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Character Generation

House Rules

1. All PC's will start out in one of the organizations listed on the Friendly Units page, with one exception. No Player Character will be a member of the 2/75th Ranger Battalion. Period. No exceptions. Don't even ask. The Rangers have always been a small unit, and they have suffered great losses. Any Ranger or SF PC will have earned and wear the corresponding tab, but will not be currently assigned to a Ranger or SF unit.

2. No more than 2 PC characters will be officers at any one time. First come, first served.

3. All Characters will be created using the 1st edition rules. They have been slightly modified, so read the worksheet below carefully.

4. All players will have to create a past history for their characters. If you want to play an exotic character, ie a Mossad agent from Hungary, you had better have a very, very, VERY good reason for them being in the Oregon Territory.

5. No "spies". The idea here is to cooperate. If your character decides to betray his men after the game starts, that's your business. But a secret agenda will not be allowed.

Creating a Character

1. Basic Attributes - Roll 4 6-sided die (4D6), minus 4, reroll all zeros. Repeat for all 6 attributes.

       Fitness                         Stature
       Agility                           Intelligence
       Constitution                 Education

2. Total - Add all the attributes together.

3. Strength - Add Fitness and Stature together, and divide by two.

4. Hit Capacity - Head = Constitution
                            Chest = Strength + Constitution + Stature
                            All Others = Constitution + Stature

5. Throw Range (in meters) - 2 x Strength

                                 

6. Weight (in kilograms) - (4 x Stature) + 40

7.  Load (in kilograms) - (2 x Strength) + Constitution

8. Military Experience Base (MEB) - (120 - Total) divided by 7, rounding down

9. Time (Months) in Combat - MEB x 1D6

10. Rads - MEB x 1D6

11. Coolness Under Fire - 10 - 1D6 - (Time/10, rounded down)

12. Age - (Time/12, rounded up) + Education + 8 + (N)D6. See table below to determine number of D6:

                       Time                  N
                        70                     4
                        60                     3
                        50                     2
               49 and below           1

13. Native Language - All Players will have English as their Native Language as American soldiers. See the table below to determine if your character speaks a second language fluently. It has been modified to more accurately reflect the citizens of the Pacific Northwest.

         Spanish 10%              Russian 3%
         German 2%                Vietnamese 2%
         Italian 2%                   Japanese 2%
         Polish 1%                   Chinese 1%
         Yiddish 1%                 Korean 1%

14. Officer - If Intelligence + Education is greater than or equal 2D6 + 16,  your character is an officer.

15. Rank Number - (Time/10, rounded down) + N. See table below to determine N.

               Roll                 N
              1 or 2               -1
              3 or 4                0
              5 or 6              +1

16. Rank -               Die                          Enlisted                               Officer
                                   1                             Spec 4                        2nd Lieutenant
                                   2                            Corporal                       1st Lieutenant
                                   3                            Sergeant                      1st Lieutenant
                                   4                            Sergeant                             Captain
                                   5                        Staff Sergeant                        Captain
                                   6                    Sergeant First Class                    Major
                                   7                       Master Sergeant                        Major
                                   8                        Sergeant Major                    Lt. Colonel

            


17. Skill Points - Military = MEB x 40
                             Education = Education x 20
                             Background = 300

18. Skills - The following reflects skills received during Basic Training and Civilian Life. These are given to all character's free of charge.

         Combat Rifleman - 20                                    Melee Combat - 20
         Body Combat - 20                                          Wheeled Vehicle Driver - 40
         Thrown Weapon - 20                                      Swimming - 20

19. Body Combat Damage - (Strength + Stature) x (Body Combat/200), rounded down.

20. Equipment Purchase Allowance - 500 x Time, x 2 if an officer.

21. Service Branch and Specialty - After the Player chooses a Service Branch and Specialty from the table below, they must determine if they have the Stats required to qualify. If a Stat is listed, the player must have a score of 12 or higher in the listed statistic(s).


Service Branch/Specialty Table

                                              Required Stat                                         Skill Benefits
Support Services
   Aircraft Mechanic                             N/A                                                   ACM: 1/2 cost
   Vehicle Mechanic                             N/A                                                   MEC: 1/2 cost
   Electronics Specialist                      N/A                                                   ELC: 1/2 cost

Infantry
   Infantryman                                        N/A                                                   CRM: 20, HW: 20
   Heavy Weapons                               N/A                                                   HW: 40   

                       

Engineer
    Combat Engineer                     Constitution                                          CBE: 1/2 cost
    ADM Specialist                         Intelligence                                           NWH: 50, CBE: 30

Medical
    Combat Medic                           Intelligence                                          MED: 1/2 cost

Artillery
    Cannon Crewman                     Strength                                                IF: 1/2 cost, TVD: 20
    Fire Support Specialist             Intelligence                                          FO: 1/2 cost, CMP: 30

Armor
    Tank Crewman                           N/A                                                       LCG: 1/2 cost, TVD: 20
    Cavalry Scout                             N/A                                                       TVD: 20, HW: 20, RCN: 20

                                                                     

Aviation
    Aircraft Pilot                                 Intelligence                                         LAP: 40, HW: 40, RWP: 1/2 cost.

Special Forces
    Weapons Specialist                   Constitution                                       CRM, HW, BC, RCN, FOR: all 1/2 cost
    Intelligence Specialist                Constitution, Intelligence                   FRG, DIS, BC, PST: all 1/2 cost, Any
                                                                                                                      two languages at 50.
Ranger
    Infantryman                                   Constitution                                       CRM: 20, HW: 20, BC, RCN, FOR all
                                                                                                                      1/2 cost.
    Heavy Weapons                          Constitution                                       HW: 40, RCN, FOR at 1/2 cost

Intelligence
   Analyst                                            Intelligence                                        CMP: 50, Any language at 1/2 cost
   Interrogator                                     Intelligence                                        INT: 1/2 cost, Any 3 languages 1/2
                                                                                                                       cost


Skills List
Note: Some Skills have a number next to the Point Type. See bottom of page for an explanation.

Skill    Point Type                                       Description

ACM      MBE           Aircraft Mechanic-Ability to repair and maintain aircraft.
BC         MBE           Body Combat-Ability to make body combat attacks.
BIO        E                 Biology-Knowledge of plant and animal biology.
CBE      M(1)            Combat Engineer-Ability to perform task such as emplacing demolitions, building
                                   fortifications, and camouflaging emplacements.
CHM      E                 Chemistry-Knowledge of chemical compounds and interactions.
CMP      MBE(2)      Computer-Abiliity to operate and program a computer.
CRM      M                Combat Rifleman-Ability to use small arms (rifles, machine guns, etc.)
                                                 

CVE      E                  Civil Engineer-Ability to plan/supervise construction of buildings, roads, and bridges.
DIS        MB               Disguise-Ability to alter appearance to avoid recognition.
ELC      MBE             Electronics-Ability to repair electronic devices.
EQ        B                   Equestrian-Ability to ride a horse.
FO        M                   Forward Observer-Ability to communicate fire data for indirect fire weapons.
FOR     MB(3)           Forage-Ability to find food in the wild, including knowledge of what plants are edible
                                   and  where to find them.
FRG     MB                Forgery-Ability to forge a signature or document and have it accepted as genuine.
FRM     BE                Farming-General knowledge of growing food crops and raising livestock.

                                                                                                     

FSH     B(4)               Fishing-Ability to catch fish, using hook and line or net.
GEO    E                    Geology-Knowledge of rock formations and minerals.
GS       ME                Gunsmith-Ability to construct and repair weapons.
HB       BE                 Hunting Bow-Ability to use a longbow.
HW      M                   Heavy Weapons-Ability to uses antitank missile launchers, flame weapons, and rocket
                                   and grenade launchers.
IF         M                    Indirect Fire-Ability to fire howitzers, mortars, and indirect-fire grenade launchers.
INS      MBE              Instruction-Ability to teach skills.
INT      M                    Interrogator-Ability to persuade or force a prisoner to reveal information.
JP       ME(5)            Jet Pilot-Ability to fly a jet aircraft.

            
LAP    ME                Light Aircraft Pilot-Ability to fly a light aircraft.
LCG   M                   Large Caliber Gun-Ability to fire a direct-fire gun, such as a tank gun or autocannon.
LNG   MBE              Language-Ability to understood and be understood in a foreign language.
LP      B                    Lockpick-Ability to pick a lock.
MC     M                   Melee Combat-Ability to use a melee weapon, such as a knife or a rifle butt.
MCY   MB                Motorcycle-Ability to ride a motorcycle.
MEC  MBE              Mechanic-Ability to maintain and repair vehicles and machinery.
MED  ME                 Medical-Ability to render first aid/medical care to injured or ill characters.
MET   E                    Meteorology-Understanding of weather and the forces governing it.
MNE  E                    Mining Engineer- Ability to supervise the construction and running of a mine.
MTL   E                    Metallurgy-Kowledge of smelting ore into metal, forming alloys, and fundamental
                                  metalworking.
MTN   B                    Mountaineering-Ability to climb steep slopes and sheer cliffs.

                                                                                                             

NWH   M                  Nuclear Warhead-ability to arm, disarm, and repair nuclear warheads.
PAR    MB               Parachute-Ability to use a parachute.
PST    MB                Pistol-Ability to fire a pistol.
RCN   MB(1)           Recon-Ability to spot concealed enemies, avoid ambushes, move silently, and hunt
                                 game.
RWP  ME(5)           Rotary Wing Pilot-Ability to fly helicopters.
SBH   MB                Small Boat Handling-Ability to handle small boats, including oar-driven, wind driven, and
                                 small (under 20 meters) motor boats.
SCD   MBE            Scuba Diving-Ability to use an aqualung or rebreather.
SCR   MB               Scrounging-Ability to find man-made items such as spare parts, domestic food, ammo,
                                 etc.
SWM  MBE            Swimming-Ability to swim.
TW      M                 Thrown Weapon-Ability to hit a target with a thrown weapon, such as a knife or grenade.
TVD    MBE(2,3)    Tracked Vehicle Driver-Ability to drive a tracked vehicle.
WVD  MBE(2)        Wheeled Vehicle Driver-Ability to drive a wheeled vehicle.    

        Notes: 1. Skill costs double.
                    2. Soldiers from the Eastern Bloc cannot purchase this as a background skill.
                    3. Costs double if purchased as a background skill.
                    4. Skill costs half.
                    5. May not be purchased unless character has a LAP of 40 or more.