The Judge runs the world. Players control their heroes; the Judge controls everything else — villains, bystanders, weather, the police, the laws of physics. The Judge is also the rules referee: when the rules say "make a FEAT roll," the Judge picks the column and intensity.
The 1984 Basic Set leans on Judge discretion more than later editions. When in doubt, ask: "Would a comic book panel of this make sense?" If yes, allow it. If no, set up a FEAT roll.
Common NPC stat blocks from the Campaign Book — use them as starting points and adjust for the scene:
| Ability | Soldier | SWAT | Thug | Citizen |
|---|---|---|---|---|
| Fighting | Excellent | Excellent | Typical | Typical |
| Agility | Typical | Good | Typical | Typical |
| Strength | Typical | Good | Typical | Typical |
| Endurance | Good | Good | Typical | Typical |
| Reason | Typical | Typical | Poor | Typical |
| Intuition | Typical | Good | Typical | Typical |
| Psyche | Poor | Typical | Poor | Typical |
| Health | 42 | 46 | 26 | 24 |
| Talent | Military | Law Enf. | — | — |
When a hero deals with a crowd or a stranger, the Judge calls for a Popularity FEAT (see Popularity). The result shapes the encounter:
The hero's situation matters — a crowd in a burning building won't refuse to leave just because the dice say so.
To keep the campaign world feeling alive, the Judge can roll for random encounters each day. The Campaign Book provides sample tables; the basic idea is:
The Campaign Book includes guidelines for stats on animals (guard dogs, insects, etc.) and rules for environments that affect heroes (vacuum, underwater, extreme cold/heat). These use the standard FEAT framework — the Judge picks the intensity and the affected ability.
Karma is the Judge's main feedback mechanism. Give it generously for genuine heroism, deduct it for unheroic acts. See Karma for the full schedule.
One Karma-related tip: a Judge who never deducts Karma is just dispensing XP. The penalties are what make Karma matter — the threat of losing it changes how players approach moral dilemmas.