RolePlay onLine RPoL Logo

, welcome to WIP - Heavy Metal

22:36, 26th April 2024 (GMT+0)

Character Creation.

Posted by The RefereeFor group 0
The Referee
GM, 31 posts
Wed 10 Jun 2020
at 23:53
  • msg #1

Character Creation

This game will use the Twilight 2000 system but with some simplification/modification of the character generation rules and some customization of the system.  A side product of these house rules is that it should be possible to generate a character without the need to own a T2k rulebook.

The rules/guidelines for Character Creation follow several steps, all included in this thread:
  • Character Briefing, Concept and Background
  • Attributes
  • Skills
  • Starting Equipment

For experienced T2k v2.2 players the major system changes are as follows:
  • The Four Year Term system has been removed.
  • Initiative has been removed as an attribute - should it become relevant to work out who fired first between two combatants then I will make a check using a combination of the Agility and Intelligence Attributes.
  • The skill list has been expanded and revised to include a number of other potentially relevant skills.
  • Skills are purchased on a pyramidal points based system.
  • The fixed link between certain attributes and skills has been amended - logic will dictate what attribute is paired with what skill wherever a skill task check is required and I have included guidance on what I regard as the key attribute for each skill.
  • The process for "buying" starting equipment has been fundamentally changed

This message was last edited by the GM at 15:31, Fri 12 June 2020.
The Referee
GM, 32 posts
Wed 10 Jun 2020
at 23:54
  • msg #2

Character Briefing, Concept and Background

Briefing for Player Characters:

Your characters will start in the city of Belogorsk, Russia where you have been stationed as member of the 2nd Guards 'Vitebsk Red Banner Orders of Suvorov and Kutuzov' Regiment, 21st Guards Tank Division.  Your PC has been with the unit as little as few weeks, or up to 18 months, as you chose.  The game will begin on August 18th, 1995.



Character Concept & Background:

When creating your character concept and background there are several key factors that you need to ensure make sense.

  • Your character must xxx

  • Your character must have a reason for yyyy

This message was last edited by the GM at 15:41, Fri 12 June 2020.
The Referee
GM, 33 posts
Wed 10 Jun 2020
at 23:54
  • msg #3

Attributes

Base Attributes:

There are six attributes that "describe" a character.  Each attribute is rated between 1 and 10 and you have a total of 36 points to split between the six attributes during character generation.
  • Strength (STR) - The numerical quantification of a character's muscular power.

  • Agility (AGL) - A measure of the character's coordination and nimbleness.

  • Constitution (CON) - Health and physical stamina, affecting a character's resistance to disease and hit capacity.

  • Intelligence (INT) - A measure of the ability of the character to perform abstract reasoning.

  • Education (EDU) - A measure of the character's performance in a formal academic setting.

  • Charisma (CHA) - A character's attractiveness, ability to gain the trust of strangers, sensitivity and natural charm.
Please note that there is no dumping ground for stats - all are likely to be relevant at some point.

Derived Attributes:

There are five further attributes that are derived from the previous six.  They, and the formulae for calculating them, are as follows:
  • Weight - A character's weight in kilograms differs by gender.  Please note that these figures are merely a guideline and you can decide your character's weight (within reason):
       - For a Male character it is [4x(STR-AGL)]+80 kg
       - For a Female character it is [4x(STR-AGL)]+65 kg

  • Load - This is the weight in kilograms that a character can carry without being burdened.  It is called "Normal" load is (STR+CON)x3 kg.  A character may carry up to twice this amount, but is burdened and has his movement reduced. A character may lift loads up to four times this amount and carry them short distances (50 to 100 meters).

  • Throw Range - The distance (in meters) a character can throw a one-kilogram weight accurately is called his throw range. Throw range is four times the character's Strength (STRx4).

  • Unarmed Combat Damage - Unarmed combat damage determines the amount of damage a character will inflict on an opponent if he hits him during melee combat. Unarmed combat damage is determined by multiplying a character's Melee Combat: Unarmed skill by his Strength and dividing by 10, rounding fractions down (unless this would result in 0, in which case it is 1). The result is the number of hit points the character will inflict per attack.

  • Hit Capacity - Hit capacity is a measure of the amount of damage a character can take before suffering serious injury.  There are seven hit locations and the hit capacity of each location is determined by the following formulae:
     - Head - CONx2
     - Chest - (STR+CON)x3
     - Left Leg, Right Leg, Left Arm, Right Arm, Abdomen - (STR+CON)x2 each

  • Rads - Your character may well have been exposed to a significant amount of radiation during the Twilight War, particularly as some parts of the Ukraine were suffering the effects of radiation prior to the Twilight War commencing.  To generate the number of rads your character has at the start of the game take your highest Attribute and roll that number of D6, re-rolling any 1s.

This message was last edited by the GM at 15:35, Fri 12 June 2020.
The Referee
GM, 34 posts
Wed 10 Jun 2020
at 23:55
  • msg #4

Skills

Skill Types

There are three "types" of skills on the full skill list below:
  • Individual skills are single skills that have no related skills.
  • Group skills are skills in a similar broad area where you will need to select the specific skill you are purchasing from the group.
  • Cascade skills are related skills where buying one skill within the cascade automatically gives you half your skill level (rounded down) in the other skills in the cascade.


Skill List
  • Agriculture (Individual - Key Attribute: Intelligence) - Knowledge of planting, tending, harvesting and storage of crops for sustenance and raw materials.

  • Aircraft Mechanic (Individual - Key Attribute: Education) - Ability to repair and maintain aircraft.

  • Animal Husbandry (Individual - Key Attribute: Intelligence) - Ability to care for, feed (as in quantity and type of food) and breed living creatures for food or work.

  • Aquatics (Cascade - Key Attribute: Constitution) -
     - Scuba Diving - Ability to use an aqua-lung or re-breather. May not be purchased at a higher level than the character's Swimming skill.
     - Swimming - Ability to swim.

  • Archery (Individual - Key Attribute: higher of Strength and Agility) - Ability to use a bow or crossbow.

  • Athletics (Individual - Key Attribute: higher of Agility and Constitution) - Ability at other athletic tasks besides climbing and swimming, e.g. sprinting, long distance running, leaping from rope to rope.

  • Autogun (Individual - Key Attribute: higher of Strength and Agility) - Ability to fire autocannons, automatic grenade launchers and machineguns.

  • Carousing (Individual - Key Attribute: Constitution, Intelligence or Charisma, depending upon the situation) -  Ability to function normally when drunk, improve your odds of winning when gambling and to obtain information in less formal social situations

  • Climbing (Individual - Key Attribute: higher of Agility and Constitution) - Ability to climb steep slopes and sheer cliffs.

  • Combat Engineer (Individual - Key Attribute: higher of Intelligence and Agility) - Ability to perform tasks such as emplacing demolitions, building fortifications, and camouflaging emplacements.

  • Computer (Individual - Key Attribute: Education) - Basic usage of a computer.

  • Disguise (Individual - Key Attribute: Charisma)- Ability to alter appearance to avoid recognition.

  • Drive (Cascade - Key Attribute: Agility) - Ability to drive different types of vehicles.
     - HGV - Heavy Goods Vehicles such as buses, trucks, tankers and tractors.
     - Motorcycle - Motorbikes, quad bikes etc.
     - Tracked Vehicle - Any vehicle that has tracks instead of wheels.
     - Wheeled Vehicle - "Normal" sized wheeled vehicles such as cars, armoured cars, hummers, pick-up trucks, etc

  • Electronics (Individual - Key Attribute: Education) - Ability to repair electronic devices.

  • Firearms (Cascade - Key Attribute: higher of Strength and Agility) - Ability to use small arms.
     - Combat Rifleman - Ability to fire all "military" firearms.  This covers almost all rifles and pistols and a trained soldier will almost certainly not need to buy the Longarms or Sidearm skill.
     - Early Firearms - Ability to fire muzzle loading powder and shot firearms.
     - Longarm - Ability to fire non automatic rifles and shotguns.
     - Sidearm - Ability to fire non burst firing pistols.

  • Forgery (Individual - Key Attribute: higher of Agility and Intelligence) - Ability to forge a signature or document and have it accepted as genuine.

  • Forward Observer (Individual - Key Attribute: Intelligence) - Ability to communicate fire data for indirect fire weapons.

  • Grenade Launcher (Individual - Key Attribute: higher of Strength and Agility) - Ability to fire non-automatic grenade launchers and unguided antitank rockets.

  • Gunsmith (Individual - Key Attribute: Agility) - Ability to construct and repair weapons.

  • Heavy Artillery (Individual - Key Attribute: Strength) - Ability to fire large-calibre indirect-fire guns, including mortars, howitzers and multiple rocket launchers.

  • Heavy Gun (Individual - Key Attribute: Strength) - Ability to fire large-calibre direct fire guns, including AFV guns.

  • Instruction (Individual - Key Attribute: Charisma) - Ability to teach skills.

  • Interrogation (Individual - Key Attribute: Charisma or Strength, depending upon approach) - Ability to persuade or force a person to reveal information.

  • Intimidation (Individual - Key Attribute: Charisma or Strength, depending upon approach) - Ability to force someone else to do your bidding through implicit or explicit threats.

  • Intrusion (Individual - Key Attribute: higher of Agility and Intelligence) - Ability to open mechanical and electronic locks and to bypass alarm systems.

  • Knowledge (Group - Key Attribute: Education) - The skill covers a large range of areas of knowledge and each one must be selected and developed individually.  Some examples include: Advanced Computing, Astronomy, Biology, Chemistry, Economics, Forensics, Geography, Geology, History, Human Sciences, Law, Mathematics, Metallurgy, Meteorology, Pharmaceuticals, Physics, Political Science and Religion.  Feel free to suggest others though!

  • Language (Group - Key Attribute: higher of Intelligence and Education) - Each language is a separate skill.  A skill level of 7 reflects fluency in a language while a native speaker will have a skill level of 10.

  • Leadership (Individual - Key Attribute: Charisma) - Ability to inspire others to follow your orders.

  • Mechanic (Individual - Key Attribute: higher of Agility and Intelligence) - Ability to maintain and repair vehicles and machinery.

  • Medical (Cascade - Key Attribute: Education) - Training in the assessment and treatment of medical conditions.
     - General Practice - Basic medical knowledge, including the assessment of patients and the prescribing of medical drugs.
     - Surgery - Ability to operate on patients.
     - Trauma Aid - Ability to treat sudden traumatic injuries which are liable to result in serious impairment or death.  A basic level in this skill would quality as First Aid.
     - Veterinary - Ability to provide medical treatment for animals.

  • Melee Combat (Cascade - Key Attribute: higher of Strength and Agility) - Hand to hand combat.
     - Armed - The ability to fight with weapons such as knives, machetes, axes and clubs with nails hammered through them.  Can also be used for improvised weapons.
     - Unarmed - The ability to fight without weapons using fists, feet, knees, elbows, head-buts, etc.  Can also be used for improvised weapons.

  • Navigation (Individual - Key Attribute: Intelligence) - Ability to determine correct position and direction of travel using maps, compass, landmarks, the stars, etc.

  • Observation (Individual - Key Attribute: Intelligence) - Ability to spot concealed enemies and to avoid ambushes both when generally keeping alert and when actively searching.

  • Parachute (Individual - Key Attribute: Constitution) - Ability to use a parachute.

  • Performance (Group - Key Attribute: Charisma) - This skill describes a character's capacity to deliver an entertaining or informative performance.  Each skill within the group represents a separate performance medium, for example: Singing, a Specific Instrument, Acting, Dancing, Story Telling.

  • Persuasion (Individual - Key Attribute: Charisma) - Ability to phrase arguments in ways best calculated to gain acceptance.

  • Pilot (Group - Key Attribute: higher of Agility and Intelligence) - Piloting of different types of aircraft.
     - Jet Aircraft - Ability to fly a jet powered aircraft.  Please note that to purchase Jet Aircraft you must have a minimum of 3 in the Propeller Aircraft skill.
     - Propeller Aircraft - Ability to fly a propeller powered aircraft.
     - Rotary Wing Aircraft - Ability to fly a helicopter.

  • Profession (Group - Key Attribute: higher of Education and Intelligence) - This skill covers areas of knowledge that are linked to a particular profession but are not covered by another skill.  Some examples include Business, Civil Engineer, Dentist, Fireman, Mining Engineer and Soldier.

  • Riding (Individual - Key Attribute: higher of Agility and Constitution) - Ability to ride a horse.

  • Scrounging (Individual - Key Attribute: Intelligence) - Ability to find man-made items such as spare parts, domestic food, ammunition, etc.

  • Seafarer (Group - Key Attribute: higher of Intelligence and Constitution) - Ability to sail/drive/pilot water vessels of different kinds. This skill covers a range of types of vessels and some examples include: Hovercraft, Large Motorised Ship, Large Sailing Ship, Small Motorized Boat, Small Sailing Boat, Submarine.

  • Stealth (Individual - Key Attribute: Agility) - Ability to move silently and without being spotted.

  • Survival (Individual - Key Attribute: Intelligence) - Ability to survive in hostile environment, covering foraging for food and fuel, finding fresh water and building shelters.

  • Tactical Missile (Individual - Key Attribute: Intelligence) - Ability to fire a guided tactical missile launcher.

  • Thrown Weapons (Individual - Key Attribute: higher of Strength and Agility) - Ability to hit a target with a thrown weapon, such as a knife or grenade

  • Tracking (Individual - Key Attribute: Intelligence) - Ability to follow vehicles, humans or animals by the traces they leave behind them.

  • Trade (Group - Key Attribute: higher of Agility and Intelligence) - This skill covers areas of practical expertise that are not covered by another skill.  Some examples include: Basketry, Blacksmithing, Brewing, Carpentry, Knitting, Locksmithing, Machining, Photography, Tailoring, Welding and Woodcarving.

  • Warhead (Individual - Key Attribute: Intelligence) - Ability to arm, disarm, and repair conventional, biological and nuclear warheads.


Starting Skills

For languages each character receives the following for free:
 - Language: Native - 10
 - Language: Ukrainian - 2
 - Language: Other - 2

Each character then receives 250 skill points to purchase skills using the table below.  There are no restrictions on the skills you may take but you must be able justify them all in your character's background.  For example if your character has taken the skill "Profession: Dentist" then you will need to explain in your character background how your character came to learn this skill.

Skill levels are purchased on a pyramidal system where you have to buy each level in turn.

Skill ValueTotal Skill Level XP CostIndividual Skill Level XP Cost
1
1
1
2
3
2
3
6
3
4
10
4
5
15
5
6
21
6
7
28
7
8
36
8
9
45
9
10
55
10


Please note that if your character has a military background then you will need to reflect their basic training in that. I would therefore expect all characters with a military background to have the following skills:

 - Aquatics: Swimming
 - Athletics
 - Autogun
 - Climbing
 - Drive: Wheeled Vehicle
 - Firearms: Combat Rifleman
 - Forward Observer
 - Grenade Launcher
 - Leadership
 - Medical: Trauma Aid
 - Melee Combat: Armed
 - Melee Combat: Unarmed
 - Navigation
 - Observation
 - Profession: Soldier
 - Stealth
 - Survival
 - Thrown Weapons

Please note that the "Profession: Soldier" skill covers anything military related that isn't covered by another skill. For example resolving how quickly you dig a fox hole or whether you have problems contacting a team mate over the radio.

Lastly if you are playing a character who does not have a military background then you have free reign to select your skills.

Hopefully that makes sense but please contact me with any questions.
This message was last edited by the GM at 15:36, Fri 12 June 2020.
The Referee
GM, 35 posts
Wed 10 Jun 2020
at 23:55
  • msg #5

Starting Equipment

Tankmen and Soldiers of the 21st Guards Tank Division are issued primary weapons based on their position within the unit.  Armor crew typically carry AKS-74U personal defense weapon.  Infantrymen typically carry AK-74M rifles, though those filling Grenadier or Machine Gunner roles will have a different primary weapon system.

  • AK-74 series weapons (AK-74M, AKS-74U, etc.) are issued with bayonet, a quick-loading device, four magazines, four 15-round stripper clips, maintenance kit, cleaning rod and sling.
  • GP-25s are issued with a 10-rd pouch/belt, sights, recoil pad, and 2 ea. CHEM (Irritant Gas), 2 ea. ILLUM, 2 ea. Jumping Frag, and 4 ea. HE 40x47mm launched grenades.
  • RPK-74s are issued with eight 40-rd magazines, six stripper clips (15 rounds per clip), a speedloader guide, cleaning rod, cleaning kit, sling, oil bottle and two magazine pouches.
  • RPG-7Vs are issued with sling, sight, sight pouch, one OG-7 HE and one PG-7N  Russian Overcaliber rocket (see http://www.pmulcahy.com/rocket...rocket_launchers.htm) and a 3-cell ammunition backpack.
  • SVDs are issued with five magazines, a leather or nylon sling, magazine pouch, cleaning kit and an accessory/maintenance kit for the telescopic sight.

There is no need to include accessories in your PC's encumbrance/weight calculations.  Unless the accessory has a specific listing within the Twilight 2000 v2.2 rulebook, please account for the weapon and ammunition only.

Guards units are more prestige and better equipped than Category II/III Divisions, so all troops receive the following equipment:
Chemical Defense Suit                      8.0 kg   (Typically Stored in Assigned Vehicle)
Thermal Fatigues1                          6.0 kg
Fatigues1                                  4.0 kg
Sleeping Bag w/Cover                       4.0 kg   (External Carry)
Parka2                                     3.0 kg
Combat Webbing                             2.0 kg
Pack                                       2.0 kg   (Holds 30 kg)
0.8-Liter Water Flask w/Carrier x2         1.8 kg
Gas Mask w/Carrier                         1.0 kg
Shelter Half                               1.0 kg   (Soviet Plash-Planka, Brown)
Steel Helmet                               1.0 kg
Entrenching Tool                           1.0 kg   (Saperka)
AK-74 Bayonet w/Sheath                     0.3 kg
Flashlight, Military                       0.2 kg
Personal Medical Kit                       0.2 kg
Water Purification Tablets x100            0.1 kg
Camouflage Smock x2                        0.5 kg   (TTsKO Forest, Winter White)
Mess Kit                                   0.4 kg
Waterproof Bag x2                          0.2 kg

1These include boots, socks, undergarments, gloves, poncho, and so on.
2Inclues overboots, socks, etc.

All Officers are issued:
Makarov Pistol w/Dummy Cord                0.7 kg   (Carried in Leather Holster)
-8-rd Magazine 9mmM [Loaded]               0.1 kg
8-rd Magazine 9mmM                         0.1 kg
All Officers, Tank Commanders & Squad Leaders are issued:
R-126 Hand Radio                           0.5 kg
PNV-57e IR Goggles                         0.5 kg
Troops may draw from division stores items any items listed below, not to exceed their PCs carrying capacity.
PG-7M HEAT RPG Rocket                      2.0 kg   (Includes Propellent Charge & 3-Cell Backpack Provided Per 3-rds)
OG-7 HE RPG Rocket                         1.8 kg   (Includes Propellent Charge & 3-Cell Backpack Provided Per 3-rds)
Food, MRE Equivalent                       1.5 kg
100-rds 5.45mmB, Boxed                     1.3 kg
Smoke Grenade                              0.5 kg
Fragmentation Grenade                      0.4 kg
40mm Launched Grenade [ILLUM, HE]          0.3 kg
25-rds 9mmM, Boxed                         0.2 kg

PCs may start with a maximum weight of gear of 150% of their 'load' value, with the extra 50% being stored in or on their vehicle (mostly on - T-80U MBTs and BMP-2s IFVs are extremely cramped).

In addition to the general issue items above, PCs will have items they have scrounged, bartered, exchanged favors for, etc. These will be supplemental weapons, high value trade items, and illicit consumables.  PCs may start with an amount of non-issued gear equal to the higher of their Scrounge or Persuade asset, in kilograms.  High value trade items means things like cigarettes, vodka, condoms, drugs (especially for Afghanistan veterans) though not substantial amounts of gold, silver, cash.  Items selected under this provision should be realistic, based on what enlisted personnel or sub-field grade officers might be expected to afford and carry into the field and I reserve the right to veto anything unrealistic.  This limit can include special issue items, like radios, NVGs, lockpicks, etc.  Please note that any weapons selected must be Category II or III items (AKM, SKS, PM, etc.), representing weaponry pulled from storage - current issue weapon systems are carefully controlled and only available in limited quantities.
This message was last edited by the GM at 14:59, Sun 14 June 2020.
The Referee
GM, 36 posts
Wed 10 Jun 2020
at 23:55
  • msg #6

Final Version of Your Character

Please note that for a character to be accepted as final I need the following steps to be completed:

 - Character name and background write up
 - Portrait selected
 - Cast list entry including a physical description (this should just contain commonly know information, in case this is different from your character's background)
 - Character sheet completed fully
This message was last edited by the GM at 15:37, Fri 12 June 2020.
Sign In