TEXT:  
   
   
   
  Savage 
  JJJJUUUUDDDDGGGGEEEE    
  DDDDRRRREEEEDDDDDDDD    
   
  Unofficial Savage Worlds conversion  
  by 
  Randy Mosiondz and Teller 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Disclaimer: Judge Dredd and related characters are registered trademarks of 
  Rebellion A/S.  This is an unofficial and unauthorized conversion. 
  Savage Worlds is a registered trademark of Pinnacle Entertainment Group. 
  
  Character Creation 
  1) Race 
  Humans are the predominant race in the world of Judge Dredd.  While there 
  are other sentient non-humans such as apes and alien creeps, humans are by 
  far the most highly numbered in Mega-City One.   The Justice Department 
  doesn’t accept non-humans as Judges. 
  Use the standard rules for humans from the Savage Worlds rulebook. 
  2) Attributes & skills 
  Use the standard Savage Worlds rules for Attributes.   
  In addition to the standard Skills in the Savage Worlds rulebook, check the 
  Skills section for additional Skills. 
  3) Hindrances & Edges 
  In addition to the standard Hindrances in the Savage Worlds rulebook, check 
  the Hindrances section for an additional Hindrance. 
  In addition to the standard Edges in the Savage Worlds rulebook, please 
  check the Edges section for additional Edges. 
  The only Arcane Background available in Judge Dredd is Psionics. 
  4) Gear 
  Judges have standard-issue gear from the Justice Department, including their 
  uniform, their Lawgiver and their Lawmaster.  All other gear must be 
  commissioned from the Justice Department. 
  Citizens start with 1000 credits (cr) with which to buy equipment. 
   
  Skills 
  Computer Use (Smarts) 
  This skill allows Judges to access the Macro-Analysis Computer (MAC) to gain 
  info on suspected perps, and citizens to access the various computer systems of 
  Mega-City One – for legitimate or other means.  
  Craze (Varies) 
  The boredom of the many unemployed citizens of Mega-City One often leads 
  them to get involved in one of the many crazes that sweep through the populace. 
  This includes Batgliding (Agility), Boinging (Agility), Compulsive Taxidermy 
  (Smarts), Eating (Vigor), Jetpacking (Agility), Jet Sticking (Agility), Scrawling 
  (Agility), Skysurfing (Agility), etc. 
  
  Interrogate (Smarts) 
  The Judge is skilled in the fine art of interrogation. While intimidate might be 
  fine for facing down perps, interrogation can often make them yield the desired 
  information in a more truthful fashion. Using a Birdie Lie Detector or other Sector 
  House equipment adds from +2 to +4 to this skill’s use. 
   
  Hindrances 
  Futsie (Major) 
  Your character is a victim of Future Shock Syndrome, brought on by the strain 
  of fast-paced 22nd Century life.  When in high-stress situations (such as combat), 
  Futsie’s must make a Spirit roll or become a violent, indiscriminate psychopath.  
  Their Strength and Vigor die types increase a step, but they can only be stopped 
  by being knocked unconscious.  Futsies often end up in psycho-cubes for 
  rehabilitation. 
  Edges 
  Combat Edges 
  Improved Marksman  
  Requirements: Seasoned, Marksman, Shooting d10+ 
  Your hero is so accomplished with her weapon that she may move in a turn 
  and still gain the benefit of Marksman (+2 to shooting rolls). 
  Lightning Reload  
  Requirements: Novice, Shooting d8+ 
  Your hero is adept at changing clips much faster than normal.  If you take no 
  movement you can change a clip and fire in the same action. 
  Super Leap 
  Requirements: Novice; Agility d8+ 
  A hero with this ability is so athletic that he double the distance he would 
  normally leap: 4" horizontally from standing, 6" running. This comes in handy for 
  those rooftop chases! 
  Special Strike 
  Requirements: Novice; Fighting d6+ 
  Your hero has a natural aptitude for hand-to-hand combat, and knows what to 
  hit to make his opponent go down. Add +1 to all hand-to-hand combat damage 
  rolls. 
   
  
  Knowledge Edges 
  Alien Anatomy 
  Requirements: Healing d6+ 
  Your hero has studied the anatomy of known alien species across the galaxy.  
  You do not have the -4 penalty to heal checks when dealing with alien anatomies. 
  Judge Edges 
  "I am The Law!"  
  Requirements: Seasoned; Intimidate d8+ 
  The aura of this Judge is such that he commands instant respect from even 
  the toughest foes. His barked commands and clever turn of phrase end most 
  fights before they start. Add +2 to any intimidate roll for an arrest attempt. 
  Menacing presence  
  Requirements: Novice; Intimidate d6+ 
  The faceless helmet, imposing uniform, and ramrod stature make most Judges 
  symbols of power and authority. This Judge is even more fearsome than most, 
  and his mere presence will often make criminals to give themselves away. A 
  successful intimidate roll made with this skill will cause all perps in a 5" radius of 
  the Judge to make an opposed Spirit roll or reveal themselves and trigger an 
  arrest attempt.  
  Sense Crime 
  Requirements: Novice; Notice d8+; Streetwise d6+ 
  Your Judge has a better chance than most to spot crime during routine patrols.  
  Notice rolls for this are +2. 
  Sense Perp  
  Requirements: Novice; Notice d8+; Streetwise d8+ 
  This Judge has an uncanny knack for sensing perps-almost as if she could 
  smell them. This Edge has a range in inches of half the Judge's Notice die type. 
  The GM will roll when appropriate. On a success, your Judge will sense the 
  presence of those with criminal intent on their mind.  
  Spot Hidden Weapon  
  Requirements: Novice; Notice d8+ 
  The Judge with this Edge can notice the presence of concealed weapons, 
  firearms, or explosives up to 30 feet (5 inches) away with a successful Notice 
  check. This check is typically rolled by the GM in secret. 
  Data Access  
  Requirements: Novice, Smarts d6+, Computer Use d6+ 
  The Judge with this Edge can automatically find the desire information when 
  using MAC, and gains a +2 to Computer Use rolls when using other computers. 
  
   
  Power Edges 
  Psychic "Deadhead" 
  Requirements: Novice; Spirit d8+ 
  Your hero is one of those special people born without any sensitivity to psychic 
  powers. Obviously, Psi-Judges or others who rely on powers of the mind can't 
  take this skill. Deadheads add +2 to all rolls made to resist psychic powers. 
  Psychoanalyst 
  Requirements: Seasoned, Arcane Background: Psionics, Spirit d8+, Psionics 
  d8+ 
  Your hero has a superior knowledge of the workings of the mind and can use 
  this against people.  You gain a +2 to all Intimidation, Interrogation and 
  Persuasion rolls. 
  Psychic Inquisitor 
  Requirements: Psychoanalyst 
  It is impossible to lie to you.  You can automatically detect lies a number of 
  times equal to the number of steps in your Spirit die type per day.  For example, 
  if you had a d8 in Spirit, you could do this 3 time per day. 
  Professional Edges 
  Street Judge 
  Requirements: Strength d8+; Vigor d8+; Shooting d6+; Investigation d6+   
  Forming the bulk of the Justice Department, these men and women are the 
  most visible symbols of authority on the streets of Mega-City One. Trained for 15 
  gruelling years in the Academy of law, these enforcers of The Law are more akin 
  to machines than humans.  
  Bonus Edge: having survived 15 years in the toughest school in the galaxy, 
  starting Judges can choose an additional Edge 
  Street Sense: Years of training allow Judges to notice the smallest things on 
  the streets of Mega-City One. +2 to all Streetwise and Notice rolls. 
  Arrest: Judges have a special ability to cause their opponents to surrender 
  before the lead starts to fly. All Judges start with a free d6 in Intimidate. Perps 
  must always be challenged before entering combat, giving them a chance to 
  surrender (the arrest roll). This is an opposed roll of the Judge's Intimidate versus 
  the perp's Guts. 
  Justice Department Resources: a Mega-City Judge begins with basic starting 
  equipment, and is able to call on a wide variety of back-up in most situations. 
  Psi-Judge 
  Requirements: Arcane background (Psionics); Smarts d8+; Psionics d6+ 
  
  Famous for being "high-strung" and flaky, these gifted individuals are 
  nonetheless an integral part of the Justice Department system. 
  Mental Fortitude: Psi-Judges are trained to resist demonic and rogue psyker 
  influences and attacks. Add +2 to all rolls to resist arcane-based powers directed 
  against them. 
  Constant Training: Psi-Judges have been intensively trained since childhood 
  for service to Mega-City One. They begin play with 12 power points and 4 
  starting powers. 
  Quirky: Psi-Judges are considered odd, even by Mega-City standards. Their 
  Charisma begins at -2.    
  Tek-Judge 
  Requirements: Smarts d8; Repair d8+; at least two other scientific Knowledge 
  skills at d6+  
  Often arriving after the dust settles, these under-appreciated specialists serve 
  in a variety of fields, from the computers that run Mega-City One to mechanics 
  that keep the Judges' Lawmasters in running shape.  
  Jury Rig: Tek-Judges are adept at getting things working on the fly.  With a 
  successful Repair roll Tek-Judges can repair broken equipment in half the 
  regular time.  However, if a roll of 1 is rolled when using the jury-rigged device, it 
  breaks and cannot be repaired without the proper time and tools. 
  Tech Knowledge: Tech Judges are masters of all things technical and so gain 
  a +2 on all Computer Use and Repair rolls. 
  Modify Equipment: some latitude is given to Tek-Judges in modifying the 
  standard-issue equipment given to them by the Justice Department.  They may 
  upgrade their equipment to give themselves +1 on Armor, Shooting and/or 
  Damage. 
  Justice Department Resources: a Mega-City Judge begins with basic starting 
  equipment, and is able to call on a wide variety of back-up in most situations.  
  Tek-Judges can often get hold of experimental technologies as well. 
  Med-Judge 
  Requirements: Smarts d8+; Healing d8+ 
  These highly trained professionals are usually found at the Sector-houses or 
  riding with the meat-wagons, but can occasionally be found in a street patrol. 
  Improved Healing: When using a medipack or other medical equipment, Med-
  Judges add +2 to their healing roll. Even without the necessary medical 
  equipment, Med-Judges can improvise and not take the -2 penalty. 
  Fearless: Med-Judges are often called out to scenes of violence that make 
  hardened Judges blanche, and tend to become inured to the sight of gore. Their 
  training also emphasizes the necessity to treat casualties, regardless of their own 
  safety. Guts checks are +1, unless the cause of the check is an obviously 
  supernatural creature.  
  Justice Department Resources: a Mega-City Judge begins with basic starting 
  equipment, and is able to call on a wide variety of back-up in most situations. 
   
  
   
  Social Edges 
  Sector Knowledge 
  Requirements: Seasoned; Streetwise d8+ 
  Your hero has spent so much time on the streets of this Sector that he knows 
  it inside and out. You gain a +2 to Knowledge rolls about a particular Sector-
  specific bit of information. 
  Gear 
  Judge Equipment 
  All Judges have the following standard issue equipment from the Justice 
  Department. 
  Lawgiver 
  The lawgiver is the standard-issue sidearm of the Justice Department. 
  Specially designed for the rigors of the street, the pistol holds 2 magazines, each 
  with 2 sections holding 12 rounds each. Each magazine section is loaded with a 
  specific type of ammunition, determined by the Judge at time of loading. 
  Magazine use can be switched with a simple thumb switch or vocally. 
  Switching out ammunition takes one action per magazine (see Speed-load Feat). 
  Half of all ammunition carried by a Judge must be standard. Standard 
  ammunition may be rapid-fired. Some of the unique ammunition types are 
  detailed below: 
  Grenade: These rounds are similar to a 20th century shotgun shell, in that 
  they fire a spray of low velocity fragments over a wide area. Use the small burst 
  radius template, doubling the effect of any armor worn. 
  Rubber ricochet: capped with a rubberized titanium tip, this round is used 
  when firing into a known perps hiding place when they can't be visualized. The 
  rounds will ricochet in an enclosed space, creating a web of death until it hits 
  something or runs out of momentum. This round ignores all penalties for lighting, 
  cover, etc., but an attack roll must be made against all occupants of an area until 
  everyone has been missed or someone has been hit. 
  Incendiary: these highly flammable rounds burst upon impact, scattering a 
  highly volatile chemical in a ring of fire. Use the Small Boom template. Those 
  who are struck take 2d8 damage the first round, and 1d8 each round thereafter 
  until the fire is extinguished. Only sealed armor protects against this. 
  Heat-seeker: also known as the "hot shot." Each Judge carries three of these 
  rounds in his glove pockets, and loading one takes one action. This round has a 
  miniaturized seeker head that will unerringly track the body heat of its target, 
  swerving around obstacles until it strikes its victim or is dodged. The round has a 
  minimum range of 5 to avoid locking onto its firer. Once fired, the seeker scans a 
  90-degree front arc with a sensor skill of d10, modified by the range to target 
  (note, there is no short range). If no targets are in a 90 degree arc, it will expand 
  
  its search to 180 degrees. A successful Sensor roll means that it has locked onto 
  a particular target's body heat and will unerringly strike that target. The use of this 
  round is tempered by the fact that it locks onto the first heat pattern it scans, so 
  its use in crowded situation with innocent bystanders is generally forbidden. If 
  fired into a group, determine who is struck randomly. This round operates by heat 
  alone, and is unusable against vehicles, robots, aliens, or creatures with a 
  temperature different from humans. 
   
  Type 
   
   
  Range  
  Damage 
  ROF 
  Shots Notes  
   
  Standard 
   
  5/10/50/100 
  2d8 
  1 or 3 
  Hi-ex 
   
   
  5/10/20/40 
  3d6 
  1 
   
  Medium template 
  Rubber ricochet  
  5/10/20/40 
  2d6-1 1 
   
  See notes 
  Armor piercing  
  5/10/40/80 
  2d6+1 1 
   
  AP2 
  Incendiary 
   
  5/10/40/80 
  2d8 
  1 
   
  See notes 
  Grenade 
   
  5/10/40/60 
  2d6-2 1 
   
  See notes 
  Heat-seeker 
   
  -/10/40/80 
  2d6-1 1 
   
  See notes 
  Hypo 
   
   
  5/10/15/20 
  Drug 
  1 
   
  See notes 
   
  Scattergun 
   
  5/10/50/75 
  1-3d6 1 
  12 
  Lawrod  
   
  10/20/50/150 
  2d8 
  3 
  30 
   
  Cyclops  
   
  25/50/150/500 4d6 
  1 
  1 
  2 actions to recharge, AP 4 
   
  Laser Cannon 
   
  Bike Cannon 
   
  10/20/50/200 
  3d6 
  3 
  36 
  medium template, AP 2 
   
  Day Stick 
   
   
   
  STR+2 
   
  Boot Knife 
   
   
   
  STR+1  
   
  Psi-Judges knives are silver 
   
  Lawgiver Silencer 
  The Lawgiver can also be fitted with a silencer, although rapid fire cannot be 
  performed. 
  Lawmaster 
  Speed: 8/16/32 
  Durability: 7 
  Armor: 3 
  Toughness: 9 
  Notes: Cyclops Las-cannon, twin-linked bike cannon, auto-pilot, cable winch, 
  headlamps, code 99 emergency call, siren. 
  MKII Helmet 
  The Judge’s helmet gives +2 Armor and grants +4 to Vigour rolls versus 
  blinding and sound attacks, and has infrared, respirator and microphone. 
  Body Suit uniform 
  The Judge’s body suit gives +3 Armor and has a chronometer and 2 bleepers 
  (tracking device) in each glove. 
  
  Birdie Lie Detector 
  The Birdie Lie Detector grants a Judge +4 to Interrogation rolls. 
  Medipack 
  One use, grants +2 on Healing rolls. 
  Override Card 
  Automatically overrides standard electronic locking mechanisms in Mega-City 
  One.  When used on a tampered lock it grants a +2 to Repair checks to override 
  it.  Override cards are usually kept in  
  Stumm gas 
  Stumm Gas uses the medium burst template. Anyone caught in the area of 
  effect must make a Vigor roll at -4 or be incapacitated until the gas clears (2d10 
  rounds in still air) or they make another Vigor roll at -6. Humans that go bust on 
  any roll take a Wound. 
  Utility Belt 
  The Judge’s utility belt contains an ident-chip for tracking Judges and starting 
  the Lawmaster. 
  Psionic Powers 
  The following Power can be selected by a hero with Arcane Background: 
  Psionics: Armor, Barrier, Blast, Bolt (Psi-Lash), Boost/Lower Trait, Deflection, 
  Detect/Conceal Psionics, Invisibility, Puppet, Quickness, Speed, Stun, and 
  Telekinesis. 
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Judge Dredd.pdf