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Old 02-15-2010, 09:07 PM
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Hello, everyone. I'm new to the forum. So, first things first. Hello! *waves*

Second, the following information was taken from my personal notes for career additions to the T2k V 2.0 rules set. If you use these, be sure to closely examine the skill levels I've assigned as they may not be appropriate for your individual campaigns. (I tend to err on the slightly higher skill levels for starting PC's than most do, due to the extreme lethality level typical of my campaigns).

Sharp-eyed readers may notice the Lawyer profession listed below. The reason this is repeated from T2K is I regard the one in the book as a paralegal for my campaign purposes. As with anything, use what you like and disregard the rest.

Enjoy!

Goon

NEW CAREERS FOR CIVILIANS

Gunsmith
Entry: Technical School, Gunsmith 1+.
First Term Skills: The character receives the following skills in their first term:
● Gunsmith: 3
● Machinist: 1
● Metallurgy: 1
● Mechanic: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Gunsmith
● Machinist
● Metallurgy
● Mechanic
● Scrounging
Contacts: Two per term, business or military. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The character receives a set of small arms tools free at character generation.

Religious Figure of Any Faith
Entry: Charisma 7+
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
Contacts: Two per term, any area. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The Religious Figure of Any Faith receives two Secondary Activities a term. When war breaks out, the Religious Figure is drafted into the Chaplain Corps and receives a direct commission as a 2nd Lieutenant.

Lawyer
Entry: Law school.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
Contacts: Four per term, business, wealthy, criminal, law enforcement. Roll 1D10. A 7+ or higher indicates that the contact is foreign.
Special: Lawyers receive two Secondary Activities a term. When war breaks out, the Lawyer is drafted into the JAG Corps and receives a direct commission as a 2nd Lieutenant.

Bounty Hunter
Entry: No prerequisites
First Term Skills: The character receives the following skills in their first term:
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 1
● Small Arms (Pistol): 2
● Small Arms (Rifle): 1
● Interrogation: 2
● Stealth: 1
● Tracking: 1
● Computer: 2
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Melee Combat
● Small Arms
● Interrogation
● Stealth
● Tracking
● Lockpick
● Medical
● Gunsmith
● Scrounging
● Wheeled Vehicle
Contacts: Two per term, law enforcement, criminal, or government. Roll 1D10. A roll of 10 indicates that the contact is foreign.
Special: If more than one term is served, add +1 to initiative.

Slacker
Entry: No prerequisites.
First Term Skills: A slacker, having no real job or social function, has only hobbies to fall back on. Thus, the slacker may take up to five skill ranks in any combination of the following skills:
● Computer
● Electronics
● Scrounging
● Farmer
● Fishing
● Small Arms
● Wheeled Vehicle
● Forgery
● Melee Combat
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Computer
● Electronics
● Scrounging
● Farmer
● Fishing
● Small Arms
● Wheeled Vehicle
● Forgery
● Melee Combat
Contacts: One per term, any area. Non-foreign only.
Special: Because the slacker has so much time on their hands not being employed, they have time for three secondary activities a term. However, when the War starts, they are drafted into military service, which must be their next term of service. Players choice as to which branch they are drafted into.
Also, if no war breaks out, a slacker may have committed some crime. On a d10 roll of 8+, the characters next term must be prison.

Survivalist/Militia
Entry: No prerequisites.
First Term Skills: The character receives the following skills in their first term:
● Small Arms (Rifle): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Navigation: 1
● Mountaineering: 1
● Stealth: 1
● Foraging: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Navigation
● Mountaineering
● Stealth
● Foraging
Contacts: One per term, any area. Roll 1D10. A roll of 10 indicates that the contact is foreign.
Special: If more than one term is served, increase initiative by +1.

Computer Hacker
Entry: No prerequisites.
First Term Skills: A computer hacker begins with these skills:
● Computer: 3
● Electronics: 3
● Scrounging: 1
● Wheeled Vehicle: 1
● Forgery: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Computer
● Electronics
● Scrounging
● Small Arms
● Wheeled Vehicle
● Forgery
● Melee Combat
Contacts: One per term, business, criminal, law enforcement, or military. On a 1D10 roll of 8+ the contact is foreign.
Special: Computer hackers are criminals. If no war breaks out, a hacker may have committed some crime related to computers (software piracy, hacking bank records, or some other activity). On a d10 roll of 8+, the characters next term must be prison.

Professional Athlete
Entry: Strength 5+, Constitution 5+, Agility 5+.
First Term Skills: A total of four levels from any one or a combination of the following:
● Swimming
● Snow Skiing
● Melee Combat
● Leadership
● Instruction
● Horsemanship
● Thrown Weapon
● Small Arms
● Hunting Bow
● Mountaineering
● Fishing
● Tracking
● Scuba
● Small Boat
● Parachute
● Wheeled Vehicle
● Motorcycle
● Pilot
● STR
● CON
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Swimming
● Snow Skiing
● Melee Combat
● Leadership
● Instruction
● Horsemanship
● Thrown Weapon
● Small Arms
● Hunting Bow
● Mountaineering
● Fishing
● Tracking
● Scuba
● Small Boat
● Parachute
● Wheeled Vehicle
● Motorcycle
● Pilot
● STR
● CON
Contacts: Four per term, business, entertainment, journalist, criminal, law enforcement, or medical. On a 1D10 roll of 6+ the contact is foreign.
Special: Professional athletes are recognizable figures, even in the ashes following the Third World War. At the referee’s option, random NPC’s may recognize the character as a famous athlete.
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Last edited by kato13; 02-16-2010 at 05:52 AM. Reason: Added Bold tags to term description
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Old 02-15-2010, 09:46 PM
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Nice work WonderGoon. And welcome to the forum.
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Old 02-15-2010, 11:06 PM
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Quote:
Originally Posted by Targan View Post
Nice work WonderGoon. And welcome to the forum.
Thank you, Targan. I have to say, I've enjoyed reading your posts over the past few days since I discovered the forum.

Regards,
Goon
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Old 02-15-2010, 09:49 PM
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Hello, everyone. I'm new to the forum. So, first things first. Hello! *waves*
Great first post. Welcome Aboard
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Old 02-15-2010, 10:38 PM
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After reading the Slacker and Computer Hacker I got to Professional Athlete and wondered where the roll for "drug cheat" was...

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Old 02-15-2010, 11:10 PM
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Quote:
Originally Posted by Legbreaker View Post
After reading the Slacker and Computer Hacker I got to Professional Athlete and wondered where the roll for "drug cheat" was...

I didn't think about that. . .
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Old 02-16-2010, 12:05 AM
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As previously promised, some additional information regarding certain careers in the US Army. As with the civilian 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 US Army and I will post what little information I have regarding the Marines, 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 ARMY CAREERS

Add the following to the United States Army Career List

United States Army
Entry: No prerequisites.
Basic Training: The character receives the following skills as part of her basic training:
● Small Arms (Rifle): 2
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Heavy Weapons: 1
● Navigation: 1
● Medical: 1
Special: Characters with Intelligence 7+, and Education of 7+ may enter OCS. If 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 officers are addressed as “Mr” or “Ms” (depending on sex), and (when promoted) become Chief Warrant Officers.
Warrant officers have nearly the same status and privileges as commissioned officers but are initially appointed by warrant because of their technical expertise. Most army pilots, for instance, are Warrant Officers. The insignia are silver with black bars.

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)
Master Warrant Officer (MW-5)

Additions to the Branches: The following careers meant to represent a large variety of MOS’s in military life. Each career entry will also list the branch from which the MOS is drawn.

ARMOR ARM
The Armor Arm represents both tank units and armored cavalry units used for recon and screening missions.

Enlisted
Entry: No Prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 2
● Tracked Vehicle: 2
● Forward Observer: 1
● Mechanic: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Forward Observer
● Heavy Weapons
● Tracked Vehicle
● Stealth
● Observation
● Navigation
● Small Arms
● Melee Combat
● Mechanic
Contacts: One per term, military. Roll 1d10 for 8+ the contact is foreign.
Special: None.

Officer
Entry: OCS, military academy, or direct commission.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 1
● Tracked Vehicle: 1
● Leadership: 1
● Persuasion: 1
● Forward Observer: 1
● Mechanic: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Forward Observer
● Heavy Weapons
● Tracked Vehicle
● Wheeled Vehicle
● Leadership
● Persuasion
● Stealth
● Observation
● Navigation
● Small Arms
● Melee Combat
● Mechanic
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Armored Cavalry Scout, Enlisted
Entry: Constitution+Strength+Agility: 15+
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
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 5
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Mechanic: 3
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Mechanic
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.

Armored Cavalry Scout, Officer
Entry: Constitution+Strength+Agility: 14+ 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
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 4
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Leadership: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Leadership
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.

ARTILLERY ARM
Artillery provides indirect howitzer and rocket fire in support of ground forces, and mans air defense and long-range missile units.

Enlisted
Entry: Strength: 5+.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 3
● Tracked Vehicle: 1
● Forward Observer: 1
● Mechanic: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Tracked Vehicle
● Wheeled Vehicle
● Forward Observer
● Computer
● Electronics
● Warhead
● Heavy Weapons
● Forward Observer
● Mechanic
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.

Officer
Entry: Intelligence: 5+, and OCS, military academy or commission.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 3
● Forward Observer: 1
● Navigation: 1
● Mechanic: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Heavy Weapons
● Forward Observer
● Tracked Vehicle
● Wheeled Vehicle
● Computer
● Electronics
● Warhead
● Leadership
● Persuasion
● Mechanic
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Warrant Officer
Entry: Strength 5+ and WOCS.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 2
● Forward Observer: 2
● Tracked Vehicle: 2
● Navigation: 1
● Mechanic: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Heavy Weapons
● Forward Observer
● Tracked Vehicle
● Wheeled Vehicle
● Computer
● Electronics
● Warhead
● Leadership
● Persuasion
● Mechanic
● Navigation
Contacts: One per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

AVIATION ARM
Aviation is responsible for flying and maintaining the helicopters and light, fixed-wing liaison aircraft operated in support of ground troops.

Enlisted (Aircraft Mechanic)
Entry: No prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Aircraft Mechanic: 2
● Electronics: 2
● Mechanic: 1
● Computer: 1
● Machinist: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Aircraft Mechanic
● Computer
● Electronics
● Small Arms
● Scrounging
● Pilot
● Wheeled Vehicle
● Mechanic
● Machinist
● Warhead
Contacts: One per term, military. Roll 1d10 for 9+ for the contact to be foreign.
Special: None.

Officer (Aircraft Pilot)
Entry: Agility: 6+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Pilot (Rotary Wing): 3
● Parachute: 1
● Navigation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Pilot
● Small Arms (Pistol)
● Navigation
● Foraging
● Parachute
● Observation
● Leadership
● Wheeled Vehicle
● Aircraft Mechanic
● Persuasion
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

ENGINEER ARM
Engineers are responsible for a variety of construction tasks in support of combat units, as well as river crossings, obstacle creation, obstacle clearance, and front-line combat missions.

Enlisted
Entry: No prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 2
● Civil Engineer: 1
● Mechanic: 1
● Machinist: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Small Boat
● Scuba
● Swimming
● Tracked Vehicle
● Wheeled Vehicle
● Small Arms
● Observation
● Mechanic
● Machinist
Contacts: One per term, military or specialist (Combat Engineer). Roll 1d10 for 8+ for the contact to be foreign.
Special: The character receives a demolitions kit as part of basic equipment.

Officer
Entry: Civil Engineer: 2+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 2
● Civil Engineer: 1
● Leadership: 1
● Persuasion: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Small Boat
● Scuba
● Swimming
● Tracked Vehicle
● Wheeled Vehicle
● Small Arms
● Observation
● Navigation
● Metallurgy
Contacts: Two per term, government, military, or specialist (Combat or Civil Engineer). Roll 1d10 for 7+ for the contact to be foreign.
Special: The character receives a demolitions kit as part of basic equipment.

Explosive Ordnance Disposal Specialist (EOD), Enlisted and Officer
Entry: Agility 6+, Constitution 6+, and OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 3
● Civil Engineer: 1
● Warhead: 2
● Electronics: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Warhead
● Scrounging
● Electronics
● Computer
● Mechanic
Contacts: One per term, military. Roll 1d10 for a 10, the contact is foreign.
Special: The character receives an EOD Suit (Armor Value 3; Weight 15 kg) free at character creation.

Warrant Officer
Entry: WOCS.
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 2
● Civil Engineer: 2
● Mechanic: 1
● Machinist: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Small Boat
● Scuba
● Swimming
● Tracked Vehicle
● Wheeled Vehicle
● Small Arms
● Observation
● Mechanic
● Machinist
Contacts: One per term, military or specialist (Combat Engineer). Roll 1d10 for 8+ for the contact to be foreign.
Special: The character receives a demolitions kit as part of basic equipment.

INFANTRY ARM
Infantry is the largest of the combat arms. In addition to both light and mechanized infantry, it also includes such specialized troops as airborne, rangers, and mountain troops.

Enlisted Airborne
Entry: Constitution + Strength + Agility: 15+.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 2
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Observation: 1
● Stealth: 1
● Parachute: 3
● Navigation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Foraging
● Forward Observer
● Wheeled Vehicle
● Parachute
● Navigation
● Stealth
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.

Airborne Officer
Entry: Constitution + Strength + Agility: 14+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 2
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Observation: 1
● Stealth: 1
● Parachute: 3
● Navigation: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Foraging
● Parachute
● Stealth
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Enlisted Infantry
Entry: No prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 3
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Foraging
● Forward Observer
● Thrown Weapons
● Tracked Vehicle
● Wheeled Vehicle
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.

Infantry Officer
Entry: OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapons: 1
● Heavy Weapons: 1
● Combat Engineer: 1
● Leadership: 1
● Persuasion: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Tracked Vehicle
● Wheeled Vehicle
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Enlisted Mountain Infantry
Entry: Strength + Agility: 10+.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 1
● Mountaineering: 3
● Snow Skiing: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Foraging
● Forward Observer
● Mountaineering
● Snow Skiing
Contacts: One per term, military or specialist (Mountaineering). Roll 1d10 for 8+ for the contact to be foreign.
Special: None.

Mountain Infantry Officer
Entry: OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapons: 1
● Heavy Weapons: 1
● Combat Engineer: 1
● Leadership: 1
● Mountaineering: 3
● Snow Skiing: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Mountaineering
● Snow Skiing
Contacts: Two per term, military or specialist (Mountaineering). Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Enlisted Ranger
Entry: Constitution + Strength + Agility: 17+.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 3
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 1
● Stealth: 1
● Parachute: 1
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
● Mountaineering
● Parachute
● Swimming
● Snow Skiing
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.

Ranger Officer
Entry: Constitution + Strength + Agility: 16+ and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Leadership: 1
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapons: 1
● Heavy Weapons: 1
● Combat Engineer: 1
● Stealth: 1
● Parachute: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Foraging
● Observation
● Stealth
● Tracking
● Mountaineering
● Parachute
● Swimming
● Snow Skiing
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Air Cavalry Trooper, Enlisted and Officer
Entry: Constitution+Strength+Agility: 15+ and OCS, military academy, or commission (officer only).
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapon: 1
● Heavy Weapon: 1
● Navigation:1
● Observation: 1
● Forward Observer: 1
● Leadership: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Navigation
● Observation
● Forward Observer
● Leadership
Contacts: One per term. Roll 1d10 for a 6+, the contact is foreign.
Special: If more than one term is served, add +1 to Initiative.

Air Cavalry Scout, Enlisted
Entry: Constitution+Strength+Agility: 15+
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
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 5
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Mechanic: 3
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Mechanic
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.

Air Cavalry Scout, Officer
Entry: Constitution+Strength+Agility: 14+ 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
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 4
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Leadership: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Leadership
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.

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.

MEDICAL CORPS
The medical corps is responsible for the maintenance of troop health at all times, as well as treating combat wounds when a unit is actively engaged with the enemy.

Combat Medic, Enlisted or Warrant Officer
Entry: Education: 6+ and (for Warrant Officer only) WOCS.
First Term Skills: The character receives the following skills in the first term:
● Medical: 3
● Wheeled Vehicle: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Melee Combat
● Wheeled Vehicle
● Small Arms
● Scrounging
● Chemistry
● Biology
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.

Nurse, Officer or Warrant Officer
Entry: Undergraduate degree, Medical: 3+, and (for officer only) OCS, military academy, or commission (often direct commission), or WOCS for Warrant Officer.
First Term Skills: The character receives the following skills in the first term:
● Medical: 1
● Biology: 1
● Chemistry: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Wheeled Vehicle
● Medical
● Biology
● Chemistry
● Scrounging
● Instruction
● Persuasion
Contacts: Two per term, military or medical. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Doctor, Officer or Warrant Officer
Entry: Medical school, and (for officer only) OCS, military academy, or commission (often direct commission), or WOCS for Warrant Officer.
First Term Skills: The character receives the following skills in the first term:
● Medical: 3
● Biology: 2
● Chemistry: 2
● Persuasion: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Medical
● Biology
● Chemistry
● Persuasion
● Leadership
Contacts: Two per term, military or medical. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

MILITARY INTELLIGENCE ARM
Officers in military intelligence are usually trained as interrogators and/or intelligence analysts.

Intelligence Analyst, Enlisted
Entry: Intelligence: 5+.
First Term Skills: The character receives the following skills in the first term:
● Language: 6
● Interrogation: 1
● Observation: 1
● Persuasion: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Disguise
● Forgery
● Interrogation
● Language
● Lockpick
● Melee Combat
● Observation
● Persuasion
● Small Arms
● Stealth
● Thrown Weapons
Contacts: Two per term, military or intelligence community. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

Psychological Operations, Enlisted
Branch: Military Intelligence
Entry: Charisma: 5+
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 2
● Interrogation: 3
● Language: 2
● Persuasion: 3
● Leadership: 3
● Disguise: 1
● Instruction: 1
● Parachute: 3
● Navigation: 1
● Observation: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Interrogation
● Language
● Persuasion
● Leadership
● Disguise
● Instruction
Contacts: One per term, military or intelligence community. Roll 1d10 for a 6+, the contact is foreign.
Special: This branch has no commissioned officers.

Interrogator, Officer
Entry: Intelligence: 7+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Language: 4
● Interrogation: 4
● Persuasion: 2
● Leadership: 2
● Observation: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Disguise
● Forgery
● Interrogation
● Language
● Lockpick
● Melee Combat
● Observation
● Persuasion
● Small Arms
● Stealth
● Thrown Weapons
Contacts: Two per term, military or intelligence community. Roll 1d10 for 6+ for the contact to be foreign.
Special: None.

Criminal Investigation Division, Warrant Officer
Entry: Intelligence: 5+ and WOCS.
First Term Skills: The character receives the following skills in the first term:
● Language: 4
● Interrogation: 4
● Persuasion: 2
● Leadership: 2
● Disguise: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Disguise
● Forgery
● Interrogation
● Language
● Lockpick
● Melee Combat
● Observation
● Persuasion
● Small Arms
● Stealth
● Thrown Weapons
Contacts: Two per term, military or intelligence community. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.

SPECIAL FORCES ARM
Special forces members, best known for their distinctive green berets, are trained to operate deep in the enemy rear in support of local resistance groups.

Special Forces, Enlisted and Officer (Green Berets)
Entry: Strength + Constitution + Agility: 18+, Language: 2+, and (for officer only) OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 3
● Small Arms: (Pistol): 2
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 2
● Parachute: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Thrown Weapon
● Foraging
● Observation
● Stealth
● Instruction
● Parachute
● Navigation
● Forward Observer
● Language
● Medical
● Interrogation
● Leadership
● Persuasion
● Tracking
Contacts: Two per term, military or intelligence community. Roll 1d10 for 6+ for the contact to be foreign.
Special: The character has a green beret as part of basic equipment.

Special Forces, Enlisted and Officer (Delta Force)
Entry: Strength+Constitution+Agility+Intelligence: 28+, Language: 2+, and (for officer only) OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 2
● Heavy Weapons: 1
● Melee Combat (Unarmed): 2
● Melee Combat (Armed):2
● Parachute: 1
● Scuba: 1
● Swimming: 1
● Combat Engineer: 1
● Stealth: 1
● Medical: 1
Subsequent Term Skills: A total of six levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Thrown Weapons
● Foraging
● Observation
● Stealth
● Instruction
● Parachute
● Navigation
● Forward Observer
● Language
● Medical
● Interrogation
● Leadership
● Persuasion
● Warhead
● Tracking
Contacts: Two per term, military or intelligence community. Roll 1D10, on a roll of 6+ the contact is foreign.
Special: Delta Force Operators carry unusual weapons and equipment. Players may select one pistol (three magazines), one sub-machine gun (two magazines) and one Personal Weapon (12 magazines) of any type or make regardless of the origin of the weapons. These will include Warsaw Pact or Eastern Bloc armaments as well as older American made weapons. In addition, all operators have the equivalent of a 2km handheld radio and IR goggles incorporated into their helmets and vests (total weight 5 kg.) These are streamlined versions of the equipment, replacing the kevlar helmet and vest. All other equipment is the same.

SOAR Pilot (Nightstalker), Warrant Officer
Entry: Agility: 5+, and WOCS.
First Term Skills: The character receives the following skills in the first term:
● Pilot (Rotary Wing): 4
● Parachute: 1
● Medical: 1
● Electronics: 1
● Small Arms (Pistol): 2
● Small Arms (Rifle): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 2
● Aircraft Mechanic: 2
● Mechanic: 1
● Navigation: 2
● Observation: 1
● Heavy Weapons: 2
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Navigation
● Parachute
● Medical
● Electronics
● Pilot (Rotary Wing)
● Small Arms
● Melee Combat
● Aircraft Mechanic
● Mechanic
● Navigation
● Observation
● Heavy Weapons
Contacts: Two per term, military. Roll 1d10 for a 8+, the contact is foreign.
Special: None.

SUPPORT ARM
This category is a combination of a number of non-combat arms (ordnance, quartermaster, etc.)

Armorer, Enlisted and Officer
Entry: Agility 4+, OCS, military academy, or direct commission (officer only).
First Term Skills: The character receives the following skills in their first term:
● Gunsmith: 3
● Machinist: 1
● Metallurgy: 1
● Mechanic: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Gunsmith
● Machinist
● Metallurgy
● Mechanic
● Scrounging
Contacts: Two per term, military. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The character receives a set of small arms tools free at character generation.

Chaplain Corps, Officer only
Entry: Charisma 7+, OCS, military academy, or direct commission.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
● Medical
Contacts: Two per term, any area. Roll 1D10. A 8+ or higher indicates that the contact is foreign.
Special: None.

Military Police/Shore Patrol (MP or SP), Enlisted and Officer
Entry: No prerequisites; OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 2
● Interrogation: 1
● Language: 1
● Persuasion: 1
● Wheeled Vehicle: 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 2
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Interrogation
● Language
● Persuasion
● Wheeled Vehicle
● Melee Combat
Contacts: One per term, military. Roll 1d10 for a 6+, the contact is foreign.
Special: If more than one term is served, add +1 to initiative. Also, enlisted personnel receive a pistol and three magazines for it as part of their basic load. The weapon must be chosen from the list of personal weapons for the characters nationality on page 50 of Twilight: 2000. This career is called “MP’s” or “Military Police” in the Army, Marines, or Air Force. In the Navy, they are called “SP’s” or “Shore Patrol.”

Chemical Corps, Enlisted and Officer
Entry: Chemistry: 1+; OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 1
● Chemistry: 3
● Language: 1
● Persuasion: 1
● Wheeled Vehicle: 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Warhead: 1
● Biology: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Chemistry
● Language
● Persuasion
● Wheeled Vehicle
● Melee Combat
● Warhead
● Biology
Contacts: One per term, military. Roll 1d10 for a 9+, the contact is foreign.
Special: Receives a MOPP suit, Geiger counter, and (10) M256 Chemical Detector Kits at character creation.

Quartermaster and Transportation Corps, Enlisted and Officer
Entry: No prerequisites; OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 1
● Scrounging: 3
● Language: 1
● Persuasion: 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Wheeled Vehicle: 4
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Scrounging
● Language
● Persuasion
● Melee Combat
● Wheeled Vehicle
Contacts: Three per term, military. Roll 1d10 for a 8+, the contact is foreign.
Special: Receives an extra $5,000 worth of gear at character creation if enlisted, and an extra $10,000 worth of gear if an officer.

JAG Corps Paralegal (Enlisted)
Entry: Law school.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 2
● Interrogation: 2
● Language: 2
● Computer: 3
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
● Computer
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The paralegal receives two Secondary Activities a term.

JAG Corps (Officer)
Entry: Law school, OCS, military academy, or commission (often direct commission.)
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 7+ or higher indicates that the contact is foreign.
Special: Lawyers receive two Secondary Activities a term.

Combat Correspondent (Enlisted)
Entry: One term as a Journalist or Undergraduate degree.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 2
● Interrogation: 2
● Language: 2
● Computer: 3
● Observation: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
● Computer
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The combat correspondent receives two Secondary Activities a term. In addition, s/he may be recognized by members of his/her own military.

Combat Correspondent (Officer)
Entry: One term as a Journalist or Undergraduate degree, OCS, military academy, or commission.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 7+ or higher indicates that the contact is foreign.
Special: The combat correspondent receives two Secondary Activities a term. In addition, s/he may be recognized by members of his/her own military.
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Last edited by kato13; 02-16-2010 at 06:04 AM. Reason: Added Bold tags
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Old 02-16-2010, 06:02 AM
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kato13 kato13 is offline
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Nice info. We have had discussions of Warrent Officers before but I don't think anyone has gone into the depth you did. Hope you don't mind I added bold tags to your posts for ease of reading.
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Old 02-16-2010, 08:59 AM
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First, don't some of these career paths have an excessive number of first term skills? I counted some as high as 13-14.

Secondly, some of these don't make sense without new skills: you need Sports for professional athletes and Theology for priests, for example.
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Old 02-16-2010, 01:23 PM
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Quote:
Originally Posted by kato13 View Post
Nice info. We have had discussions of Warrent Officers before but I don't think anyone has gone into the depth you did. Hope you don't mind I added bold tags to your posts for ease of reading.
Nope. Don't mind at all. I was meaning to do that.

Regards,
Goon
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Old 02-15-2010, 11:08 PM
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Quote:
Originally Posted by kato13 View Post
Great first post. Welcome Aboard
Thank you, Kato. Glad to be here. I've got some other information I will add later that focuses on military careers. Chaplains, EOD, MP's, etcetera.

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