Nikcolini character generation
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Nov 5, 2016 10:01 pm
Term Three
Term Three sees two additional aspects added to the cadets’ training. The first is the Hot Dog Run – a mandatory trip into the Cursed Earth to test the cadet’s skills, tenacity and to educate him in the hellish wilderness beyond the confines of the city walls. Term Three is also the beginning of specialisations. Cadets, if eligible, can choose to be streamed into one of the following specialist training areas: Street Judges, Psi Division, Tek or Med
Test for Psionics (I'll give you another chance to get in, roll 11+ on 2d6)
Failing that, as Noss is not smart enough for the Tek Judges and has no Medic skills for the Med Judge dept, he would enroll as a Street Judge.
Term Three sees two additional aspects added to the cadets’ training. The first is the Hot Dog Run – a mandatory trip into the Cursed Earth to test the cadet’s skills, tenacity and to educate him in the hellish wilderness beyond the confines of the city walls. Term Three is also the beginning of specialisations. Cadets, if eligible, can choose to be streamed into one of the following specialist training areas: Street Judges, Psi Division, Tek or Med
Test for Psionics (I'll give you another chance to get in, roll 11+ on 2d6)
Failing that, as Noss is not smart enough for the Tek Judges and has no Medic skills for the Med Judge dept, he would enroll as a Street Judge.
Nov 6, 2016 6:25 am
Here is to hoping!
...ah well. Street Judges sound cool.
...ah well. Street Judges sound cool.
Last edited November 6, 2016 6:25 am
Rolls
Psi powers! - (2d6+1)
(24) + 1 = 7
Nov 6, 2016 12:08 pm
Ok Street Judge it is!
Term 3
Basic Training
Gun Combat (Lawgiver)
Drive (Lawmaster)
Law
Melee (bludgeon)
Survival 2d6 +1 (highest DM) + bonus for either Gun Combat or Melee skill
(Need a 7+)
Term 3
Basic Training
Gun Combat (Lawgiver)
Drive (Lawmaster)
Law
Melee (bludgeon)
Survival 2d6 +1 (highest DM) + bonus for either Gun Combat or Melee skill
(Need a 7+)
Nov 6, 2016 9:59 pm
Survive!
Sweet.
Sweet.
Last edited November 6, 2016 9:59 pm
Rolls
Need 7+... - (2d6+3)
(42) + 3 = 9
Nov 6, 2016 11:27 pm
SKill and Event!
Accidentally rolled 2 d6 not 1. I'll reroll.
Accidentally rolled 2 d6 not 1. I'll reroll.
Last edited November 6, 2016 11:27 pm
Rolls
I'll reroll if its less than 11. - (1d66)
(43) = 43
Skills! - (2d6)
(15) = 6
Skills, for real though! - (1d6)
(6) = 6
Nov 7, 2016 12:53 am
No worries. You can just roll the d66 as 2d6 , then I can figure it out.
Choose either
Personal development: jack of all trades
Skill : Leadership
Special technique: recovery
Event
You manipulate and charm your way through the Academy
Gain Carouse, Diplomat, persuade or steward skill
Gain one Rival and one Ally
Choose either
Personal development: jack of all trades
Skill : Leadership
Special technique: recovery
Event
You manipulate and charm your way through the Academy
Gain Carouse, Diplomat, persuade or steward skill
Gain one Rival and one Ally
Nov 7, 2016 4:47 am
Hotdog run!
Rolls
Hot dawg - (2d6)
(45) = 9
Cough chough, forgot the +2 - (2d6+2)
(46) + 2 = 12
Nov 7, 2016 7:43 am
I'll take your first roll. Don't worry if you miss a +, I can always add it myself :)
The Cursed Earth makes you physically more resilient. Gain either Survival 1 or +1 Endurance
Don't forget to pick your abilities from the previous list
The Cursed Earth makes you physically more resilient. Gain either Survival 1 or +1 Endurance
Don't forget to pick your abilities from the previous list
Nov 7, 2016 7:48 am
Term Four!
Gain another level in...
Law
Street Perception
Survival
3 rolls of 1d6 for Personal Development, Skills and Special Techniques
Survival 2d6 + highest DM + Gun Combat or Melee (Need 7+)
Gain another level in...
Law
Street Perception
Survival
3 rolls of 1d6 for Personal Development, Skills and Special Techniques
Survival 2d6 + highest DM + Gun Combat or Melee (Need 7+)
Nov 8, 2016 1:10 am
My Comp is down so I'll add it to my sheet when I can. Doesn't work from phone well.
Rolls
Skills 1 - (1d6)
(3) = 3
Skills 2 - (1d6)
(5) = 5
Skills 3 - (1d6)
(2) = 2
Survive! - (2d6+4)
(35) + 4 = 12
Nov 8, 2016 7:40 am
Full Eagle Day
After fifteen years of the toughest, most rigorous training on earth, this is what it all comes down to; the culmination of the hard work and effort, injuries, set-backs and triumphs: Full Eagle Day.
Wearing the white helmet and half-eagle badge of a rookie Judge, the cadet goes onto the streets to spend a working day with a seasoned Judge who then decides if the cadet is suitable for graduation. The assessing Judge has considerable leeway in passing or failing cadets but his decision is final; there is no appeal and no second chance. If the assessing Judge fails the rookie then that is it – he must find something else to do with his life.
First roll 2d6 to determine the attitude of the Judge assessing you.
After fifteen years of the toughest, most rigorous training on earth, this is what it all comes down to; the culmination of the hard work and effort, injuries, set-backs and triumphs: Full Eagle Day.
Wearing the white helmet and half-eagle badge of a rookie Judge, the cadet goes onto the streets to spend a working day with a seasoned Judge who then decides if the cadet is suitable for graduation. The assessing Judge has considerable leeway in passing or failing cadets but his decision is final; there is no appeal and no second chance. If the assessing Judge fails the rookie then that is it – he must find something else to do with his life.
First roll 2d6 to determine the attitude of the Judge assessing you.
Nov 8, 2016 10:20 pm
Event
Undertake rigourous physical training Gain +1 Strength
Attitude of your assessor Moderate +0
OK survival for Full Eagle Day
2d6 + Str or Dex DM + Lawgiver +Law +DM of highest skill not already in this list
Need 12+
Undertake rigourous physical training Gain +1 Strength
Attitude of your assessor Moderate +0
OK survival for Full Eagle Day
2d6 + Str or Dex DM + Lawgiver +Law +DM of highest skill not already in this list
Need 12+
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