Nikcolini character generation

Nov 3, 2016 7:07 am
Ok we'll work through character generation a little at a time so subscribe here!
Nov 3, 2016 7:13 am
Sounds good to me. So my knowledge of judge dredd is limited to the movies, but I have the gist down. I can read a summary for the comics on wiki if I need to.
Nov 3, 2016 8:07 am
It's fine, as long as you've seen one or the other!

Ok first up is characteristics.

Strength
Dexterity
Endurance
Intelligence
Influence

Education (default 10)
Social Standing (default 10)

Choose two, one physical characteristic from Strength/Dexterity/Endurance and one from Intelligence and Influence and roll 1d6+6
For the others roll 2d6
Education and Social standing for a Judge are automatically 10 so no need to roll for that.
Nov 3, 2016 4:40 pm
Here you go!

GM edit..you need an extra 1d6 on some of those...

Rolls

Dexterity - (1d6+6)

(5) + 6 = 11

Strength - (1d6)

(3) = 3

Endurance - (1d6)

(6) = 6

Intelligence - (1d6+6)

(1) + 6 = 7

Influence - (1d6)

(5) = 5

Nov 4, 2016 2:22 am
Term One

Skills acquired
Athletics (any) 1
Me lee (unarmed) 1
Survival 1

Roll 1d6 for additional
Skills and training
Nov 4, 2016 3:31 am
Here are the stats!

Dexterity
( 5 ) + 6 = 11

Strength
( 3 ) = 3 + 6 = 9

Endurance
( 6 ) = 6 + 4 = 10

Intelligence
( 1 ) + 6 = 7

Influence
( 5 ) = 5 + 6 = 11
Last edited November 4, 2016 3:32 am

Rolls

Strength - (1d6)

(6) = 6

Endurance - (1d6)

(4) = 4

influence - (1d6)

(6) = 6

Additional training! - (1d6)

(1) = 1

Nov 4, 2016 8:59 am
Term One

+1 Strength
Skill - Street Perception
Special Technique - Crowd Control

Survival - roll 2d6 +1 (4+ means you survive Term One without incident)
Nov 4, 2016 8:02 pm
Survival

Rolls

Lets hope for a 4! - (2d6+1)

(25) + 1 = 8

Nov 4, 2016 9:53 pm
Excellent! You survived the first term! Roll 1d66 for a special event.

Also, set up a customer character sheet for your Judge and apply it to the game so we can be adding in the stats
Nov 5, 2016 4:00 am
Uh okay. So I could have dies just then?
HAve you got a template anywhere?

Rolls

Event - (1d66)

(42) = 42

Nov 5, 2016 9:29 am
I found this excel sheet after a bit of digging.

https://onedrive.live.com/view.aspx?cid=20273372de129cbd&page=view&resid=20273372DE129CBD!923&parId=20273372DE129CBD!922&app=Excel

You don't necessarily die if you fail survival there's a 2d6 rolls for a mishap. There are consequences. You might gain an Enemy, have a reduction in basic skills, get a permanent injury etc. and on a roll of 2 you get booted out of the Academy.
Nov 5, 2016 9:32 am
Event after Term One


During general training, it is clear that you may have psionic potential. You must test for psionics by rolling 2d6 and applying
your Int DM. (+0) If the result is 11+, you are psionic and Psionic Strength is determined as per page 152 of the Traveller Core
Rulebook. Your training in Term Two will be as normal but in Term Three you may transfer into the Psi Branch and continue
your training to become a Psi Judge
Nov 5, 2016 5:53 pm
Sweet.
Evidently not
Last edited November 5, 2016 5:53 pm

Rolls

Psi? - (2d6)

(24) = 6

Nov 5, 2016 6:19 pm
Term Two

Term Two sees the start of rigorous training begin in earnest. The focus is on developing the key skills for Judges in combat, application of the law and developing Special Techniques. Cadets are expected to be showing maturity and independence in their decision making and grasping how sentencing, clemency and leniency operate when dealing with criminals and crime.
Basic Training
All characters gain a level in the following skills: Drive (Lawmaster), Gun Combat (Lawgiver), Law, Mega-City One Geography, Street Perception.
Nov 5, 2016 6:25 pm
Error - from Term One, you need to choose one of the three things listed, stat increase, skill or special technique

Term Two

Roll two separate 1d6 rolls , one for development or techniques and one for skills

Then make a survival roll 2d6 plus highest DM (which is +1 for you)
For Term two, you need 5+ to survive
Nov 5, 2016 6:27 pm
2d6 for a mishap (if you fail survival)

And 1d66 for event in term two
Nov 5, 2016 6:32 pm
Ill take extra point in Perception

Rolls

Techniques - (1d6)

(3) = 3

Skills - (1d6)

(2) = 2

survival (hope for 5) - (2d6+1)

(31) + 1 = 5

Mishap (in case I fail) - (2d6)

(26) = 8

Event - (1d66)

(1) = 1

Nov 5, 2016 8:06 pm
OK so from first roll you can take EITHER +1 Endurance OR Technique: Crowd Control

Skill, either: Athletics (any), Gun Combat (any) or Melee (any)

Survival - looks like you JUST scrape through!

Event - Disaster - Roll a mishap (2d6) ... I'll take the one you rolled anyway

-One of your fellow cadets resents your success. Gain a Rival
Nov 5, 2016 8:11 pm
Spotted a problem..The book calls for d66 roll, but strictly speaking it's not correct as the table starts 11-66. That suggests using two d6's in the same way as % dice. On GP I guess that would mean rolling 2 d6's, one tens one units. If you'd like you can reroll that roll or just take the roll as if the one was eleven.
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