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Missing career paths
I have often wondered why, so many career paths are missing from the TW 2000 character generation, I mean these trades that I have listed I think offer much to over PC development which can affect how adventures turns out.
Here are some that I feel should have been included, Group first then trade Common Logistics – Quartermaster, Transport, Food Services, Finance, Postal, Clerical, Grave Digger, Ordnance Mechanical – Mechanics, both wheeled and tracked, Fire Control Systems Repair, Small Arms Repair Signals – Radio Operator, Telephone Line Repair, Satellite Communications Tech Support – Computer Repair, Radar Repair, Electronic Repair Medical – Combat Medic, Medical Orderly Intelligence – HUMINT, SINGINT , EW, Integrator, Imagery and Terrain Analyst Security – Military Police, Special Investigator, K-9, Close Protection Detail Engineer – Construction, EOD Army Logistics – Grave Digger Medical – Combat Medic, Physician Assistant Navy Surface Crew Member Submarine Crew Member VBSS/LE Det Small Boat Crew Airforce Aircraft Maintenance Loadmaster/Rigger Airfield Support – AC Controllers, Refuelling Weather, Ordnance
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. Last edited by rcaf_777; 02-14-2010 at 03:48 PM. Reason: Spelling |
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Here are a couple more:
Navy: EOD <some of the badest of the EOD community> Air Crew any, figure alot of them will be on the beach SAR personel pretty bad ass and lots of scenarios where they would be ashore Sea Bees, they are not there in a dedicated manner Naval Gunfire Liason, these are teams of naval gunnery officers and enlisted who are assigned to divisional units whose mission is to help bring in navy gunfire Coxswains, alot of these dudes would be grounded too landing Marines and Army guys and ferrying personel and equipmnent across the rivers. River Patrol: a PC I have in the wings for some of the games I am in. This was an actual force assigned to patrol the Rhine and other rivers in Europe, they were bit in the late 40s and 50s and early 60s, they lasted until the wall fell down. Kinda like an Apocolpse Now on the Rhine and Vistula <Hmm, sounds like a potential campaign actualy> Air Force: PJs! Or Pararescuemen! Just bad ass! They fly, they fight, they save lives. SP personel: the military police type, but also, the guys who just guard the nukes and other sensistive places. These would be all over! Ground FACs; Forward Air Controlers, piliots on the ground directing air strikes Combat Meteorology guys, kinda like the FACs and PJs, they sneak in get the weather to determine paracxhute drops and bombing and even artillery. SAR personel, these guys again will be operating behind enemy lines, so alot of chances of them roaming around after things go south. Air Crew: lots of aircraft and alot of it going down, and being trapped behind the lines. Army: EOD dudes, even the army has them. Forward Observer, you can make one from the 1st Ed rules using artillery. MP, again you can make one using existing rules. Air Defesne Artillery, or even Stinger Gunners, totaly missing Dog Handlers, they were used up until Vietnam and then went away but are now back. Helo Assault units, they have Para's but no helo assault. Mech Infantry, they don't go into it. Mech infantry as with the above Helo Infantry should have their own designnations since they both have skills unique to that type of unit. Pathfinders, kinda cool, the dudes who go in and set up LZs and jumps and stuff. Marines: Security Forces units Fast Companys SOC units STA <showing the difference between the sniper and the ground survelance types> Marine Recon, and the difference between Recon and Force Recon Anglico units, they go in first check on enemy targets and designate them, as well as getting wind, humidity and other data for raining mayhem on the enemy. Stinger Crews TOW pogues Those are some of the jobs that could be added. I would add specificaly differences between the various main units going into a bit more depth than the originators did, they could have gone a little deeper.
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"God bless America, the land of the free, but only so long as it remains the home of the brave." |
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Remember that each "career" in the V2 rules is only supposed to be a generality. Specfic jobs can be created (usually), simply by selecting the apropriate skills.
V1 allows for even more flexability in character generation if you're willing to take a hit in some areas. (V1 in my experience allows for characters to have decent, or at least usable skill levels in just about anything).
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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How about some civilian ideas?
Taxi Driver Park Ranger Fire Fighter Reporter (actually an entire 'media team" might be interesting) Street/feral kid |
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A lot of these careers are just variations on the Support Arm.
One big problem is that many of these careers, while useful, doen't have skills in the rules to adequately support them. |
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In the char gen rules we used for my campaign you started out by generating a character's family background (socio-economic status and your parents' occupations), then generated the type of secondary education they received and its success, then generated every year of their life until the game started. So our characters tended to be incredibly rich in backstory and many if not most had non-military careers before the war. By keeping character generation notes a player could look back and work out exactly what they were doing in any given year of their backstory. The characters that weren't all-military straight out of high school tended to have broad and varied skill sets.
I admit that rolling up a character for my campaign was a very laborious and time consuming process but it was fun in itsself. The only downside was that it was very disappointing if a character died soon after generation because there had been so much time and emotional investment just in generating it.
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"It is better to be feared than loved" - Nicolo Machiavelli |
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Has anyone mentioned Mitch Berg's site yet?
http://users.usinternet.com/mitch/t2k/ although it hasn't been edited in years (apparently since 2001), it has different careers and nationalities. Last edited by boogiedowndonovan; 02-16-2010 at 03:14 PM. |
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#9
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Regards, Goon
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Yeah. Uh huh. Sure. Whatever. |
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As previously promised, some additional information regarding certain careers in the United States Marine Corps. As with the civilian and Army careers I posted above, this information is tailored to my personal campaign and you will need to scrutinize it closely to make sure it fits in your version of the game. (I tend to run more lethal games, so I give the players more to work with as a balancer).
This information (in some cases) replaces information in the T2K v2.0 rule set, so a careful examination of this material will be helpful to the reader. This information mirrors life itself, as both are a work in progress. Suggestions for accurate portrayal of the MOS's discussed are welcomed. This information only covers the USMC and I will post what little information I have regarding the Air Force, and Navy as time permits. Please note that, in some cases, this information replaces what is in the rulebook, and in others, repeats what is present. My inclusion of the original information is, in no way, a challenge to whomever holds the copyright on the Twilight: 2000 property. In closing, let me apologize in advance if anyone is offended or upset by my phrasing or interpretation of the MOS's discussed. With all that being said, I offer the following: UNITED STATES MARINE CORPS Add the following to the Marine Careers List. United States Marine Corps Basic Training Entry: Strength + Agility + Constitution: 15+, no prison record. Basic Training: The character receives the following skills as part of his basic training: ● Small Arms (Rifle): 2 ● Small Arms (Pistol): 2 ● Melee Combat (Armed): 1 ● Melee Combat (Unarmed): 1 ● Thrown Weapon: 1 ● Heavy Weapons: 1 ● Swimming: 1 ● Medical: 1 ● Navigation: 1 Careers: Available careers and arms are the same as the Army, except no ranger, airborne, or special forces careers exist. Special: Characters with Intelligence and Education of 7+ may enter OCS. If they do so, they receive a level 1 Leadership skill, are commissioned as 2nd lieutenants, and then conduct their first term normally. A character with Education: 5+ and Intelligence: 5+ may become a warrant officer. If so, the character enters the Warrant Officer Candidacy School (WOCS), receives Leadership: 1, Instruction: 1, and Persuasion: 1, then conducts her first term normally. Warrant officers can be members of the following branches: Artillery, Aviation, Special Forces, Engineering, Support, Intelligence, Medical, Quartermaster, and Transportation. WARRANT OFFICER RANK PROGRESSION TABLE Rank (W-*) Warrant Officer (W-1) Chief Warrant Officer (W-2) Chief Warrant Officer (W-3) Chief Warrant Officer (W-4) Chief Warrant Officer (MW-5) Further information about Warrant Officers can be found here: http://en.wikipedia.org/wiki/Warrant...tates%29#Ranks The information I have presented does not reflect the information on the website. Your mileage may vary. Force Recon, Enlisted Entry: Strength + Agility + Constitution: 19+ First Term Skills: The character receives the following skills in the first term: ● Small Arms (Rifle): 1 ● Small Arms (Pistol): 1 ● Melee Combat (Armed): 1 ● Melee Combat (Unarmed): 1 ● Observation: 2 ● Stealth: 2 ● Forward Observer: 2 Subsequent Term Skills: A total of five levels from any one or a combination of the following: ● Small Arms ● Melee Combat ● Heavy Weapons ● Thrown Weapons ● Foraging ● Observation ● Stealth ● Tracking ● Navigation ● Parachute ● Mountaineering ● Swimming ● Small Boat ● Forward Observer Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign. Special: None. Force Recon, Officer Entry: Strength + Agility + Constitution: 17+, and OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: ● Small Arms (Rifle): 1 ● Small Arms (Pistol): 1 ● Melee Combat (Armed): 1 ● Melee Combat (Unarmed): 1 ● Observation: 2 ● Stealth: 2 ● Leadership: 2 Subsequent Term Skills: A total of five levels from any one or a combination of the following: ● Small Arms ● Melee Combat ● Heavy Weapons ● Thrown Weapons ● Forward Observer ● Leadership ● Persuasion ● Foraging ● Observation ● Stealth ● Tracking ● Navigation ● Parachute ● Mountaineering ● Swimming ● Small Boat Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign. Special: None. Scout Sniper, Enlisted Entry: Strength + Agility + Constitution: 19+ First Term Skills: The character receives the following skills in the first term: ● Small Arms (Rifle): 4 ● Observation: 2 ● Stealth: 2 ● Navigation: 2 ● Forward Observer: 2 Subsequent Term Skills: A total of five levels from any one or a combination of the following: ● Small Arms ● Forward Observer ● Melee Combat ● Heavy Weapons ● Thrown Weapons ● Observation ● Stealth ● Tracking ● Navigation ● Mountaineering Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign. Special: None. Other Marine MOS's are similar enough to use Army skill sets. If anyone has any suggestions, please don't hesitate to offer them. Regards, Goon
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Yeah. Uh huh. Sure. Whatever. Last edited by WonderGoon; 02-17-2010 at 12:52 AM. Reason: Corrected an error. |
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At least in US Army infantry units, Chaplain's Assistants are simply infantrymen with some extra religious ceremony training. They are, however, the most heavily-armed men in the battalion -- they're the Chaplain's bodyguards, remember.
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
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Quote:
Regards, Goon
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Yeah. Uh huh. Sure. Whatever. |
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careers, rules |
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