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?
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.
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. :)
Choosing Dex/Int for the 1d6+6 rolls.

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.
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
Nov 13, 2016 3:21 pm
I will take stealth!
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
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

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
Nov 13, 2016 3:27 pm
Ahh, good deal. Still reading through all the stuff, so this is fun!
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 3:43 pm
I will specialize in Co-ordination then. :)
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
Nov 13, 2016 3:59 pm
Ooooh

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+
Nov 13, 2016 4:53 pm
I'll take Tek Judge. :)
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
Nov 13, 2016 5:08 pm
What are the specializations for Engi/Mech in the game? I've got the Traveller Mongoose rules, but not sure all of them fit.

Rolls

Survival - (2d6+3)

(13) + 3 = 7

Development - (1d6)

(1) = 1

Event - (2d6)

(26) = 8

Nov 13, 2016 5:17 pm
Dramasailor says:
What are the specializations for Engi/Mech in the game? I've got the Traveller Mongoose rules, but not sure all of them fit.
Good question, I'll need to look into that. I've seen reference to Robotics and Electronics, so there must be definitions somewhere.
Nov 13, 2016 5:20 pm
Term Three

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
Nov 13, 2016 5:42 pm
I'll take Rapid Assessment.

Rolls

Skills/Technique Roll - (1d6)

(1) = 1

Nov 13, 2016 7:41 pm
Additional training

Skill Computers
or
Rapid Assessment !

I think two of the same technique has no benefit, so suspect another level of Computers would work.
Nov 13, 2016 7:45 pm
Hot Dog Run

2d6 +2 (as you survived this term)
Nov 13, 2016 7:49 pm
Yup, I will go ahead and take Computers and rolling away!

Rolls

2d6+2

(31) + 2 = 6

Nov 13, 2016 7:57 pm
Your group is faced with extreme conditions that take every ounce of skill and technique to deal with. Roll 9+ on
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.
Nov 13, 2016 8:02 pm
Let's see if this works...

ETA:
Increasing Endurance by 1.
Last edited November 13, 2016 8:02 pm

Rolls

Hot Dog Results - (2d6+2)

(46) + 2 = 12

Nov 13, 2016 8:22 pm
Term Four

Basic Training

Combat Engineering 1
Jack of All Trades 1
Science (any Physical or Space Science) 1

3x 1d6 for additional skills/training
Nov 13, 2016 8:26 pm
Taking Physics as my science. Engineering would go Electrical. And Mechanic Lawmaster? Is that a thing? Like maintaining the bikes?

Rolls

additional skills/training - (1d6)

(1) = 1

additional skills/training - (1d6)

(6) = 6

additional skills/training - (1d6)

(2) = 2

Nov 13, 2016 8:32 pm
Seem Mechanic doesn't have specialisation at all, as per Traveller skills so it would cover repairs of the Lawmasters and the like.

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)
Nov 13, 2016 8:34 pm
So would Lawmaster engineering be a field here?
Nov 13, 2016 8:40 pm
Term Four

Gain all...

Personal Development +1 Int
Skill Flyer (any)
Special Technique Steady Hand

Survival (7+)

2d6 + highest DM + either Mechanics or Engineer

2d6 event
Nov 13, 2016 8:43 pm
Dramasailor says:
So would Lawmaster engineering be a field here?
I would guess not, though Electronics would help with the Lawmasters computerised system, whereas Mechanics covers the rest.
Nov 13, 2016 8:51 pm
And away we go....

ETA:
D'oh, forgot the +1 From Engineering. That'd add one more to the survival, so 13,
Last edited November 13, 2016 8:53 pm

Rolls

Survival - (2d6+2)

(55) + 2 = 12

Event - (2d6)

(63) = 9

Nov 13, 2016 10:19 pm
You make a study of those who suffer from Future Shock and other psychological disorders associated with the pace of life of 22nd Century mega cities. When dealing with such people you may add your Int or Inf DM to any DMs for the skill you are using.
Nov 13, 2016 10:23 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 up roll 2d6 to establish your assessors attitude.
Nov 13, 2016 10:24 pm
Attitude!

Rolls

Attitude - (2d6)

(11) = 2

Nov 13, 2016 10:27 pm
Lucky! You are being assessed by a very lenient Judge giving you a +2 to your survival roll

Survival (12+)

2d6 + Int DM + computers + eng or mech + highest skill not already mentioned +2 (attitude)

Good luck!
Nov 13, 2016 10:33 pm
Survival (12+)

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

Nov 13, 2016 10:37 pm
Congratulations Cadet! You passed Full Eagle Day assessment and have graduated as a full Judge. You are assigned to Sector 13 where after a settling in period you will accompany a patrol of Street Judges to assist with you Tek knowledge and carrying out summary Judgements as per your training.

Good luck out there!

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