RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Twilight 2000 Forum

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 12-16-2009, 08:25 AM
General Pain's Avatar
General Pain General Pain is offline
...not exactly open casket material
 
Join Date: Oct 2008
Location: Tiger City
Posts: 1,953
Send a message via MSN to General Pain
Exclamation Optional Careers in T2K (pre or post)

The firefighters-thread gave me an idea for this brilliant forum.

A dedicated thread to optional careers.

So post your ideas with:
Reqs
first term skills
secondary term skills
contacts
etc

Merry Xmas Everyone
__________________
The Big Book of War - Twilight 2000 Filedump Site
Guns don't kill people,apes with guns do.
Reply With Quote
  #2  
Old 12-17-2009, 12:53 PM
Mohoender's Avatar
Mohoender Mohoender is offline
Registered User
 
Join Date: Sep 2008
Location: Near Cannes, South of France
Posts: 1,653
Default

here are two carrers that can be found worldwide.

Forest Service Guard
Entry: No prison record
First Term Skills
- Biology : 1
- Navigation : 1
- Observation : 1
- Small Arms (Pistol or Rifle) : 1
- Tracking (Wilderness) : 2
Subsequent Term Skills
- Archery
- Biology
- Climbing
- Fire Fighting
- Ground Vehicle (Wheeled)
- Meteorology
- Navigation
- Observation
- Riding
- Small Arms (Pistol or Rifles)
- Stealth
- Survival
- Swimming
- Tracking (Wilderness)
- Unarmed Martial Arts
Promotion: 6+, DM +1 if CON 7+.
Contact: One per term – Farmer, Politician, Professor. Roll 1D10 for 10 for the contact to be foreign.
Special: If more than one term is served add +1 to initiative.


Mountain Guide/Sherpa
Entry: No prerequisite
First Term Skills
- Climbing : 2
- Meteorology : 1
- Navigation : 2
- Snow Skiing : 1
- Survival : 1
Subsequent Term Skills
- Climbing
- Excavation
- Geology
- Instruction
- Language
- Meteorology
- Navigation
- Riding
- Snow Skiing
- Survival
- Tracking (Mountain)
Promotion: 6+, DM +1 if CON 7+.
Contact: One per term – Government, Idle Rich. Roll 1D10 for +8 for the contact to be foreign.
Special: None.
Reply With Quote
  #3  
Old 12-17-2009, 07:22 PM
Canadian Army's Avatar
Canadian Army Canadian Army is offline
No-Intensity Conflict Specialist
 
Join Date: Sep 2008
Posts: 269
Default

Lifeguard
Entry: No Prison record
First Term Skills: The character receives the following skills in the first term:
- Swimming: 3
- Medical: 3
- Observation: 3
- Instruction: 1
Subsequent Term Skills: A total of three levels from any one or combination of the following:
- Scuba
- Ground Vehicle (Wheeled)
- Observation
- Instruction
- Language
- Medical
- Small Boat
- Meteorology
Contacts: One government contact per term.


Search and Rescue Technician
Entry: Constitution 6+
First Term Skills: The character receives the following skills in the first term:
- Observation: 1
- Tracking: 2
- Survival: 3
- Medical: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
- Climbing
- Instruction
- Language
- Meteorology
- Swimming
- Parachute
- Scuba
- Snow Skiing
- Survival
- Observation
- Tracking
- Navigation
- Mountaineering
- Medical
Contacts: One per term, Search and Rescue, Military Search and Rescue. Roll 1D10 for 8+ for contact to be foreign.


Auxiliary Police Officer
Entry: No Prison record
First Term Skills: The character receives the following skills in the first term:
- Small Arms (Pistol): 1
- Interrogation: 1
- Observation: 1
- Armed Martial Arts: 1
Subsequent Term Skills: A total of three levels from any one or combination of the following:
- Small Arms (Pistol)
- Unarmed Martial Arts
- Ground Vehicle (Wheeled)
- Observation
- Computer
- Instruction
- Interrogation
- Language
Contacts: One police contact per term.


St. John Ambulance Brigade Member
Entry: None
First Term Skills: The character receives the following skills in the first term:
- Medical: 3
- Biology: 1
Subsequent Term Skills: Medical: 1 plus choose from any one or combination of the following:
- Ground Vehicle (Wheeled)
- Observation
- Biology
- Language
Contacts: One per term, Medical or Police. On a roll of 10 on 1D10, the contact will be foreign.


Coast Guard Auxiliary Member
Entry: No Prison record
First Term Skills: The character receives the following skills in the first term:
- Seamanship: 2
- Small Boat Handling: 1
- Mechanics: 2
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
- Navigation
- Small Boat Handling
- Mechanic
- Observation
- Climbing
- Scrounging
- Meteorology
- Electronics
- Seamanship
Contacts: One per term, Coast Guard. Roll 1D10 for 6+ for the contact to be foreign.
Special: During wartime, character may stay in Coast Guard.


Urban Search and Rescue Volunteer
Entry: Constitution 6+
First Term Skills: The character receives the following skills in the first term:
- Observation: 1
- Tracking: 2
- Medical: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
- Observation
- Tracking
- Navigation
- Mountaineering
- Medical
- Civil Engineer
Contacts: One per term, Police or Medical. Roll 10 on 1D10 for contact to be foreign


Civil Air Patrol Member
Entry: Pilot 1+
First Term Skills: The character receives the following skills in the first term:
- Pilot: 2
- Observation: 2
- Navigation: 1
Subsequent Term Skills: A total of four levels from any one or combination of the following:
- Pilot
- Observation
- Navigation
- Aircraft Mechanic
- Survival
- Tracking
- Parachute
- Electronics
- Computer
Contacts: One per term, Air Force or Pilot. On a roll of 1D10 of 10, the contact will be foreign.
Ranks:
- Major General
- Brigadier General
- Colonel
- Lieutenant Colonel
- Major
- Captain
- First Lieutenant
- Second Lieutenant
- Senior Flight Officer
- Technical Flight Officer
- Flight Officer
- Senior Member


Red Cross Volunteer
Entry: No Prison record
First Term Skills:
- Medical: 2
- Instruction: 2
- Computer: 1
Subsequent Term Skills:
- Computer
- Scrounging
- Biology
- Language
Contacts: One per term, Red Cross or Government. On a roll of 1D10 of 10, the contact will be foreign.
__________________
"You're damn right, I'm gonna be pissed off! I bought that pig at Pink Floyd's yard sale!"

Last edited by Canadian Army; 12-18-2009 at 08:02 AM.
Reply With Quote
  #4  
Old 12-18-2009, 06:20 PM
rcaf_777's Avatar
rcaf_777 rcaf_777 is offline
Staff Headquarter Weinie
 
Join Date: Sep 2008
Location: Petawawa Ontario Canada
Posts: 970
Default Mortuary Affairs Specialist

MORTUARY AFFAIRS SPECIALIST

The Mortuary Affairs Specialist performs duties relating to deceased personnel to include recovery, collection, evacuation, establishment of tentative identification. They also inventory, safeguard and evacuate personal effects of deceased personnel.


First Term Skill Adds:

Excavation: 1
Navigation: 1
Observation: 2
Vehicle (Tracked): 1
Scrounging: 3
Vehicle (Wheeled): 1
Tracking: 2

Subsequent Term Skills:

Autogun
Chemistry
Excavation
Forgery
Navigation
Observation
Vehicle (Tracked)
Scrounging
Vehicle (Wheeled)
Tracking
Scrounging

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, military or specialist (Mortuary Affairs). Roll 8+ on 1d10 for the contact to be foreign.
Special: Member get double cash and six GM approved special items
__________________
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; 12-18-2009 at 06:23 PM. Reason: Update
Reply With Quote
Reply

Tags
careers, rules


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:15 PM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.