is spent, no experience points expenditure is needed. Characters can always spend more than the minimum time indicated - the indicated time is an optimum adventurer hero progression. Additionally, NPCs may take much longer to progress; it is not unusual to see old NPCs with only a few career ranks. /// Experience points The Game Master awards experience points (XP) for overcoming challenges, defeating enemies and completing milestones. These XP can be spent on new career grades. The XP cost of a career grade is equal to 10 times the new grade – deduct the XP from the character’s total when he spends them. If XP are spent, no time expenditure is needed. Advancements are accessed via career grades, and contextualize any given improvement. DEFEATING ENEMIES & OVERCOMING CHALLENGES The core advancement assumption is that you need to defeat or overcome 10 encounters of Medium difficulty to advance to the next grade. The XP requirement for each grade is equal to ten times the next grade. For a Medium difficulty encounter characters gain XP equal to their own grade. The Game Master evaluates how difficult the players found the encounter and awards XP accordingly. Round down when calculating half grade values. Difficulty Slow Fast Trivial 0 No XP Easy 2 Half grade (round down) Medium 5 Equal to grade Hard 10 Two times grade Extremely hard 15 Three times grade
84 Game Masters are free to set different advancement rates. Changing the speed of character advancement can affect the tone of a campaign, and the Game Master should be sure to inform the players before play what the campaign’s advancement rate is. To set a different advancement rate, simply increase or decrease the cost of a new career grade from 10 XP per grade to a higher or lower value. PLANNING If the Player Characters research and plan to the extent where they make a supposedly difficult encounter into easier encounter by virtue of their preparations and forethought, they are awarded XP for an encounter level higher (e.g. an encounter which turned out to be Easy because of good planning becomes a Medium encounter for the purposes of XP awards). XP awards for good planning requires the Game Master’s discretion and ensures that players are not penalised for thinking their way around a problem. COMPLETING MILESTONES The Game Master awards XP for completing major storyline milestones. Milestones are major non-combat challenges or obstacles which have required substantial effort to overcome on the part of the characters. This award is equal to the character’s existing grade (the same as for a Medium encounter). A grade 5 character, therefore, receives 5 XP for completing a milestone. Milestones are fairly arbitrary but a good guideline is to include one in every session of play. INCREMENTAL ADVANCES Sometimes a character increases just her STR attribute by working out, or just her pistols skill at the shooting range. To do this, the character needs to spend XP. The cost of the increase is equal to three times the new score – so an increase from 9 to 10 STR costs 30 XP, while an increase from rank 2 to rank 3 in pistols costs 9 XP. The XP is deducted from the character’s total XP. A universal exploit (but not a career exploit) can be purchased for half the price of a new grade. You cannot spent time to make incremental advances; you must spend XP. Only full career grades can be purchased with time. Incremental advances take place in the background at the same time as regular activity, and are assumed to have involved current and prior training. Therefore a character gains the benefit of an incremental advance immediately upon spending the XP. Incremental advances are not as cost effective as career grades, but they allow for fine tuning and granular advancement. Note, however, that a character’s maximum dice pool is always based on his overall grade, so incremental advancements should always be viewed as a supplementary advancement method. AGE Each character’s age should be tracked. Characters are categorized as young, adult or old. For more information see the aging rules. Once a character reaches old age their physical attributes (STR, AGI, END) can no longer be increased by nonsupernatural, non-technological means. Career advances which would normally increase those attributes no longer do so and incremental increases to those attributes can no longer be purchased.
85 Sample Character Creation Having lost his previous Player Character Judge in a rather dramatic fashion, Sylvester decides he wants to try a slightly different character as his replacement. He chooses to play a Med Judge, since the other major roles are already present in the party (Street, Tek and Psi Judges). And so Judge Clayton Halsey is born… Or not. The first choice Sylvester makes is for Judge Halsey to be a clone. Being a clone Judge Halsey gains +1 to the following attributes: STR, AGI, END, INT, LOG and WIL. Sylvester then gains the Ingrained Skill Package and Fast Healing as his initial exploits. He has three skills available from the [developmental] and [physical] lists. He chooses concentration, insight and running. Typical point values & advancement cost Grade Attribute Points Skill Ranks Exploits Max Dice Pool XP Cost Total XP* 0 24 3 2 3d6 0 0 1 28 5 3 3d6 10 10 2 32 7 4 3d6 20 30 3 36 9 5 3d6 30 60 4 40 11 6 4d6 40 100 5 44 13 7 5d6 50 150 6 48 15 8 6d6 60 210 7 52 17 9 6d6 70 280 8 56 19 10 7d6 80 360 9 60 21 11 7d6 90 450 10 64 23 12 7d6 100 550 11 68 25 13 8d6 110 660 12 72 27 14 8d6 120 780 13 76 29 15 8d6 130 910 14 80 31 16 8d6 140 1050 15 84 33 17 9d6 150 1200 16 88 35 18 9d6 160 1360 17 92 37 19 9d6 170 1530 18 96 39 20 9d6 180 1710 19 100 41 21 9d6 190 1900 20 104 43 22 10d6 200 2100 *cumulative total of spent XP to reach this grade
86 From the Ingrained Skill Package exploit Sylvester must choose from the [academic], [combat] and [physical] lists. Before his first Career choice Judge Halsey has these abilities. As his character is to be a Judge his first Career choice has to be Cadet. This represents the years of education and training from a young age at the Academy of Law. First of all his STR, END, WIL and LOG attributes all increase by 1. He then chooses two skills from clubs, conviction, intuition, law, light armour, perception, pistols, riding and tactics. Sylvester chooses law and perception. The solitary exploit available is Academy of Law Curriculum. Halsey gains additional ranks in clubs, law, light armour, pistols and riding. For his next two careers Sylvester has to choose two advanced Academy of Law courses. As he wishes to be a Med Judge, he naturally decides that Trauma First Aid is what he needs most. This adds +1 to his INT, LOG, WIL and CHA attributes. He chooses to add both insight and medicine as additional skills from those available. He adds ranks in biology, chemistry, genetics and psychology. Sylvester then decides on his new character’s hook: Judge Halsey is a clone Med Judge who always tries to impress. Attributes: STR 4; AGI 4; END 4; INT 4; LOG 4; WIL 4; CHA 3; LUC 3; REP 0; PSI 0 Skills: biology 1, chemistry 1, concentration 1, genetics 1, insight 1, psychology 1, running 1 Exploits: Fast Healing, Ingrained Skill Package After his first Career, Sylvester’s character now looks like this! Finally he chooses the On Your Feet! exploit. Attributes: STR 5; AGI 4; END 5; INT 5; LOG 6; WIL 6; CHA 4; LUC 3; REP 0; PSI 0 Skills: biology 1, chemistry 1, concentration 1, clubs 1, genetics 1, insight 2, law 2, light armour 1, medicine 1, perception 1, pistols 1, psychology 1, running 1, riding 1 Exploits: Academy of Law Curriculum, Fast Healing, Ingrained Skill Package, On Your Feet! Judge Halsey now looks like this! Attributes: STR 5; AGI 4; END 5; INT 4; LOG 5; WIL 5; CHA 3; LUC 3; REP 0; PSI 0 Skills: biology 1, chemistry 1, concentration 1, clubs 1, genetics 1, insight 1, law 2, light armour 1, perception 1, pistols 1, psychology 1, running 1, riding 1 Exploits: Academy of Law Curriculum, Fast Healing, Ingrained Skill Package
87 Wishing to maximise his potential as a Med Judge, Sylvester again chooses the Trauma First Aid advanced course. Judge Halsey now has these abilities. Judge Halsey then takes the Rookie Career. This time he adds to his medicine and perception skills. Finally he adds the Emergency Trauma Procedures exploit. This boosts his INT, AGI, LUC and REP by one each. He also decides to increase both his law and perception skills from those available. Finally he adds the Only Knocked Out exploit to round off this Career. Attributes: STR 5; AGI 4; END 5; INT 6; LOG 7; WIL 7; CHA 5; LUC 3; REP 0; PSI 0 Skills: biology 1, chemistry 1, concentration 1, clubs 1, genetics 1, insight 2, law 2, light armour 1, medicine 2, perception 2, pistols 1, psychology 1, running 1, riding 1 Exploits: Academy of Law Curriculum, Emergency Trauma Procedures, Fast Healing, Ingrained Skill Package, On Your Feet! Attributes: STR 5; AGI 5; END 5; INT 7; LOG 7; WIL 7; CHA 5; LUC 4; REP 1; PSI 0 Skills: biology 1, chemistry 1, concentration 1, clubs 1, genetics 1, insight 2, law 3, light armour 1, medicine 2, perception 3, pistols 1, psychology 1, running 1, riding 1 Exploits: Academy of Law Curriculum, Emergency Trauma Procedures, Fast Healing, Ingrained Skill Package, On Your Feet!, Only Knocked Out Judge Halsey now has these abilities. Sylvester feels certain that this will be very useful on the dangerous streets of Mega-City One. With the careers now finished Judge Halsey gains two additional exploits. He decides to choose Aim and then Reckless Act from the list of possible universal exploits. Sylvester can complete his character by calculating the various derived statistics such as movement rates and DEFENCE values. As a Med Judge he has a standard set of equipment which is noted on his character sheet. After his final starting Career Judge Halsey now looks like this: Attributes: STR 5; AGI 5; END 6; INT 8; LOG 8; WIL 8; CHA 5; LUC 4; REP 1; PSI 0 Skills: biology 1, chemistry 1, concentration 1, clubs 1, genetics 1, insight 2, law 4, light armour 1, medicine 3, perception 3, pistols 1, psychology 1, running 1, riding 1 Exploits: Academy of Law Curriculum, Aim, Emergency Trauma Procedures, Exceptional Healing Hands, Fast Healing, Ingrained Skill Package, On Your Feet!, Only Knocked Out, Restless Act Trait: Stoic Looking at his three highest statistics he chooses WIL and rolls a d6, getting a 3. Checking the trait table he finds that Halsey has the Stoic trait, something that will help to keep him alive. With the character now almost complete Sylvester now has to determine which trait Judge Halsey has. The END, INT, WIL and LOG attributes all increase by 1 and he chooses medicine and law from the available skills. He also gains the Exceptional Healing Hands exploit. Ready to hit the streets Judge Halsey, naturally enough, takes the Med Judge Career.
CH/4: Equipment 88 Judge Jessica Morris started strapping on her shoulder pads. Left, then right. She always kept to the same routine - first her uniform went on over her underwear, then the padding. Next she got out her belt and began going through it; she worked through each pouch in turn, ensuring everything she needed was there. Birdie lie detector - check. Spare ammunition for her lawgiver - check. Silencer - check. Her boots slipped over her feet. Stumm grenades, pollution meter, pass-card, flashlight - check. Handcuffs - check. Her badge clipped into place. One-by-one she examined every piece of equipment to see if there was anything missing or some damage that might cause it to fail in the field. One of the bleepers had a nick in its casing, Morris put it aside. She would need to go to stores to requisition a replacement. She handed in the faulty one to an auxiliary so they would check and repair it. She took out her Lawgiver from the locker and doublechecked it. Once she was satisfied she put the belt around her waist and moved on. Then her bootknife and daystick. Everything was fine. All were as they should be; she fed them into her gun then slid the weapon into its holster. She picked up the loaded ammunition clips, double checking each in turn. Having satisfied herself she went to stores, picking up a replacement bleeper. If she was ever let down by her equipment she knew she could end up losing her life out there on the streets. Today was no different but still she still always checked. That every bit of equipment was stowed away and in good order. It all was - the teks in the motor pool knew their job well and always were thorough and efficient. Checking everything was working okay. Then she went through the same routine for her Lawmaster bike. Finally the helmet. She gave the reflection in the locker’s mirror a quick once over to ensure she looked ready for duty before she walked towards the motor pool.
89 A character’s skills and attributes are only part of the full story. On top of all that, characters need equipment. Most characters outfit themselves with weapons, armour and other supplementary gear. In this chapter you will find details on spit guns, lawgivers, birdie lie detectors, medkits, vehicles and many other items from the world of Judge Dredd. In addition there are rules on drugs, cybernetics, equipment quality and details on how to upgrade or customise equipment, weapons and armour. STARTING MONEY All Judges have a set amount of equipment assigned to them for patrol. This may vary depending on their specialisation, but every Street Judge on patrol will start the day with almost exactly the same set of equipment as every other Street Judge (Lawgiver, Lawmaster, daystick, boot knife, uniform & helmet, handcuffs and birdie). The only exceptions to this are if they have some special duty or investigation they need something extra for. Requisition Cap. Every judge has a Requisition Cap which allows them to use additional gear supplied by Justice Central. This is determined in the same way as a non-Judge’s starting money (see below) but does not represent actual cash. Instead, a Judge may “spend” this amount at the quartermaster when leaving Justice Central. This equipment is handed back when they return, so a Judge can requisition different gear for each mission up to their Requisition Cap. Every other character’s starting assets need to be determined before any cash is spent on equipment. A character’s wealth is a function of his REPUTATION attribute, an attribute which encompasses credit ratings, assets and other measures of wealth (as well as fame, rank, notoriety and other less quantifiable factors). To determine a character’s starting money, roll a REP dice pool and a LUC dice pool and multiply the total by 20. If the total comes to less than 100cr, increase it to 100cr. You may spend this starting cash on equipment, weapons, armour and other gear. Equipment, Skills, & Quality Throughout this chapter, prices and information are presented for the basic or standard version of each item of equipment, whether that is a pair of binoculars, a laser rifle or a suit of clothing. Sometimes equipment is of a higher quality. Such items are more expensive, but grant the user bonuses to attribute checks made while using them. Equipment contributes to a dice pool if it is of high quality or greater. Performing the action already assumes you are using appropriate basic tools. Other Judges from her watch were there as well. her routine was not her own. Her day was less than an hour old and her watch was about to begin… Every day in the Academy they had taught them that a Judge who failed to ensure her equipment was fit for duty was unfit for duty herself. Morris nodded at a few of the others and exchanged some small talk as she walked towards the briefing room. Example Salaries The examples below are for reference only; most citizens will be on welfare. Player Characters will typically not have a monthly salary - they earn their credits during play. An NPC will usually only carry 5% of his monthly salary on their person, and have access to an amount equal to their monthly salary in the form of savings. Occupation REP Monthly Yearly Carry Bank teller, tourist guide, admin 2 (1d6) 950 11,400 50 CEO, medium company 15 (5d6) 16,500 198,000 825 Cleaner, fast-food server 1 (1d6) 500 6,000 25 Factory labour, cargo handler 3 2d6) 1,500 18,000 75 Reporter, local network 4 (2d6) 1,800 21,600 90 Scientist, lab technician 3 (2d6) 1,500 18,000 75 Scientist, team leader 5 (2d6) 2,500 30,000 125 Security guard, private 2 (1d6) 1,000 12,000 50 Waitress, retail clerk, cab driver 1 (1d6) 800 9,600 40 Welfare 1 (1d6) 400 4,800 20
90 Standard equipment does not contribute to the dice pool; it merely allows you to perform the action without suffering any penalties for improvised equipment. For example, a rifle allows you to shoot somebody, a lockpick allows you to pick a lock and a medical kit allows you to perform emergency medical aid. To gain an equipment bonus, you need high quality equipment or better. A high quality laser sword gives you +1d6 to your attack dice pool, a high quality lockpick gives you +1d6 to your AGI dice pool when picking a lock and so on. You can also improvise equipment if you do not have the right tools available. This inflicts a -2d6 penalty to your dice pool. You can use a hairpin to pick a lock, but that is an improvised item. This same rule applies in combat. When trying to attack somebody, the character rolls a dice pool made up of an attribute, a skill, and sometimes equipment bonuses. When Anna Patchy fires her laser pistol at a rival punk she normally rolls 4d6, which includes her attribute and her skill. If she picks up a high quality laser pistol, the number of dice she rolls increases to 5d6. An item cannot change quality or be upgraded to a higher quality. The table below details the various quality levels. Dice Pool. This indicates the contribution to a dice pool that high quality equipment grants (subject to minimum skill limits). Rarity. This is an indication of how common high quality equipment is. Minimum Skill. Effective equipment quality is limited by skill level – you cannot gain more dice in your dice pool from equipment than you have from skills. If you have 2d6 in your dice pool from your lockpicking skill, you cannot gain an additional 3d6 from mastercraft lockpicks. Q This applies to all equipment, including gear, weapons, and armour. If the user does not have the minimum skill level required to benefit from equipment’s quality, then the quality of the equipment is effectively reduced to match the user’s skill level. For example, a character with 3 ranks (2d6; skilled) in light armour treats artisanal light armour as exceptional and only gains the benefits of exceptional light armour. Wealth & Credits In Judge Dredd games the standard unit of currency is the credit (denoted as “cr”). Large purchases (starships and the like) are sometimes priced in Megacredits (Mcr), each of which is equal to one thousand credits. The credit is a basic unit of currency in MegaCity One. The unit of currency for interplanetary trade is the Galactic Groat. Depending on career choices, a starting character typically begins play with 200-1,000cr to spend on equipment - enough to buy a basic weapon, armour and a couple of items of equipment. Some careers also grant free bonus starting items to the character. Typical monthly salaries (as a point of comparison) can be 500cr (for the lowest paid jobs) to 2,250cr for an average middle-management style occupation. Improvised Equipment Standard quality equipment allows you to perform an action without suffering any penalty for improvisation. If you do not have basic equipment, you can often still attempt an action by improvising. For example, lacking lockpicks, you might try to use a wire hanger as a lockpick. When improvising you suffer a penalty of -2d6 to your dice pool. Quality Price Rarity Dice Pool Minimum Skill Upgrades Armour Vehicle Improvised - - -2d6 - - - - Standard Normal Common - - - - - High quality x3 then +100 Uncommon +1d6 1 (1d6; proficient) +1 +2 SOAK +1 SPEED Exceptional x5 then +250 Rare +2d6 3 (2d6; skilled) +1 +4 SOAK +2 SPEED Mastercraft x10 then +500 Very rare +3d6 6 (3d6; expert) +2 +6 SOAK +3 SPEED Artisanal x100 then +1,000 Very rare +4d6 10 (4d6; mastery) +2 + +8 SOAK +5 SPEED Legendary x1,000 then +2,500 Unique +5d6 15 (5d6; authority) +3 +10 SOAK +10 SPEED
91 Upgrades. Weapons and armour can be upgraded, adding new features. The upgrade capacity is given by its size (for weapons) or type (for armour). Higher quality weapons and armour gain additional upgrade slots. Armour. High quality armour gains a SOAK bonus. Vehicle. High quality vehicles gain a SPEED bonus. /// Availability Every item is listed along with an availability code and some have a date from which they become available. These codes indicate the legality of items and whether or not they are freely available in the city. The codes are: Legal. These items can be found in relevant retail outlets throughout the city. There are no restrictions to ownership. Restricted. These items require a licence of some sort in order to purchase and own them. They are legally available in specialist stores which keep accurate records of their customers. They can also be found in outlets who may sell them under the counter, running the risk of judicial attention. For many items, such as weapons, ownership without a licence will result in an iso-cube sentence. For some, such as for goldfish, the penalty will be a fine and a requirement to purchase the relevant license then and there from the officiating Judge. Proscribed. These items are banned by Justice Department for one of a number of reasons. Usually it is either because they are too dangerous in the hands of citizens or there are health and safety considerations. Military. Weapons and equipment that are designed for military use are proscribed. Citi-Def units are legally allowed to be equipped with them and trained in their use. Judicial. These items of equipment can only be used by members of Justice Department or those who are working as their agents. For anyone else there are stiff penalties for possession. Alien. This technology is not available to buy and even Judges will not have access to it. All such items are automatically proscribed. There is no knowing what will happen if ignorant citizens start fooling around with such technologically advanced items! GENERAL GEAR General gear consists of a variety of basic, universal equipment types. The availability of general gear varies, with some items only available from less than legal sources. Acetylene torch. A device able to cut through metal and powered by a single fuel cell. Settings allow for welding or cutting metal. It can be used as an improvised (-2d6) weapon which does 2d6 heat damage. Alarm sensor. An alarm sensor can be placed near a doorway, or multiple sensors can be placed around the perimeter of an area. Each covers an area 30’ across. When the area is breached (they can be set to ignore certain people or species, and to distinguish by size category) they set off an alarm. The alarm can be audible or it can privately alert an individual. It is a Difficult [16] check to detect an alarm sensor and the same difficulty to sneak past or disable it. Out of Time Out of Time is an optional rule. Characters operating equipment not from their own era (archaic, modern, or future) suffer -1d6 to attribute checks. This applies to futuristic characters using archaic equipment or vice versa. Item Quality in Context Exceptional quality items are rare, and those of mastercraft quality and above should seldom be encountered in a campaign. Generally speaking, characters should not be able to easily purchase items of higher than high quality, and those of mastercraft quality should require considerable effort to obtain (also, given that they grant a +3d6 bonus to attribute checks, only characters with 6 or more ranks in a related skill will be able to fully benefit from them). Items of artisanal or legendary quality are items spoken of in awe and never seen by regular people. In 20th to 21st century terms, as a point of comparison, a standard new automobile might cost $20,000; a luxury car would be considered high quality at $60,000; a high-end sports car is exceptional at $100,000; mastercraft vehicles at $200,000 would include the average supercar. Artisanal automobiles, therefore, are priced in the region of $2,000,000 - the very best cars in the world, such as the Bughatti Veyron in 2014 (also in 2014, the Lamborghini Veneno Roadster cost around $4,000,000, and only nine were ever made), and legendary cars would be unique vehicles worth something in the region of $20,000,000 - the sort of vehicle only bought and sold in private auctions. These real-world examples should give you an idea of what the equipment quality categories mean and help give a sense of perspective on what it means for a character to run around in an artisanal set of armour.
92 Bat glider suit. With bat gliding such a popular activity the common bat glider suit is to be found for sale throughout the city. A skilled user can remain aloft for considerable periods of time, riding the updrafts caused by the city blocks. Beacon, emergency. A unit which, when activated, broadcasts an emergency signal on multiple emergency frequencies. Most beacons have a range of up to 1,000 miles, although some have a much shorter range. Emergency beacons tend to be carried in civilian aircraft that fly long distances as well as military and Justice Department craft. Belliwheel. The belliwheel allows the extremely obese to move far quicker than would normally be the case. A belliwheel will increase the speed of a fatty by 2; however some are so large that they require more than one belliwheel just to be able to move. Binoculars. Binoculars enable the user to see long distances; most are electronic, and can have enhancements which enable larger ranges of the EM spectrum to be viewed. A standard pair enables scenes up to a mile distant to be seen clearly. A high quality pair includes light-intensification which allows them to be used in the dark, and an exceptional quality pair encompasses a wide spectrum from infra-red to X-rays. Birdie. A small, portable lie detector. Used by Judges to question suspects on the streets it provides a +1d6 bonus to any checks to detect whether someone is telling the truth or not. A birdie is far from infallible, but it is a useful aid to Judge investigations. Many a perp has blurted out a confession when faced with a Judge using one of these. Bleeper. A tracking device used by Justice Department. When activated it sends out a continuous signal, enabling its location to be tracked by Justice Department out to a range of 20 miles. It is attached to a vehicle or object using a powerful adhesive that makes the bleeper difficult to remove. Similar devices are available for sale and are often used by private detectives, although users need to be licensed or they face arrest for their use. Boing® Cutters. Without these specialist tools it is almost impossible to safely remove an individual encased in Boing®. Cutters are often carried in Justice Department h-wagons to deal with criminal boingers who have found themselves trapped within the substance. Boing® Spray Can. In a single can there is enough Boing®, the miracle spray, to encase a single individual in the substance. An individual so cocooned is nearly impervious to harm and has the ability to bounce of any object they hit. The use of Boing® is banned from use anywhere outside a Palais de Boing with severe penalties for those using it elsewhere. Anyone encased in Boing® gains a SOAK of 20 and becomes immune to all falling damage (unfortunately the same cannot be said for anyone or anything hit by a boinger). It is extremely difficult to control a Boing® for any length of time. The first bounce requires a Difficult [16] AGI check to move 30’ in the required direction; each subsequent bounce increases the difficulty by one benchmark. A failure means movement in a random direction (use the hand bomb chart on page 103). Only the most skilled boingers can hope to do much more than simply go on an uncontrolled thrill ride. Breaching charge. A device designed to blow holes in walls with a directed blast. It is attached to a wall, a timer is set and the charge blasts a man-sized hole in the wall. Breaching charges are extremely powerful, and can penetrate almost all materials, or even ship hulls, up to 1’ in thickness. Bug. A bug is a surveillance device. A basic bug can record and transmit high quality holographic audio and visual data within 30’ up to a range of 200 miles. Bugsweeper. A bugsweeper is used to find bugs by measuring radio frequencies and wavelengths. Carilot. A backpack typically holding up 60 lb of equipment. It grants the wearer a +20lb carrying capacity bonus. Clothing. Clothing comes in various prices and quality. As with many things, you get what you pay for, and high quality, exceptional quality, mastercraft and artisanal clothing can be obtained for the appropriate prices. Higher quality clothing can include smart fabrics which resist stains and remain perfectly clean.
93 Communicator. Communicators are basic voice-based communication devices. Standard versions are hand-held items, while exceptional quality versions consist of a voice-activated badge on the exterior of the user’s clothing. Communicators are able to talk to anybody on the same planet or in orbit, while long-range communicators can reach up to 1 AU. Computer, personal. A common item in the home, these slim devices encompass a flat touchscreen, voice commands and speakers. Additional components can be added, such as the rather old fashioned keyboard. Most such computers are portable and access the citywide computer web. This is closely monitored by Justice Department who are always alert for illegal activities. Cryostasis unit. A cryostasis unit is an enclosed bed or “coffin” into which a wounded or ill patient can be placed. The unit maintains their exact condition. These units can also be used for long-term travel and occupants do not age, nor does time pass for them in any other way. Justice Department uses these units in the vaults across the city to hold badly injured perps. Civilian units will hold the terminally ill or elderly who wish to extend their lifespan by paying to be frozen until a cure can be found for their condition. Dressing, spray. A spray dressing is a basic, liquid bandage and local anaesthetic which restores 1 point of HEALTH. Spray dressings typically have 20 uses before they are exhausted. The spray only heals 1 HEALTH; multiple sprays cannot be used to heal more. This device is the equivalent of a small bandage. EMP. A device as small as a bag of luggage or large suitcase, an EMP immediately deactivates all unshielded electronic devices within 20’. The device attacks each item with a 3d6 vs. the item’s DEFENCE, and on a success the device shuts down for 3 turns. Robots are not deactivated, but they do suffer 1d6 ion damage from a successful attack and are stunned. An EMP can only be used once. Generator. A generator is the size of a suitcase and is able to provide enough power to run portable equipment, recharge power packs or maintain a small habitat for one week. Grappling harness. A grappling harness can be disguised as suspenders and a belt or within a bulky outfit. Once tethered or anchored, the wearer can ascend at a speed of 20’ a round or rappel down as fast as 60’ a round. Once used to ascend or for controlled descent, a grappling harness becomes unusable until rewound, which takes one minute. Gravbelt. A gravbelt is used to assist in low and high gravity environments, effectively negating the environmental effects for the wearer. There are two types of gravbelt - one for high, and one for low gravity environments. Gravbelts do not assist in zero-g situations, however. Handcuffs. Ubiquitously used worldwide in a variety of styles and designs, these metal clasps are chained together and made to only open when a specific type of key is inserted within. A Strenuous [25] STR check or Demanding [21] AGI check can free a person from a pair of handcuffs. Every level of quality a pair of handcuffs has increases the difficulty to break out of or escape from them by one benchmark. Hologuise. A hologuise is an electronic holographic disguise kit. With a flip of a switch, the wearer can appear as somebody else entirely, with an entirely holographic set of clothing, hair and appearance, and even voice alteration. The disguise is convincing enough to grant a +3d6 bonus to disguise attempts, although robots see straight through the disguise as though it was not there. Holoprojector. A holoprojector can create convincing threedimensional images within a 10’ radius. Standard models are used for entertainment purposes, but high quality holoprojectors are so convincing that viewers need a Challenging [13] INT check to notice that they are not real, and superior quality holoprojectors require a Difficult [16] INT check.
94 Holosuit. A skin-tight outfit which allows the user’s clothing and appearance to change at will. The occasional glitch and shimmering mean that anybody with INT 4+ can see that a holosuit is being worn, although it can be such a normal thing that nobody pays attention to it. A scanner also automatically reveals a holosuit. Holowall. A holowall is portable holographic unit designed to project a single image; originally designed for advertising purposes, holowalls can be used as privacy screens, concealment for secret entrances or even for mere ornamentation. Holowalls can have their transparency set upon activation – anything from 0% to 100%. The area covered by a holowall is 10’ wide and 5’ high. Homing pill. This oral pill has a resilient electronic chip inside of it, one capable of remaining intact and operating while within the digestive tract. The chip transmits a radio signal detectable by bug sweepers and anyone that knows the frequency (which reaches to a range of 5 miles). Infrared Goggles. Popular with both Citi-Def units and perps who prefer the cover of darkness; these allow an individual to see clearly in darkness up to 100’away. Invisibility suit. An invisibility suit uses advanced cloaking technology, refracting light and even thermal signatures, to render the wearer completely invisible. The effect is so potent that not even the faint shimmer of usual cloaking technology is present. The wearer can stand in direct line of sight of a viewer without being seen (although olfactory and auditory senses work as normal), gaining a +4d6 bonus to any check made to hide. Jetpack. A jetpack is mostly used for recreational purposes, with the sport of aeroball requiring their use. It can also be used by perps as it allows a quick escape from the scene of a crime, leaving any on foot far behind. It has a range of about 1 hour, although an additional thruster addon can be purchased (5 lb, adds 2 hours). Use of a jetpack requires a Difficult [16] AGI check. Lightstick, chemical. A chemical lightstick can be shaken to give off a 30’ radius glow for one hour before it is exhausted. Magboots. Magboots are used in zero-g environments. On metallic surfaces (like those within any starship), they magnetically ‘stick’ to the ground, artificially nullifying the effect of zero-g for the wearer. However, SPEED is reduced to half normal while wearing them. Microchip. A microchip operates as a homing pill but has a range of 1 AU and is undetectable to scanners. Furthermore, it can be used to watch a creature’s vitals, telling both how much damage the subject has taken and their emotional state (calm, agitated or panicked). Miniature EMP. A tiny device, a miniature EMP immediately deactivates all unshielded electronic devices within 30’. The device attacks each item with a 5d6 versus the item’s DEFENCE, and on a success the device shuts down for 3 turns.
95 Robots are not deactivated, but they do suffer 2d6 ion damage from a successful attack and are stunned for 1 round. A miniature EMP can only be used once. The device does not work on items of advancement level 10 or higher. Miniature Robot. Miniature robots come in a wide variety of designs, but most are tiny (1’ in size) non-sentient wheeled robots which perform basic tasks according to verbal instructions. This is largely limited to the carrying of small objects and messages, being sent ahead on reconnaissance tasks or simply being the first to go through a potentially trapped doorway, although many purchase these robots as “pets” or as toys for children. One recent innovation has been to use specialised miniature robots as pest control in the city’s rare rooftop gardens. Miniature robots have 5 HEALTH, 18 DEFENCE, and a SPEED of 6. Musical instrument. The list of musical instruments is vast, especially taking into account the many alien cultures in the universe. A musical instrument works much like a toolkit – it offers bonuses to related checks depending on its quality. Parachute. There are many different designs and variations of parachutes. When properly packed and correctly deployed, a parachute can reduce a falling object’s rate of descent by 15 feet (for earlier parachutes) to as much as 30 feet (for modern parachutes) a round, to a minimum of 20 feet a round. Navigating in the air while using a parachute requires AGI checks (for calm conditions, Challenging [13]), as does landing without falling prone. Passcard. An electronic device that opens most electronic locks in the city. Possession of these items is highly illegal with hefty sentences for any perp carrying one. Their obvious usefulness for burglars make them highly sought after on the black market and they carry a high price. A very few, trusted private investigators are allowed to use these. Most of these individuals are former Judges who left Justice Department for personal reasons. Personal transmat. A personal transmit device is a short range teleporter technology. Resembling a thick bracelet, it enables the wearer to teleport as a single action up to 30’ to a destination within line of sight. Psi-scram helmet. A Psi-Scram Helmet (or psionic scrambler) is used when psionic opponents are expected. The helmet boosts the wearer’s MENTAL DEFENCE by 4, but completely prevents the use of psionic powers by the user. Rad counter. A rad counter detects the presence and strength of radiation. Note that all scanners are able to do this, also. Respirator. A respirator is a small mask which is strapped to the face, and allows the user to breath in vacuum (or toxic atmospheres) for one hour. High quality respirators are much smaller mouthpieces, and exceptional quality respirators take the form of tiny nasal plugs. Riot Foam Cutters. Riot foam is almost impossible to escape from without the use of these specialised tools. Ownership of them is banned by Justice Department who do not want perps to be able to escape by using them. Use of cutters allows an entirely encased individual to be cut free in minutes, without them the process can take hours. Robot. While advanced AI robots are created using the character creation rules, more simple task-specific robots can perform navigation, domestic, repair and other functions. Robots are voice controlled, can respond verbally and are able to move at a speed of 4. Robots have a total dice pool of 6d6 in one specific skill/attribute combination; tools are built-in to the unit. Robots are not sapient. Some common robot types, with their associated skill, include: » Robodocs (medicine) » Protocol robots (linguistics) » Maintenance robots (engineering) » Domestic robots (cooking) Scanner. There are four basic types of handheld scanner – science, medical, military and mining. Science scanners scan for energy sources and substances; medical scanners scan for life forms and act as diagnostic tools; military scanners are more robust, and focus primarily on the location of life forms without needing to gather additional data – they determine the presence, number and location of life forms, but cannot determine other details. Mining scanners locate substances, but cannot scan for life forms or energy sources. Scrambler. A scrambler can jam any electronic communication within 30’. An expert can overcome the jamming with a Difficult [16] LOG check. Seismic mapper. This screened-gadget affixes to a safe or radial lock and after four rounds, creates a small threedimensional map of everything within the next 6” of solid material. A Challenging [13] INT check reveals the combination of any mechanical lock scrutinised this way. Sonic tool.; Sonic tools are able to unlock doors, deactivate systems, and perform a variety of scanning functions, although they do not work on wood. A sonic tool operates as an exceptional quality science scanner combined with thieves’ tools, and can operate any electronic control (activation control, toggle) at a 30’ range with no check required. Speedheal. Able to heal major trauma quickly the use of a speedheal can cause broken bones and soft tissue damage to be healed in minutes rather than weeks. Used by Justice Department medical and emergency response teams they can get a Judge or citizen back on their feet in almost no time. The device, about the size of a briefcase, restores HEALTH to the patient at a rate of 2 points per turn up to a maximum of 16 points; the patient must remain still during this process. The speedheal is only effective against physical trauma - it cannot regenerate damage from poison,
96 disease, radiation or mental/psionic damage. Use of the regenerator is a skilled operation and requires a Demanding [21] LOG check to set up and commence the regeneration process, although no further checks are needed. Spray paint aerosol. Used by individual scrawlers and juve gangs to mark their territory. Possession without being able to show a valid use can see a custodial sentence imposed. Squad tactical computer. Designed for Citi-Def training and operation, an STC (Squad Tactical Computer) analyses a battle situation and devises tactics with a high probability of success. This information is displayed to the users via a tactical HUD integrated into a set of goggles or helmet, depending on the model of the unit. An STC facilitates 4 connections, granting a +1d6 INITIATIVE bonus to up to 4 people simultaneously. Tac-com network relay. An alternative to the STC, a TAC-COM relay allows squad members to benefit from the tactical routines and procedures of the squad leader. TAC-COM relays allow each member to effectively posses the same tactics skill that their squad leader has. The TACCOM requires a full helmet with audio and visual input, and can support up to 4 squad members. Temporal resonator. A temporal resonator is an extremely advanced device. With a single activation, it slows down time around the user for up to a minute, enabling him to continue to take actions. It can, however, be used to escape a tricky situation or to heal. Tent. A tent is designed to protect against extreme elements. Most tents are pressurised shelters which are thermally insulated, and can provide safety from all but the most extreme of conditions including light radiation and toxic environments. Toolkit. A toolkit is an important piece of equipment. Almost any specialised technical activity uses a toolkit (a medikit is a medical toolkit). A toolkit allows you to undertake the activity with no improvisation penalties; high quality toolkits grant bonuses to your dice pool. » Medikit — A medical pouch, medikit or field kit contains various items, including a laser scalpel, spray dressings (50 sprays), various drugs, hypospray, and other basic medical equipment. » Engineering Toolbox — An engineering toolbox includes mini-fabricators, hyperspanners, laser wrenches, coil spanners, flux couplers, gravitic calipers, interphasic compensators, laser welders, energy converters and a hammer, amongst other things. » Forensic Kit — A forensic kit is used to survey crime scenes, take and test samples, and look for clues. It includes DNA scanners, microvision goggles, sampling kits, and more, allowing a large amount of forensic work to take place at the scene. Justice Department forensic kits include the snuffler, a very precise tool that adds +1d6 to any check to uncover any clues left behind by a perp, such as chemical residues, scents, DNA, etc. » Thieves Tools — Thieves tools in the future often resemble those of the past. Electronic and sonic lock-picks, tiny engineering tools designed to disable traps, miniature hacking devices, laser knives and plasma saws, microvision goggles, sound dampeners and more. » Climbing Gear — Climbing gear includes laser pitons, hand-help harpoon guns, ropes and more. » Survival Kit — A survival it includes a compass, electronic mapping devices, emergency rations, a small selection of 10 spray dressings, 10 chemical lightsticks, and a portable laser stove. Such kits are taken by almost all who enter the Curse Earth or the Undercity for any length of time, whether they are Judges, perps or citizens. Translation Unit. An advanced piece of equipment that when its user speaks their voice is transmitted into any language and allows the user to hear a foreign or alien language as if it was their own. These units are highly sought after by diplomats and traders. SERVICES & FOODSTUFFS The following are the costs for a variety of common services found in Mega-City One. Service Cost (cr) Drink, beer 2 Drink, synthi-synthi-caf 1 Drink, spirit, common 3 Drink, spirit, exotic 10 Hotel, average, per day 40 Hotel, cheap, per day 10 Hotel, luxury, per day 100 Limousine, per mile 2 Meal, cafeteria, diner 5 Meal, fast food, synthetic 3 Meal, restaurant, typical 7 Meal, restaurant, luxury 25 Public transport, per mile 0.5 Taxi, per mile 1 Theatre, play or show 20 Theatre, movie 10 Shuttle, to/from orbit 100 Shuttle, to/from moon 200
97 Item Cost (cr) Weight (lb) Avail. Acetylene Torch 100 8 L Alarm sensor 250 3 L Bat Glider Suit 300 10 L Beacon, emergency 40 10 R Belliwheel 50 10 L Binoculars 50 2 L Binoculars, electronic 100 2 L Birdie 400 1 J Bleeper 200 - R Boing® Cutters 50 1 R Boing® Spray Can 100 5 R Breaching charge 500 4 M Bug 200 - R Bugsweeper 500 2 R Carilot 4 2 L Clothing 10 4 L Communicator, long-range 75 0.5 L Communicator, planetary 30 0.5 L Computer, personal 750 5 L Cryostasis unit 5,000 500 R Dressing, spray 50 1 L EMP 5,000 18 M Generator 1,500 55 R Grappling harness 2,000 15 L Gravbelt 2,500 4 R Handcuffs 30 1 L Hologuise 8,000 - A Holoprojector 5,000 5 R Holosuit 1,200 5 A Holowall 1,000 4 R Homing pill 100 - R Infrared Goggles 100 1 R Invisibility suit 12,000 2 P Item Cost (cr) Weight (lb) Avail. Jet pack 2,500 10 R Lightstick, chemical 5 0.5 L Magboots 1,000 2 L Microchip 5,000 - R Miniature Robot 2,500 20 L Musical instrument 75 4+ L Parachute 350 18 R Passcard 3,000 - P Personal Transmat 22,500 0.5 A Powerboard 3,000 2 R Psi-scram helmet 4,500 1 M Rad counter 200 4 L Relay, tac-com network 8,000 2 M Respirator 100 0.5 L Robot 9,000 200 R Rope, 50’, hemp 4 10 L Rope, 50’, nylon 20 5 L Scanner, medical 400 2 L Scanner, military 300 2 M Scanner, mining 200 2 L Scanner, scientific 400 2 L Scrambler 300 5 M Seismic mapper 650 16 P Sonic Tool 70,000 0.5 A Speedheal 10,000 10 R Spray Paint Aerosol 5 0.5 R Squad tactical computer 2,800 8 M Temporal Resonator 150,000 1 A Tent, 2-man 50 50 L Tent, 7-man shelter 350 200 L Toolkit 75 4 L Translation unit 200 0.5 R
98 WEAPONS There are many weapons available to a character – melee weapons, ranged weapons, archaic weapons, modern weapons, large weapons, small weapons, laser weapons, sonic weapons and more. The following sections list a number of common weapons and their statistics. /// READING THE WEAPON TABLES Damage. This entry tells you how much damage a weapon does to a target on a successful hit. Damage may be reduced by SOAK values often found in armour or large creatures. Most weapons do at least 2d6 damage. If the wielder has skill with a weapon type, the size of the dice pool may be added to the damage. For example, skill of 6 (3d6) in knives adds 3 to a las-knife’s damage, resulting in a total of 2d6+3 heat damage rather than the listed 2d6 damage. In the case of melee weapons and unarmed attacks, the size of the STR dice pool may alternatively be used if it is higher. When damage is completely negated by SOAK, any 6s in the damage roll always cause 1 point of damage each anyway. Type. This is the type of damage the weapon does, such as piercing, heat or sonic. Sometimes different armours have different SOAK values against different types of damage, or certain creatures or objects might be vulnerable to certain damage types. This also determines what type of effect occurs when a critical hit (rolling triple-sixes on a successful attack roll) occurs. Cost. The cost in credits to purchase a standard version of this weapon. Size. The size of the weapon (tiny, small, medium or large) can be used to determine one or two-handed use of a weapon, eligibility for two-weapon use and more. Size is a relative term – the table indicates a weapon’s size as compared to a human, but larger or smaller species will adjust the (relative) size up or down. For example, a Klegg, which is size Large, using a longsword, which is size Medium, considers it to be a Small weapon. Similarly, a size Small being considers a shortsword (a Small weapon) to be size Medium. Weight. This is the item’s weight in pounds. A pound is just less than half a kilogram (0.45kg). Range. In the case of ranged weapons, this indicates a range increment. Range is noted in 5’ increments (squares on a battlemap), so a range increment of 8 is equal to 40 feet. For each range increment, an attacker takes a 1d6 penalty to his attack roll. Unless otherwise noted, weapons can be used out to five range increments, although an attacker will suffer a -4d6 penalty to attack rolls at that range. Damage Types Every bit of damage caused to a creature or object is of a certain type, whether that be heat damage, blunt damage or any of dozens of other damage types. A laser does heat damage, a projectile weapon does ballistic damage, and a sword does slashing or piercing damage. The list of damage types is an open-ended set of keywords. Any given weapon can have multiple damage keywords associated with it (although most only have one). These damage types are listed in the weapons tables. Damage type also determines which condition is inflicted on a target when it suffers a critical hit (triple-sixes on a successful attack roll). Because damage type is a keyword system, there is no finite list of damage types. However, you will find a list of some common types below. Blunt. Blunt damage comes from falls, heavy blunt weapons and most unarmed combat. Crushing. Crushing damage can be caused by large objects or gravity weapons and effects. Ballistic. Projectile pistols and rifles tend to do ballistic damage. Cold. Cryo weapons are uncommon, but cold is a common environmental damage type. Electricity. Electricity damage can come about in a number of ways, including booby traps; robots are vulnerable 1d6 to electricity damage. Electricity weapons often have the stun trait, meaning that a target reduced to 0 HEALTH with the weapon is knocked unconscious but is not dying. Force. Force is a type of energy damage. Heat. Heat damage is caused by fire, lasers and other energy weapons. It is sometimes referred to as fire damage. Ion. Ion damage is designed to damage electronics and shields; robots are vulnerable 2d6 to ion damage. Piercing. Piercing damage, like slashing damage, can be caused by swords and knives.
99 Poison. Poison damage can come about from gas, bioweapons, atmosphere, radiation, food, stingers, bites and more. Psionic. Psionic damage is caused not only by psionic powers, but also by some specially designed weapons. Psionic damage cannot normally be SOAKed without special abilities or equipment. Slashing. Swords and other slashing weapons do slashing damage. Sonic. Sonic damage is caused by sound waves; armour does not soak it unless noted. Special Traits This column indicates any particular properties or notes associated with a weapon or item. Anti-Vehicle. Anti-Vehicle weapons have a value which multiplies the amount of damage caused to a vehicle when it is hit by a weapon. Auto. Automatic weapons are better at suppressive fire. They give an additional die of cover to protected allies. Beam. Beam weapons, such as lasers, project a visible continuous line of energy at their target. For this reason, they can, at the operator’s choice, operate as tracers by spending two actions firing (see tracer rounds, below). Burst. The burst trait represents explosive blasts, shrapnel or a large volume of projectiles saturating an area. When a burst weapon hits its target it can cause damage to others nearby. A burst weapon will be in the format Burst X, where X is the number of 5’ increments from the target where additional targets could take damage. The attacker applies his attack roll to all potential targets within the burst area, and the additional targets will benefit from any cover between them and the original target. A Lawgiver’s Hi-Ex round has Burst 1 (or 5’), while a grenade typically has Burst 2 (or 10’). Combust. Weapons with the combust trait, such as the Lawgiver’s Incendiary Round, set their target on fire, automatically inflicting the Burning condition on a hit. A critical hit from a weapon with this trait inflicts a severe Burning condition, requiring a roll of 6 to remove it. Double. Double weapons are melee weapons treated as though they were two weapons, one in each hand. This typically means that the attacker will gain an additional attack per turn with it but will suffer penalties to the attack roll unless she has access to ambidexterity. Ambidexterity is attained as an attribute trait. Resistance & Vulnerability Resistance Some armour, creatures, objects or materials have SOAK values based on a damage type. This means that they are particularly good at resisting damage of that type. Fire-resistant armour, for example, might have a SOAK entry which reads SOAK 5 (heat). Many creature stat-blocks will also list resistances (and, in some cases, immunities) to certain damage types. A SOAK value is the amount by which damage of that type is reduced when it affects the target. SOAK only applies to attacks which target DEFENCE (not MENTAL DEFENCE). When damage is fully SOAKed, some may still get through - any sixes in the damage roll automatically do 1 point of damage regardless of SOAK. This means that it is always possible to damage a target, even if it is just a little. Vulnerability Conversely, something might be particularly vulnerable to a damage type. Crystalline creatures are vulnerable to sonic damage, and wood and paper are vulnerable to heat damage. Robots and electronic objects are vulnerable to ion damage. A vulnerability entry will generally note how vulnerable the target is - typically 1d6 or 2d6 - and that entry tells you how many extra damage dice to roll when affecting the target. A robot, for example, has vulnerability 2d6 (ion) which means that an ion weapon which normally does 2d6 ion damage would do 4d6 ion damage to a robot. Vulnerabilities cannot more than double the damage taken. If an robot takes 4 ion damage, its 2d6 vulnerability to ion damage cannot increase that to more than 8 damage. Targets suffer from vulnerability if the keyword is listed amongst a weapon’s damage types. Targets benefit from resistances only if they are resistant to all listed damage types. A target resistant to heat damage does not benefit from resistance to a weapon which does heat/sonic damage. The target would need to be resistant to both damage types.