Apollo (Tom’s PC)

Judge Apollo (‘Irons’ to his friends) is a tall bony man, never seen without his black clothes and wide-brimmed that travels the edges of Affiliation territory bringing law and justice to even the most remote villages… usually in the form of point blank pistol shots to the back of the head.

Even in childhood young Apollo Smith was quiet and well behaved. He learned how to read and write at the feet of his stern father, a sergeant militia veteran and after coming of age he followed on his father footsteps but latter his life changed when his detachment found an old cache of criminal law books from before the Fall. While most scratched their heads in disbelief at the complex writings, Apollo and a group of like-minded individuals devoured the legalese with glee and got a unique insight at some of the rules the civilised society of ancient times.

They decided to use it as the basis to form a new group of law enforcers, and in a process that took a few years and several petitions to the Affiliation government the Wandering Judges were formed. These men and women now travel to the outer territories and border areas to ensure that peace and the rule of law are being kept. It is up to them to help solve crimes, bring criminals to justice, hold trials and if necessary apply any sentences.

So far the experience has been mildly successful. While a sentiment of hatred is fast gathering among the areas patrolled it is directed at the Judges and not the Affiliation itself and crime has indeed gone down.

With the ability to turn invisible and detect lies ‘Irons’ has the highest rate of solved crimes and cases so far (as well as the record for summary executions) of all the Wandering Judges. He was extended an invitation to participate in the expedition and accepted immediately, hoping to prove to the Affiliation that the Judges are fast becoming indispensable.

General Information

Character Name: Apollo ‘Irons’ Smith, Judge
Primary Player: Tom
Character Type: Mutant Human
Alignment: Lawful
Level: 6th
Karma Points: 6 (6/adventure session)

Ability Scores

Score Modifiers
Strength: 13 +1 Melee Atk, Damage, & Forcing Doors
Dexterity: 13 -1 AC, +1 Missile Atk, +1 Initiative
Constitution: 12 +0 vs. Poison, +0 vs. Radiation
Intelligence: 16 +40% Technology Roll Modifier *
Willpower: 10
Charisma: 8 +1 Rx’n Adj, Max 3 Retainers (6 Morale)

* Includes +30% mutational bonuses.

Saving Throws

Target Number
Energy Attacks: 13
Poison or Death: 10
Stun Attacks: 12
Radiation: 11


Base Combat Stats

Hit Points: 45 (45 maximum)
Armour Class: 3 (Metal Breastplate, -1 DEX)


Attack Damage Range
Breech-Loading Pistols (MC) +2 1d10 50’/100’/150′
Two-Handed Sword +1 1d10+1 Melee

Physical Attacks

Opponent’s AC
≤-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

Mental Attacks

Opponent’s WIL
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ≥20
2 3 4 5 6 7 8 9 11 12 13 14 15 16 17 18 19 20 F

Special Abilities

Physical Mutation

  • Fragrance Development Can emit a scent that forces up to 8 HD of creatures, or any single creature with less than 13 HD (or 13 CON) within 15′ to save vs. poison or fall into a hypnotic trance for 2d4 rounds. (Usable 1/day.)

Mental Mutations

  • Control Light Waves: The character can control light, creating a number of effects: becoming invisible, generating darkness (10′ radius, 30′ range), or dissipating laser fire (30′ range). Requires concentration.
  • Disintegration: Can disintegrate WIL×10 pounds; range is 90′. Multiply WIL×3% to find the chance of disintegrating metals and stone, or WIL×5% for disintegrating wood or living material. Upon activation, character is rendered unconscious with 1 hp left. (Usable 1/1d6 days.)
  • Empathy: Can attune self to the emotions of other beings or instill emotions in creatures on a successful mental attack roll (90′ range).
  • Quick Mind: Can learn how to use technology in 1/3 the normal time and receives a bonus of +30% to technology rolls. When confronted with a mental attack, an attacker must roll to attack three times, succeeding each time. Can automatically determine whether someone is telling the truth.

Other Traits

  • Level Bonuses: +1 STR, +1 CON, +1 INT, +1 CHA, +1 damage.
  • Languages: Unislang, High Tongue (literate).

Possessions & Encumbrance

  • Combat Gear: Breech-loading pistols (2, mastercraft, ROF 1/2 rounds, 2 gunpowder horns & 20 shots ammo), two-handed sword, metal breastplate.
  • Miscellaneous Relics: None.
  • Other Possessions: Backpack (book of law, dried salamander (1 day), waterskin), coin purse (15 gp), ominous black clothing, wide-brimmed hat.
  • Load Limits: 0-65 lbs light / 66-165 lbs heavy.
  • Current Encumbrance: 76 ½ lbs (heavy load).
  • Movement: 60′ turn move, 20′ encounter move, 60′ running move.


  1. Bonus Equipment: Firearms upgraded to mastercraft breech-loading pistols. Minor additions to other possessions.

  2. The picture is of Solomon Kane, a character by Robert E. Howard (the guy who created Conan). Solomon Kane is a somber and gloomy 17th century Puritan, with a pale face and cold eyes, all of it shadowed by a slouch hat. He is dressed entirely in black and his weaponry consists of a rapier, a dagger, and a couple of flintlock pistols. He wanders the world with no apparent goal other than to vanquish evil in all its forms (and in Howard’s style, kicking a lot of ass along the way).

    The appearance of Van Helsing from the 2004 movie is loosely based on Solomon Kane.

  3. Lol! I know of Solomon Kane. “Irons” was based on him plus a dose of Judge Dredd. I sent K-Slacker a pic of Kane from the upcoming movie’s poster but was unaware the one he found and uploaded was actually of the same actor.

  4. A mix of ‘Two-Guns-Bob’ and 2000AD, not bad! I remember reading Judge Dredd when I was growing up, good stuff.

    My character is loosely based on some of Howard’s Lady-Pirates, like: Bêlit, Valeria, and Red Sonya (from Shadow of the Vulture, and not the Red Sonja from the comicbooks).

    Good luck to you in the forthcoming adventure!

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