Valcos character generation

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Nov 8, 2016 10:13 pm
I'll take that as the d66, hit me with another d6

Event

You manipulate and charm your way through the Academy. Gain a level in Carouse, Diplomat, Persuade or Steward
Gain one Rival and One Ally
Nov 8, 2016 10:45 pm
Haha, yeah it's fun so far and we haven't even started

Rolls

d6 - (1D6)

(1) = 1

D66! I want to roll a 66 - (1D66)

(61) = 61

Nov 8, 2016 11:01 pm
I guess you haven't followed the other guy's rolls. We've come to the conclusion that d66 is d6's as a % , so rolling two d6's, one as ten one a units, giving a score of 11-66 rather than 1-66 that rolling 1d66 gives. As the dice system doesnt allow for that, 2d6 will work. Keep it in mind as I'm sure it'll appear in game sometime.

Choose either:

+1 Str
Skill: Admin
Special Technique: Perp Sense
Nov 8, 2016 11:03 pm
Term 4

Gain a level of

Law
Street Perception
Survival

Roll 3xd6s, personal dev, skills and special technique

then a d66 (see above ) for the term 4 event
Nov 8, 2016 11:17 pm
Rolling some more

Rolls

3d6s - (3d6)

(434) = 11

D66 - (2d6, 2d6)

2d6 : (11) = 2

2d6 : (11) = 2

Nov 9, 2016 12:01 am
Just 2d6 is fine for d66 :) same result anyway :)

Dev: +1 Int
Skill: gun (lawgiver ) or melee (bludgeon)
Spec tech: Rapid aim

Event Disaster!! Roll a mishap! 2d6
Nov 9, 2016 12:05 am
Oh and we need a roll for the Hot Dog run.

2d6+2
Nov 9, 2016 3:00 am
Wow, did my guy just gain INT then literally mess up right after. Shows he shouldn't be thinking!

Rolls

Disaster - (2d6)

(26) = 8

Hotdog - (2d6+2)

(66) + 2 = 14

Nov 9, 2016 7:54 am
Hotdog Run

You handle the rigours of the Cursed Earth with distinction. Gain one level in any skill of your choosing and a roll
on the Special Techniques table for this Term.
Nov 9, 2016 7:58 am
Mishap

A Sim Hall robot exercise involving the apprehension of a fleeing perp, who has just killed a citizen during a street
robbery, leaves you with no choice but to shoot the perp in the back as he ignores your commands to halt. Roll
End 8+. If you succeed, you shoot the perp without hesitation; there is no doubt that, in real life, he would have
killed again.
If you fail, the robot perp escapes and you are called before the Principal who questions your commitment to
justice. Roll Inf 8+ to convince him that this was a momentary lapse of reason and will not happen again. If you
succeed, you remain at the Academy. If you fail, you are expelled.
Nov 9, 2016 11:19 am
What are the dice rolls I need to do?
Nov 9, 2016 1:52 pm
2d6 + Endurance DM (+1)

Failing that another 2d6 + Influence DM (+1)
Nov 9, 2016 8:58 pm
I will just roll for both now, in case I fail.

Edit: Damn, can't believe he didn't shoot the perp. Convinced him not to expel me though.
Last edited November 9, 2016 8:59 pm

Rolls

Endurance - (2d6+1)

(31) + 1 = 5

Influence - (2d6+1)

(55) + 1 = 11

Nov 9, 2016 9:36 pm
Would have been a blow to have Distinction on you hotdog run only to get expelled!
Nov 9, 2016 10:13 pm
Haha, wasted potential. What's next?
Nov 9, 2016 10:17 pm
Also what's the special technique table?
Nov 9, 2016 10:20 pm
OK next up is survival for Term four

2d6+highest DM plus +Gun combat or Melee skill

Need 7+
Nov 10, 2016 11:26 am
Going to just roll the 2d6. My Gun Combat is 3, but I don't know what highest dm means

Rolls

2d6+things - (2d6)

(16) = 7

Nov 10, 2016 1:22 pm
Sorry, my bad. DM (Dice Modifiers) are essentially how your characterstics (Str, Dex etc) affect your skill rolls. A normal skill roll is generally 2d6, sometimes with a DM for a stat or your level in a skill, or sometimes both. I've amended your character post as you don't have a character sheet up yet, with the DM's for each stat.

CHARACTERISTIC MODIFIERS

Characteristic Dice Modifier
0 –3
1–2 –2
3–5 –1
6–8 +0
9–11 +1
12–14 +2
15 +3
Nov 10, 2016 1:30 pm
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 your assessing Judges attitude on 2d6
2-5 Lenient +2 to survival roll
6-10 Moderate +0
11-12 Strict -2

Survival roll

2d6 + Str or Dex DM + Law skill + Gun combat Lawgiver skill + highest skill not already listed +/- assessors attitude

You need 12+
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