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!
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+
Nov 11, 2016 3:15 am
Rolling attitude.

Edit: Holy eff... Rolled a 12 with a +8 DM. O.O
Last edited November 11, 2016 3:18 am

Rolls

Sassiness - (2d6)

(46) = 10

Survival - 2d6+1+3+3+1+0 - (2d6+8)

(13) + 8 = 12

Nov 11, 2016 7:35 am
Congratulations Judge! You have earned your full Eagle and you can start your assignment as Street Judge, in Sector 13.
Nov 11, 2016 11:43 am
Yeeeaaahh \o/
Nov 11, 2016 1:09 pm
Just need your details up on a custom character sheet, a description and avatar. In the resources there's a tool to create a judges badge if you want to use that as an avatar, or you can just Google an image of a random judge.

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