Out of interest, what's your knowledge/experience of the world of Judge Dredd?
Dramasailor character gen
Nov 13, 2016 11:19 am
Hey! The group are just doing some patrols to get warmed up. Character gen is quite detailed so we'll go through step by step but check in as often as you can so we can burn through it. You can subscribe to this thread if you want email notifications when I post.
Out of interest, what's your knowledge/experience of the world of Judge Dredd?
Out of interest, what's your knowledge/experience of the world of Judge Dredd?
Nov 13, 2016 11:22 am
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.
Not sure if you've figured out the site, but on your response to this hit advanced and you can add dice rolls there to appear under the post.
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.
Not sure if you've figured out the site, but on your response to this hit advanced and you can add dice rolls there to appear under the post.
Nov 13, 2016 2:41 pm
OOC:
Interest part first: I've read bits and pieces of the comics and have watched both movies thoroughly. I love the setting and am super interested to see just how it all plays out. :)Rolls
Strength - (2d6)
(51) = 6
Dexterity - (1d6+6)
(6) + 6 = 12
Endurance - (2d6)
(31) = 4
Influence - (2d6)
(63) = 9
Intelligence - (1d6+6)
(3) + 6 = 9
Nov 13, 2016 3:04 pm
Awesome. Create a character using the Custom option as the system and then apply it to the game. You can then add information in as you go along.
Term One
Basic Training
Gain the following skills
Athletics (any) 1
Melee (unarmed) 1
Survival 1
Roll 1d6 for additional training.
Then roll 2d6 +2 (your highest Dice Modifier (DM) for your Dex of 12)
You need 4+ to survive unscathed.
Then roll 2d6 for an event.
Term One
Basic Training
Gain the following skills
Athletics (any) 1
Melee (unarmed) 1
Survival 1
Roll 1d6 for additional training.
Then roll 2d6 +2 (your highest Dice Modifier (DM) for your Dex of 12)
You need 4+ to survive unscathed.
Then roll 2d6 for an event.
Nov 13, 2016 3:12 pm
Here we go...
Rolls
Additional Training - (1d6)
(4) = 4
Survival - (2d6+2)
(22) + 2 = 6
Event - (2d6)
(41) = 5
Nov 13, 2016 3:17 pm
Ok choose additional training:
+1 Intelligence
Skill: Stealth
Special Technique: Combat Acuity
You survive the first term
Event: You demonstrate a natural affinity for computers. Gain Computers 0
+1 Intelligence
Skill: Stealth
Special Technique: Combat Acuity
You survive the first term
Event: You demonstrate a natural affinity for computers. Gain Computers 0
Nov 13, 2016 3:22 pm
Term 2
Basic Training
Gain:
Drive (Lawmaster) 1
Gun Combat (Lawgiver) 1
Law 1
Mega City One Geography 1
Street Perception 1
Roll 1d6 for development/techniques
Roll 1d6 for a skill
Roll 2d6 (DM +2) for survival. You need 5+
Roll 2d6 for and Event
Basic Training
Gain:
Drive (Lawmaster) 1
Gun Combat (Lawgiver) 1
Law 1
Mega City One Geography 1
Street Perception 1
Roll 1d6 for development/techniques
Roll 1d6 for a skill
Roll 2d6 (DM +2) for survival. You need 5+
Roll 2d6 for and Event
Nov 13, 2016 3:24 pm
Roll 1d6 for development/techniques
Roll 1d6 for a skill
Roll 2d6 (DM +2) for survival. You need 5+
Roll 2d6 for and Event
Roll 1d6 for a skill
Roll 2d6 (DM +2) for survival. You need 5+
Roll 2d6 for and Event
Rolls
Development/Techniques - (1d6)
(4) = 4
Skill - (1d6)
(2) = 2
Survival - (2d6+2)
(32) + 2 = 7
Event - (2d6)
(42) = 6
Nov 13, 2016 3:24 pm
Incidentally, unless otherwise stated you gain a skill at level 1, so have amended Stealth on your sheet
Nov 13, 2016 3:26 pm
Choice of...
+1 Intelligence
or
Formidable Presence
Choice of..
Athletics (any)
or
Gun Combat (any)
or
Melee (any)
You survive Term Two!
Event
Undertake rigourous mental training. Gain +1 Intelligence
+1 Intelligence
or
Formidable Presence
Choice of..
Athletics (any)
or
Gun Combat (any)
or
Melee (any)
You survive Term Two!
Event
Undertake rigourous mental training. Gain +1 Intelligence
Nov 13, 2016 3:29 pm
I'll take +1 Intelligence and Athletics. (do I need to pick a specialty for my athletics, or is it gaining a general athletics skill?)
Nov 13, 2016 3:42 pm
Yes anything with (any) gives you an option to specialise. Fpr Athlestics it's Endurance, Co-ordination or Strength
Nov 13, 2016 3:57 pm
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 make it as a Psi Judge
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 make it as a Psi Judge
Nov 13, 2016 3:59 pm
Ooooh
ETA:
Newwwwp. No psionics here!
ETA part deux!
If possible, Phaeris would look into the Tek path.
ETA:
Newwwwp. No psionics here!
ETA part deux!
If possible, Phaeris would look into the Tek path.
Last edited November 13, 2016 4:08 pm
Rolls
Psijudge? - (2d6)
(13) = 4
Nov 13, 2016 4:41 pm
You need Int 9+ or Computers/Engineer/Mechanic to be a Tek Judge (so you fit the bill)
There's also the option of Med Judge with a Dex 9+
There's also the option of Med Judge with a Dex 9+
Nov 13, 2016 5:01 pm
Awesome!
Term Three
Basic Training
Computers
Engineer (any)
Mechanic (any)
Roll survival (Need 7+)
2d6+ highest DM (+2) + Mechanics or Engineer skill
Roll 1d6 for development
2d6 for Event
Term Three
Basic Training
Computers
Engineer (any)
Mechanic (any)
Roll survival (Need 7+)
2d6+ highest DM (+2) + Mechanics or Engineer skill
Roll 1d6 for development
2d6 for Event
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