Out of interest, what's your knowledge/experience of the world of Judge Dredd?
Dramasailor character gen
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Out of interest, what's your knowledge/experience of the world of Judge Dredd?
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.
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
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.
Rolls
Additional Training - (1d6)
(4) = 4
Survival - (2d6+2)
(22) + 2 = 6
Event - (2d6)
(41) = 5
+1 Intelligence
Skill: Stealth
Special Technique: Combat Acuity
You survive the first term
Event: You demonstrate a natural affinity for computers. Gain Computers 0
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
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
+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
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
ETA:
Newwwwp. No psionics here!
ETA part deux!
If possible, Phaeris would look into the Tek path.
Rolls
Psijudge? - (2d6)
(13) = 4
There's also the option of Med Judge with a Dex 9+
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
Rolls
Survival - (2d6+3)
(13) + 3 = 7
Development - (1d6)
(1) = 1
Event - (2d6)
(26) = 8
Choice of
+1 Int
Skill:Computers
Technique:Rapid Assessment
Event
You are selected for additional training. Take another 1d6 rolls on the skill/techniques table
Skill Computers
or
Rapid Assessment !
I think two of the same technique has no benefit, so suspect another level of Computers would work.
Rolls
2d6+2
(31) + 2 = 6
2d6, using your highest skill as a DM. If you succeed, you may increase your lowest skill by 1 level or gain +1 to
any of your characteristics.
ETA:
Increasing Endurance by 1.
Rolls
Hot Dog Results - (2d6+2)
(46) + 2 = 12
Basic Training
Combat Engineering 1
Jack of All Trades 1
Science (any Physical or Space Science) 1
3x 1d6 for additional skills/training
Rolls
additional skills/training - (1d6)
(1) = 1
additional skills/training - (1d6)
(6) = 6
additional skills/training - (1d6)
(2) = 2
Mechanic
The Mechanic skill allows the character to maintain and repair most
equipment – some advanced equipment and spacecraft components
may require the Engineer skill (see page 19). Unlike the narrower but
more useful Engineer or Science skills, Mechanic does not allow a
character to build new devices or alter existing ones – it is purely for
repairs and maintenance but covers nearly everything.
Repairing a damaged system in battle: Intelligence or Education,
1–6 minutes, Average (+0)
Gain all...
Personal Development +1 Int
Skill Flyer (any)
Special Technique Steady Hand
Survival (7+)
2d6 + highest DM + either Mechanics or Engineer
2d6 event
ETA:
D'oh, forgot the +1 From Engineering. That'd add one more to the survival, so 13,
Rolls
Survival - (2d6+2)
(55) + 2 = 12
Event - (2d6)
(63) = 9
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 up roll 2d6 to establish your assessors attitude.
Survival (12+)
2d6 + Int DM + computers + eng or mech + highest skill not already mentioned +2 (attitude)
Good luck!
2d6 + Int DM + computers + eng or mech + highest skill not already mentioned +2 (attitude)
Rolls
Survival (Int[2]+Computers[2]+Engineer[1]+Athletics[2]+Attitude[2]=+9) - (2d6+9)
(15) + 9 = 15
Good luck out there!