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.
Nov 5, 2016 9:23 pm
Ill take it as 11
Nov 5, 2016 9:50 pm
Great! Thankyou. If you see a call for d66 in future, do it like that.
Nov 5, 2016 9:52 pm
Ok so just technique and skill to pick and I'll move onto term 3
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.
Nov 6, 2016 6:25 am
Here is to hoping!

...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+)
Nov 6, 2016 9:59 pm
Survive!

Sweet.
Last edited November 6, 2016 9:59 pm

Rolls

Need 7+... - (2d6+3)

(42) + 3 = 9

Nov 6, 2016 11:10 pm
Good Job.

1d6 for skills etc

d66 for an Event
Nov 6, 2016 11:27 pm
SKill and Event!

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
Nov 7, 2016 12:54 am
Ok Now for your Hotdog Run!

Roll 2d6+2
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
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+)
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 7:38 am
+1 End
Skill: Admin or Advocate
Combat Acuity

Next up, Full Eagle Day!
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.
Nov 8, 2016 1:44 pm
Oh, also need another d66 for an event in Term four
Nov 8, 2016 8:05 pm
Event and attitude

Rolls

Attitude - (2d6)

(54) = 9

Event - (2d6)

(12) = 3

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+
Nov 8, 2016 11:28 pm
Knifesedgegames says:
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+

Rolls

Survive, need 12+ - (2d6+8)

(61) + 8 = 15

Nov 9, 2016 12:08 am
Congratulations Judge! You have earned your full Eagle and you can start your assignment as Street Judge, in Sector 13.
Nov 9, 2016 8:56 am
Description from you and that's it, you're ready. Just waiting on the others to finish off.
Nov 10, 2016 9:45 am
All 24 codes of Law are now posted in the resources sections for you reading pleasure
Nov 10, 2016 5:48 pm
Do you want it here or somewhere specific?
Nov 10, 2016 6:25 pm
You can post it here, if you like and on your character sheet

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