RolePlay onLine RPoL Logo

, welcome to Merc: 2020

13:48, 19th April 2024 (GMT+0)

Character Creation Rules.

Posted by General SeaworthFor group 0
General Seaworth
GM, 3 posts
Expert Pirate
Award-winning GM
Wed 12 Aug 2015
at 20:43
  • msg #1

Character Creation Rules

We'll be using the standard Merc 2000 character generation rules. These are the standard T2K 2.2 ones with the following major changes:
* No Rads of course
* No war roll - you can stop generation at any time you choose.

More details on character generation can be found in Pages 16-51 of the T2K 2.2 rulebook and Pages 12-13 of the Merc 2000 book; both are obtainable for fairly low prices on DriveThruRPG.com.

Players created for another game using the system are welcome to be ported over.

One house rule re skills: The Computer skill is modified to represent high-level programming and hacking capabilities, rather than just being able to use a smartphone.

Also, in terms of money, to factor in roughly 30 years of inflation, assume that all costs and term earnings are doubled from the printed/web materials (easier than 2.5 that's for sure)

The company pays your rent and other general living costs.
This message was last edited by the GM at 18:02, Thu 22 Oct 2015.
GM Mk II
GM, 233 posts
Fri 24 Mar 2017
at 04:37
  • msg #2

Re: Character Creation Rules

All weapon and vehicle stats will come from Paul Mulcahy's pages:
Wherever there is a conflict between book stats for other equipment and Paul's pages, Paul's has precedence.

http://www.pmulcahy.com/
This message was last edited by the GM at 04:37, Fri 24 Mar 2017.
LT. Ox.
player, 4 posts
Fri 14 Aug 2015
at 04:06
  • msg #3

Re: Character Creation Rules

General Seaworth:
We'll be using the standard Merc 2000 character generation rules. These are the standard T2K 2.2 ones with the following major changes:
* No Rads of course
* No war roll - you can stop generation at any time you choose.

Players created for another game using the system are welcome to be ported over.

One house rule re skills: The Computer skill is modified to represent high-level programming and hacking capabilities, rather than just being able to use a smartphone.

so that means I can use my 35 point Special guy  er  right  ah I men that is ok  right  hello!!
Adam Pfeiffer
player, 1 post
Fri 14 Aug 2015
at 06:26
  • msg #4

Re: Character Creation Rules

Point buy or roll for attributes?
General Seaworth
GM, 6 posts
Expert Pirate
Award-winning GM
Fri 14 Aug 2015
at 20:59
  • msg #5

Re: Character Creation Rules

In reply to Adam Pfeiffer (msg # 4):

Your choice as per the rules.
GM Mk II
GM, 104 posts
Tue 29 Mar 2016
at 21:19
  • msg #6

Contacts

Contacts are acquired in the same way as in the basic game, but have a slightly different meaning. Instead of the contact representing a prewar occupation, it represents a current one. Any contact can lead to jobs, but contacts can prove directly useful to a merc. Need details of the power system in Alma Ata? Get in touch with your old pal at Georgetown University. Need a short biography of a drug kingpin? Try your pal who's now with the Washington Post. Need a double who's a dead ringer for the dictator of Parador? Doesn't your old buddy the actor the guy who's starving doing dinner theater in Arizona look a little like....

The type of contact needed for purchase of a particular type of equipment varies.
The contact types and their relevant equipment types are discussed below. Some types of contact are not particularly useful in obtaining equipment (entertainment, for example, or journalist), and have been omitted. Contacts have certain requirements that must be met in order to remain on good terms. Buying tanks using a British government contact and then using them contrary to British interests will destroy any good relations between the contact and the character. Some referee discretion should be exercised here: Obviously, nobody will care about innocuous items like skis or radios. Here's a short rundown on what the various types of contact can provide help with:

Business: Business contacts can help locate civilian weapons and explosives, body armour, specialised electronic equipment, military vehicles except IFVs and AFVs, and any forged document. Equipment cannot be used contrary to the contact's interests (defined by the referee), and equipment may be of any nationality.

Criminal: Criminal contacts can help locate civilian weapons and explosives, body armour, military small arms, forged documents, lockpick tools, any civilian vehicle and any military unarmed cargo vehicle. There are no restrictions on use, and equipment may be of any nationality.

Government: Government contacts can help locate military weapons and explosives, body armour, military vehicles of all types, and specialised electronic equipment, providing that these items will not be used against the contact's government. Equipment may be of any nationality.

Intelligence Community: Intelligence community contacts can help locate military weapons and explosives, body armour, military vehicles of all types, and specialised electronic equipment, providing that these items will not be used against the best interests of the contact's agency. Equipment may be of any nationality.

Law Enforcement: Law enforcement contacts can help locate civilian weapons, body armour, lockpick tools, gas masks and incapacitating chemicals, and specialised electronic equipment, provided that the items are to be used outside the contact's jurisdiction. Equipment may be of any nationality.

Medical: Medical contacts can help locate medical supplies. There are no restrictions on use.

Military: Military contacts can help locate military small arms, body armour, specialised electronic equipment, and explosives, provided that they will be used outside of the contact's country. The equipment is limited to the nationality of the contact.

Specialist: The precise equipment provided by specialist contacts will depend on their specialty. Some will have none, engineers will help with explosives, and so on. Any restrictions are a matter for the referee's judgement.

Wealthy: Wealthy contacts can help locate civilian weapons and explosives, body armour, military small arms, forged documents, lockpick tools, any civilian vehicle and any military unarmed cargo vehicle. There are no restrictions on use, and equipment may be of any nationality.

As a rule of thumb, the more valuable and/or dangerous an item, the tougher it should be to get.
GM Mk II
GM, 273 posts
Tue 5 Sep 2017
at 05:27
  • msg #7

Contacts

Mike Evans:
How do we handle initiative? If the character is an ex-serviceman, do I roll 1d6 or 1d6/2?

Just as you would for Twilight. In this case 1d6 with a +/- 1 (if applicable).
This message was last edited by the GM at 05:27, Tue 05 Sept 2017.
Sign In