Valcos character generation

Nov 5, 2016 1:58 pm
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 5, 2016 2:08 pm
I want to think of a character idea before I roll their stats.
Nov 5, 2016 4:24 pm
No problem but your career etc will be determined by dice rolls, so there's not a huge amount of flexibility for s 'character idea' until you've gone through the academy. Plus it's possible to not survive training so I wouldn't waste too much time at this stage!
Nov 6, 2016 4:30 pm
Judge Skegg

Strength - 11 (+1)
Dexterity - 7 (+0)
Endurance - 9 (+1)
Intelligence - 5 (-1)
Influence - 11 (+1)

Education (default 10)
Social Standing (default 10)

- Special Technique: Sixth Sense
- Special Technique: Perp Perception
- Special Technique: Rapid Fire
- Special Technique: Combat Acuity
- Special Technique: Formidable Presence
- Carouse: 1
- Athletics (Endurance): 2
- Melee (unarmed): 1
- Melee (Bludgeon): 1
- Gun Combat (Lawgiver): 3
- Survival: 2
- Drive (Lawmaster): 3
- Law: 3
- Mega City One Geography: 1
- Leadership: 1
- Street Perception: 2
Last edited November 10, 2016 12:03 pm

Rolls

Strength, Influence - (1d6+6, 1d6+6)

1d6+6 : (5) + 6 = 11

1d6+6 : (5) + 6 = 11

Other three - (2d6, 2d6, 2d6)

2d6 : (61) = 7

2d6 : (36) = 9

2d6 : (13) = 4

Nov 6, 2016 4:41 pm
Term One

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

Roll 1d6 for additional
Skills and training
Nov 6, 2016 5:32 pm
Rolling, rolling

Rolls

Additional Training - (1d6)

(5) = 5

Nov 6, 2016 7:29 pm
OK, you can choose one from:

Personal Development : +1 Influence
Skills : Investigate
Special Technique : Sixth Sense

Then roll for survival 2d6+1 (you need 4+)

and a roll for an event. roll d66 (so two d6 rolls, one tens, one units)
Nov 6, 2016 9:44 pm
Okay, going to take Sixth Sense. My guy needs instincts like this lol.

Rolls

Survival - (2d6)

(65) = 11

Tens - (1d6)

(1) = 1

Ones - (1d6)

(6) = 6

Nov 6, 2016 10:59 pm
Your physical training aptitude is excellent! Gain 1 level of Athletics (Endurance)
Nov 6, 2016 11:02 pm
Term Two

Basic Training

Drive (Lawmaster)
Law
Mega City One Geography
Street Perception

Two rolls (1d6) one for development or techniques, the other Skills

Survival 2d6+1 (Need 5+)
Nov 7, 2016 3:59 am
So, I get athletics endurance. What's the geography and stuff?

Rolls

Development, Skills - (1d6, 1d6)

1d6 : (4) = 4

1d6 : (6) = 6

Survival - (2d6+1)

(32) + 1 = 6

Nov 7, 2016 7:59 am
Those listed as Basic Training are your automatically gained skills that you don't need to roll for. I can post descriptions of your skills, if that's what you're asking?

Now you can pick either: +1 Intelligence or Technique: Formidable Presence

and either..

Skill: Tactics or Leadership

You survived Term Two without a mishap. Roll d66 (2x d6's) for an Event
Nov 7, 2016 10:38 am
Yeah, a description of my stuff would be nice :) I've been editing one of my posts with all my stuff.

Rolls

Event - (2d6)

(13) = 4

Nov 7, 2016 11:17 am
Ah yes, I see it now, thanks! I'll probably do a seperate thread with skill descriptions as I'm sure you'd all benefit from it.

Term Two Event

You demonstrate and aptitude for handling vehicles. Gain one level in one of the following: Drive (any) or Flyer (any)

With skills listed as (any) you pick a speciality. To give you some options

Drive
-(Lawmaster)
-Mole
-Tracked
-Wheeled

Flyer
- Grav
- Rotor
- Wing
-Personal (jetpacks, powerboards and bat gliders)

Note also Athletics specialisations
-Co-ordintation (climbing, juggling, throwing etc)
-Endurance
-Strength
Nov 7, 2016 11:21 am
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 - roll 2d6. On 11+ you can join the Psi Division

Failing that, your Judge is not smart enough for the Tek's and not dexterous enough to be a Med Judge, so it's the Streets.
Nov 7, 2016 11:44 pm
So, I took another point in endurance and law master. To be honest, I don't see my guys as a psi character or anything but a street judge lol. I will roll anyways though!

Rolls

Psi - (2d6)

(34) = 7

Nov 8, 2016 7:44 am
Term Three - Street Judge

Gain a level in

Gun Combat (Lawgiver)
Drive (Lawmaster)
Law
Melee (Bludgeon)

Survival 2d6 +1 (for DM) + either gun combat or melee bonus (Need 7+)
Nov 8, 2016 11:01 am
Rolling ~ forgot to add Melee bonus btw lol
Last edited November 8, 2016 11:02 am

Rolls

Survival - (2d6+1)

(43) + 1 = 8

Nov 8, 2016 1:43 pm
No worries, you passed anyway!

Ok more training. 1d6 and d66 for an event
Nov 8, 2016 10:10 pm
I used to spend hours rolling Traveller characters back in the day. Love it!
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