twilight2000-digest Tuesday, July 21 1998 Volume 1998 : Number 033 The following topics are covered in this digest: Re: New to the list Re: New to the list Re: New to the list new Re: new Re: new Fw: Twilight: 2000 1st. Ed. (in Europe) Children Twilight 2000 List Re: Children Twilight 2000 List Re: new Re: Children Twilight 2000 List Re: Children Twilight 2000 List Re: Children Twilight 2000 List Re: new Re: Children Twilight 2000 List Re: Children Twilight 2000 List ADMIN: List Behavior Re: ADMIN: List Behavior Re: Children Twilight 2000 List Stuck for ideas Re: Stuck for ideas Re: ADMIN: List Behavior Re: Children Twilight 2000 List Bosnia Re: Children Twilight 2000 List Re: Stuck for ideas Re: Children Twilight 2000 List Re: Children Twilight 2000 List Re: Stuck for ideas Re: ADMIN: List Behavior Re: Stuck for ideas A little Naval Humour Re: Children Twilight 2000 List ---------------------------------------------------------------------- Date: Thu, 9 Jul 1998 10:22:30 +1200 From: "NaT" Subject: Re: New to the list I take it your player had to roll 25 d20 rolls and (if he was normal) get a 1 for a hit. There is a 27% chance that your player will fail, by the rules. This may seem dumb from 10ft, if it does try and get your ref to change it to another way for real close up shots, eg if he made it a level easier, it is much more likely that a shot would hit. If he was unwilling to allow this he should at least come up with a good reason for the failure, eg "you lost strong grip on your gun and the climb got away on you... If you are having a problem with your players/ref here is a site with some advice. http://members.aol.com/essuncius/cover.html NaT percival@ihug.co.nz http://homepages.ihug.co.nz/~percival - -----Original Message----- From: Michael J. Domark, Jr. To: twilight2000@MPGN.COM Date: Friday, 10 July 1998 01:28 Subject: New to the list >Hi, > >I'm new to the list. It's been a while since I've played T2K, and I >was surprized that there was a mailing list for this classic game. >My gaming group definatly needed a break from A D&D, and we all decided >to start a T2K game. > >I (we) have one question/problem that I'm hoping someone will have a >solution for, here goes. > >We have already have had one gaming session and have come across a >problem. One of the player characters was standing at point blank >range (aprox 10 feet) he was using an Uzi and burned a clip at his >target. With the rules for Automatic fire, he totaly missed every >shot. Bad die rolls. We all felt that some of the rounds should have >hit his target. > >But our referee is a stickler for the rules, and we have tried to tell >him that the rules, for any RPG, are "guidelines". It'd be nice to get >another ref, but he has all the books. They are hard to find now a >days. The game, although it was one session realy sucked. The 6 of us >(7 if you count the ref) really want to play, but it looks like we might >go back to A D&D if this keeps up. > >Dose anyone have a simplier way to calculate the Automatic Fire >Procedure? > >Thanks in advance. >-- > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- > "Der Mann Hat Einen Grossen Geist Und Ist So Klein Von Taten" > ----------------------------------------------------------- > The spirit of man is great, How puny are his deeds. -Anne Frank- > > Check 6 Member of VSQDN-541 Strike Force > Mike Maj. "Milk Man" Alpha Squad, 2nd Wing, Ldr. > ICQ-UIN: 7485255 ICQ Pager: http://wwp.mirabilis.com/7485255 > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- > ------------------------------ Date: Thu, 9 Jul 1998 18:48:56 EDT From: KAPPAABZ@aol.com Subject: Re: New to the list I just let every 3rd round hit automatically, It's alot more realistic. ------------------------------ Date: Thu, 09 Jul 1998 17:01:36 -0700 From: Jeremy Menefee Subject: Re: New to the list I might be way off base, but I don't believe Snipers, the MOS, generally use auto-fire for those 1000-yard head shots. I could be wrong. Also, having fired full auto, I dont believe that all the shots SHOULD miss, either, sooo... I use a rule of no recoil at all for the first "burst" in a combat round, and all others that do miss, I also use the suppressive fire thingie where everyone in a zone of space have an ADDITIONAL chance to get hit. Quick, simple, still lets skill come into play (which players love since they plug points like mad into small arms.) Just a thought. Michael J. Domark, Jr. wrote: > Hi, > > I'm new to the list. It's been a while since I've played T2K, and I > was surprized that there was a mailing list for this classic game. > My gaming group definatly needed a break from A D&D, and we all decided > to start a T2K game. > > I (we) have one question/problem that I'm hoping someone will have a > solution for, here goes. > > We have already have had one gaming session and have come across a > problem. One of the player characters was standing at point blank > range (aprox 10 feet) he was using an Uzi and burned a clip at his > target. With the rules for Automatic fire, he totaly missed every > shot. Bad die rolls. We all felt that some of the rounds should have > hit his target. > > But our referee is a stickler for the rules, and we have tried to tell > him that the rules, for any RPG, are "guidelines". It'd be nice to get > another ref, but he has all the books. They are hard to find now a > days. The game, although it was one session realy sucked. The 6 of us > (7 if you count the ref) really want to play, but it looks like we might > go back to A D&D if this keeps up. > > Dose anyone have a simplier way to calculate the Automatic Fire > Procedure? > > Thanks in advance. > -- > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- > "Der Mann Hat Einen Grossen Geist Und Ist So Klein Von Taten" > ----------------------------------------------------------- > The spirit of man is great, How puny are his deeds. -Anne Frank- > > Check 6 Member of VSQDN-541 Strike Force > Mike Maj. "Milk Man" Alpha Squad, 2nd Wing, Ldr. > ICQ-UIN: 7485255 ICQ Pager: http://wwp.mirabilis.com/7485255 > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------ Date: Wed, 15 Jul 1998 15:19:06 -0700 From: "Silicon Viscious" Subject: new I'm new to the list, just thought I'd say hi and introduce myself.. My name is Michael and I've been playing Twilight 2000 for about 3 years on and off. What I'm looking for in this list is hopefully some good ideas for missions, and just some people with similar interests. With Love, X_X "Real men drive Chryslers." - Kurt Harland GothCode available upon request. http://www.viser.net/~burntice/siliboi/ ------------------------------ Date: Thu, 16 Jul 1998 00:14:36 PDT From: "Kenth Eriksson" Subject: Re: new Silicon Viscious wrote: >I'm new to the list, just thought I'd say hi and introduce myself.. > >My name is Michael and I've been playing Twilight 2000 for about 3 years on >and off. > >What I'm looking for in this list is hopefully some good ideas for missions, >and just some people with similar interests. It seems that you've come to the right place then. I'm Kenth, welcome. Kenth ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Thu, 16 Jul 1998 15:14:55 -0700 From: Jeremy Menefee Subject: Re: new Hello, Michael! We always like fresh meat, I mean, new people, around here ;-) Sometimes this list is very busy, other times it'll be days without a post. Ask questions and people are usually more than happy to share their ideas and experiences wif ya. Also, this is a good place to find a play0-by-email game (or find players for one you run) as well. Again, welcome to the group! - -Jeremy M. Semper Fidelis Silicon Viscious wrote: > I'm new to the list, just thought I'd say hi and introduce myself.. > > My name is Michael and I've been playing Twilight 2000 for about 3 years on > and off. > > What I'm looking for in this list is hopefully some good ideas for missions, > and just some people with similar interests. > > With Love, X_X > "Real men drive Chryslers." - Kurt Harland > GothCode available upon request. > http://www.viser.net/~burntice/siliboi/ ------------------------------ Date: Fri, 17 Jul 1998 11:07:04 +1200 From: "NaT" Subject: Fw: Twilight: 2000 1st. Ed. (in Europe) NaT percival@ihug.co.nz Nathaniel Bacchus http://homepages.ihug.co.nz/~percival - -----Original Message----- From: rassek@omenweb.com Newsgroups: alt.marketplace.books,alt.marketplace.books.sf,fido.belg.rpg,rec.games.frp.m arketplace,uk.games.roleplay Date: Thursday, 16 July 1998 21:53 Subject: FS: Twilight: 2000 1st. Ed. (in Europe) >Hi! > >This is not an auction but a SALE! >Check out our list of Twilight:2000 1st Ed. RPG stuff. All prices are in DM. >All orders will have to be prepaid. Method of payment is your choice. >Unfortunately we can not accept credit cards at this point. Just talk to >your bank or post office and ask for the cheapest way to get the money to >us. (We are in Germany.) Within Europe the easiest way to pay is probably by >Eurocheque, which is perfectly acceptable. Outside of Europe you could pay >by AmEx Traveller Cheques, for example. There is supposedly also something >any branch of the Western Union Bank can do for you. (Probably quite costly, >though) Safest thing is to check with your bank. If we should find a really >convenient way, we'll post it here. > >Please understand that our postage rates are this high, but that's not our >fault: It's the German Postal Service that is going crazy… (This is mainly a >problem for non-Europeans, within Europe it's not quite this expensive.) >Postage is roughly 6DM per kg (for Europe - if you're living elsewhere just >check with us), delivery time around 2 weeks upon receiving payment. If you >would like to know, just how much postage is required for your order, just >give us a call or drop us a line and we'll let you know the precise cost. > >Twilight: 2000 1st Ed. >GDW0500 Twilight:2000 1st Ed. Basis 49,80 >GDW0501 Free City of Krakow 19,80 >GDW0502 Pirates of the Vistula 19,80 >GDW0504 U.S. Army Vehicle Guide 19,80 >GDW0507 Red Star, Lone Star 19,80 >GDW0510 Allegheny Uprising 19,80 >GDW0511 Airlords of the Ozarks 19,80 >GDW0512 Gateway to the Spanish Main 19,80 >GDW0513 King’s Ransom 19,80 >GDW0517 Last Submarine 19,80 >GDW0518 Kidnaped 19,80 >GDW0521 Boomer 19,80 >GDW0522 Satellite Down 19,80 >GDW0524 Bear’s Den 19,80 >GDW0525 Heavy Weapons Guide 19,80 >GDW0526 NATO Vehicle Guide 19,80 >GDW0528 Surivivor’s Guide to the UK 19,80 >GDW0551 Last Battle Boardgame 9,80 (realy!) > >Arne > >OMEN >Horster Str. 54 >45897 Gelsenkirchen >Germany >Phone: +49-209-3187575 ------------------------------ Date: Sun, 19 Jul 1998 15:42:16 +1200 From: "NaT" Subject: Children Twilight 2000 List I have a question: How would you create a child NPC? And a child PC? NaT percival@ihug.co.nz Nathaniel Bacchus http://homepages.ihug.co.nz/~percival ------------------------------ Date: Sun, 19 Jul 1998 05:14:15 EDT From: Grimace997@aol.com Subject: Re: Children Twilight 2000 List In a message dated 98-07-19 00:55:40 EDT, you write: << I have a question: How would you create a child NPC? And a child PC? >> Yeesh! I don't really know off the top of my head. Probably would do something along the lines of background skills, and maybe have some random dice rolls for a pittance of money, and maybe have to create something like a "rudimentary skill" where maybe the kid knows something about it, but isn't skilled. Kind of like the 0 skill in V2.2. ------------------------------ Date: Sun, 19 Jul 1998 12:34:20 +0300 (EDT) From: Janne Kemppi Subject: Re: new Greetings to this list. I am Janne Kemppi and I used to play TW:2000 when I was younger and after long time I have decided to pick it up again. ------------------------------ Date: Sun, 19 Jul 1998 14:58:45 EDT From: KAPPAABZ@aol.com Subject: Re: Children Twilight 2000 List In a message dated 98-07-19 00:55:40 EDT, you write: << I have a question: How would you create a child NPC? And a child PC? >> I'd make damn sure he had a shoe shine box rigged w/explosives! ------------------------------ Date: Sun, 19 Jul 1998 21:56:43 EDT From: Hruggek@aol.com Subject: Re: Children Twilight 2000 List You could play as a small group of kids who do stuff for a army, like sneak in and do suicide missons because people don't care if they lose a kid ( thats how they are used in real wars usally) OR YOu can be a kid who like lost left hand because some warlord wanted to prove he meant he was serious, cut off the hand after killing the kids family by the way, and so now the kid is "tough" and cares around a .38 and talks shit to everyone because he has nothing to lose because he has no family and is a gimp. He is the kind of kid that tells a nun to go to hell and spits into the wind and messes around with slim. PUKYA! Monkey Boy ------------------------------ Date: Sun, 19 Jul 1998 20:05:11 -0700 From: Peter Vieth Subject: Re: Children Twilight 2000 List I would roll stats as normal then maybe divide by 18 then multiply by the age. So someone who is 10 years old would have 5/9 the strength, agility, etc of an adult. Perhaps this is wrong but it can't be too far off. I had one "child" NPC, a fifteenish or so farm kid the PCs rescued who drove one of their cars. NaT wrote: > I have a question: > How would you create a child NPC? > And a child PC? > > NaT > percival@ihug.co.nz > Nathaniel Bacchus > http://homepages.ihug.co.nz/~percival - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html ------------------------------ Date: Mon, 20 Jul 1998 05:19:20 -0700 From: Jeremy Menefee Subject: Re: new Welcome! I'm always glad to see new people on this list (I'm a fairly new retread myself). Anyway, this list is at times very busy, and is frequently very quiet. Try to liven it up, eh? - -Jeremy M. Semper Fidelis Janne Kemppi wrote: > Greetings to this list. > > I am Janne Kemppi and I used to play TW:2000 when I was younger and > after long time I have decided to pick it up again. ------------------------------ Date: Mon, 20 Jul 1998 05:31:51 -0700 From: Jeremy Menefee Subject: Re: Children Twilight 2000 List Hruggek@aol.com wrote: > You could play as a small group of kids who do stuff for a army, like sneak in > and do suicide missons because people don't care if they lose a kid Personal experience, DSGB (drunk swedish goat boy). Go ahead, flame me, MB - this list is dead without your ramblings. Entertain us all. You can do it. Good monkey boy. Roll over. Play dead. (feeds monkeyboy a Scooby-snack) > ( thats > how they are used in real wars usally) > OR > YOu can be a kid who like lost left hand because some warlord wanted to prove > he meant he was serious, cut off the hand after killing the kids family by the > way, and so now the kid is "tough" and cares around a .38 and talks shit to > everyone because he has nothing to lose because he has no family and is a > gimp. He is the kind of kid that tells a nun to go to hell and spits into the > wind and messes around with slim. PUKYA! > Monkey Boy ------------------------------ Date: Mon, 20 Jul 1998 05:34:00 -0700 From: Jeremy Menefee Subject: Re: Children Twilight 2000 List Actually, I like this idea. But what about background skills? How about age/2 for background skills, taken in one point groups? I'd limit the total number that could be put in any one skill, though, and require an explanation as to why s/he has that skill. - -Jeremy M. Semper Fidelis Peter Vieth wrote: > I would roll stats as normal then maybe divide by 18 then multiply by > the age. So someone who is 10 years old would have 5/9 the strength, > agility, etc of an adult. Perhaps this is wrong but it can't be too far > off. I had one "child" NPC, a fifteenish or so farm kid the PCs rescued > who drove one of their cars. > > NaT wrote: > > > I have a question: > > How would you create a child NPC? > > And a child PC? > > > > NaT > > percival@ihug.co.nz > > Nathaniel Bacchus > > http://homepages.ihug.co.nz/~percival > > -- > Peter Vieth > Fitek@ix.netcom.com > IGZ Handle: Fitek > ICQ UIN: 3660410 > Web page: http://www.netcom.com/~Fitek/index.html ------------------------------ Date: Mon, 20 Jul 1998 08:57:04 -0400 From: Rob Miracle Subject: ADMIN: List Behavior Just a reminder: o Please, no vulgarity o Keep the discussions on topic o Please be courteous o No flames. If someone ticks you off, just ignore them. Rob Miracle List Administrator ------------------------------ Date: Mon, 20 Jul 1998 11:00:03 -0700 From: "awildman" Subject: Re: ADMIN: List Behavior Rob please take me off the list please. - -----Original Message----- From: Rob Miracle To: twilight2000@tansoft.com ; darkconspiracy@tansoft.com ; traveller@tansoft.com Date: Monday, July 20, 1998 6:06 AM Subject: ADMIN: List Behavior >Just a reminder: > >o Please, no vulgarity >o Keep the discussions on topic >o Please be courteous >o No flames. If someone ticks you off, just ignore them. > >Rob Miracle >List Administrator > ------------------------------ Date: Mon, 20 Jul 1998 12:59:47 -0700 From: Peter Vieth Subject: Re: Children Twilight 2000 List There are like 4 background skills... so lets say you can't really begin learning anything until the age of six. That would make it that about every 3 years u get one of the background skills. A nine year old would have 2 points in one skill, etc. Some of the skills dont suit themselves well to children, but others work for most ages. Jeremy Menefee wrote: > Actually, I like this idea. But what about background skills? How about > age/2 for background skills, taken in one point groups? I'd limit the > total number that could be put in any one skill, though, and require an > explanation as to why s/he has that skill. > > -Jeremy M. > Semper Fidelis > > Peter Vieth wrote: > > > I would roll stats as normal then maybe divide by 18 then multiply by > > the age. So someone who is 10 years old would have 5/9 the strength, > > agility, etc of an adult. Perhaps this is wrong but it can't be too far > > off. I had one "child" NPC, a fifteenish or so farm kid the PCs rescued > > who drove one of their cars. > > > > NaT wrote: > > > > > I have a question: > > > How would you create a child NPC? > > > And a child PC? > > > > > > NaT > > > percival@ihug.co.nz > > > Nathaniel Bacchus > > > http://homepages.ihug.co.nz/~percival > > > > -- > > Peter Vieth > > Fitek@ix.netcom.com > > IGZ Handle: Fitek > > ICQ UIN: 3660410 > > Web page: http://www.netcom.com/~Fitek/index.html - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html ------------------------------ Date: Mon, 20 Jul 1998 17:51:30 EDT From: Grimace997@aol.com Subject: Stuck for ideas Hello all, I've got a group of PCs in Latvia, and they have received word about the intended pullout of Allied forces. They have intentions to try and make the boat for America, but they've got a long ways to go. The only problem I have right now is that I am out of ideas to keep the adventures interesting for the journey between Latvia and western Poland. Any ideas would be appreciated, and I'm hoping for "reasonable" ideas, not wild ones, please. Thanks. Grimace ------------------------------ Date: Mon, 20 Jul 1998 15:44:16 -0700 From: Peter Vieth Subject: Re: Stuck for ideas If you're referring to something similar to "Going Home" my plan was that word of the boats would spread and also of how equipment was being handed over to the Germans... and to many the idea of a military superpower Germany is just too uncomfortable. That, for sure, would make the trip for the PCs more interesting. As for normal travel... well, you can't roleplay the whole thing and skipping it all except for random encounters just doesnt seem right. I haven't found a good solution to this. Any time you start to describe stuff on a long trip the PCs know there will be some sort of encounter and aren't very surprised if they are attacked. Grimace997@aol.com wrote: > Hello all, > > I've got a group of PCs in Latvia, and they have received word about the > intended pullout of Allied forces. They have intentions to try and make the > boat for America, but they've got a long ways to go. The only problem I have > right now is that I am out of ideas to keep the adventures interesting for the > journey between Latvia and western Poland. > > Any ideas would be appreciated, and I'm hoping for "reasonable" ideas, not > wild ones, please. > > Thanks. > Grimace - -- Peter Vieth Fitek@ix.netcom.com IGZ Handle: Fitek ICQ UIN: 3660410 Web page: http://www.netcom.com/~Fitek/index.html ------------------------------ Date: Mon, 20 Jul 1998 16:41:36 -0700 From: Jeremy Menefee Subject: Re: ADMIN: List Behavior I'm sure this is a referral to my message on MB's posting. If this offended anyone on the list, including you MB, my appologies. I had assumed MB would take it in the spirit it was meant, and he seems to have since he has not flamed me. I personally like his postings, as they seem to be the only time people on this list get active, and they certainly are entertaining, even if I think they are way out in left field. So, Rob, everyone, again sorry. It's ironic that MB, whom I playfully flamed, took this in much better spirit that the Administrator - -Jeremy M. Semper Fidelis Rob Miracle wrote: > Just a reminder: > > o Please, no vulgarity > o Keep the discussions on topic > o Please be courteous > o No flames. If someone ticks you off, just ignore them. > > Rob Miracle > List Administrator ------------------------------ Date: Mon, 20 Jul 1998 17:00:42 -0700 From: Jeremy Menefee Subject: Re: Children Twilight 2000 List Peter Vieth wrote: > There are like 4 background skills... There are 11 > so lets say you can't really begin learning anything until the age of six. I could shoot a rifle at 4. With supervision, of course, and not well. > That would make it that about every 3 years u get one of the background skills. > A nine year old would have 2 points in one skill, etc. Some of the skills dont > suit themselves well to children, but others work for most ages. I have met 9-year olds who could smoke me on using a computer. And the game already assumes that 16-year-olds have a total of 8 points in background skills. I like age/2, but could believe that you don't begin getting skills at 2, but at four I think two points, in 1-point groups, is reasonable. But for argument's sake, we could say you don't get any skills until age 8, at which point ya get 4 points, no more than one pt. in any single skill (at that age). Votes? - -Jeremy M. Semper Fidelis > > > Jeremy Menefee wrote: > > > Actually, I like this idea. But what about background skills? How about > > age/2 for background skills, taken in one point groups? I'd limit the > > total number that could be put in any one skill, though, and require an > > explanation as to why s/he has that skill. > > > > -Jeremy M. > > Semper Fidelis > > > > Peter Vieth wrote: > > > > > I would roll stats as normal then maybe divide by 18 then multiply by > > > the age. So someone who is 10 years old would have 5/9 the strength, > > > agility, etc of an adult. Perhaps this is wrong but it can't be too far > > > off. I had one "child" NPC, a fifteenish or so farm kid the PCs rescued > > > who drove one of their cars. > > > > > > NaT wrote: > > > > > > > I have a question: > > > > How would you create a child NPC? > > > > And a child PC? > > > > > > > > NaT > > > > percival@ihug.co.nz > > > > Nathaniel Bacchus > > > > http://homepages.ihug.co.nz/~percival > > > > > > -- > > > Peter Vieth > > > Fitek@ix.netcom.com > > > IGZ Handle: Fitek > > > ICQ UIN: 3660410 > > > Web page: http://www.netcom.com/~Fitek/index.html > > -- > Peter Vieth > Fitek@ix.netcom.com > IGZ Handle: Fitek > ICQ UIN: 3660410 > Web page: http://www.netcom.com/~Fitek/index.html ------------------------------ Date: Mon, 20 Jul 1998 20:19:54 EDT From: Jedi750@aol.com Subject: Bosnia Just wondering if anyone has a scenarios on the Bosnia situation. If so could someone post it or send it. Glenn ------------------------------ Date: Tue, 21 Jul 1998 12:22:39 +1200 From: "NaT" Subject: Re: Children Twilight 2000 List NaT percival@ihug.co.nz Nathaniel Bacchus http://homepages.ihug.co.nz/~percival - -----Original Message----- From: Jeremy Menefee To: twilight2000@MPGN.COM Date: Tuesday, 21 July 1998 11:59 Subject: Re: Children Twilight 2000 List >Peter Vieth wrote: > >> There are like 4 background skills... > >There are 11 You are allowd to choose 4 from 11 available > >> so lets say you can't really begin learning anything until the age of six. > >I could shoot a rifle at 4. With supervision, of course, and not well. Not from the hip :) > >> That would make it that about every 3 years u get one of the background skills. >> A nine year old would have 2 points in one skill, etc. Some of the skills dont >> suit themselves well to children, but others work for most ages. > >I have met 9-year olds who could smoke me on using a computer. > And the game >already assumes that 16-year-olds have a total of 8 points in background >skills. It is not until a child is 12 yrs old that they develope full logical adult mental reasoning. This I think is good to remeber as it would be silly to give a 9yr old more than 2 skill points total. >I like age/2, but could believe that you don't begin getting skills at 2, but at >four I think two points, in 1-point groups, is reasonable. But for argument's >sake, we could say you don't get any skills until age 8, at which point ya get 4 >points, no more than one pt. in any single skill (at that age). > >Votes? > >-Jeremy M. >Semper Fidelis > >> >> >> Jeremy Menefee wrote: >> >> > Actually, I like this idea. But what about background skills? How about >> > age/2 for background skills, taken in one point groups? I'd limit the >> > total number that could be put in any one skill, though, and require an >> > explanation as to why s/he has that skill. >> > >> > -Jeremy M. >> > Semper Fidelis >> > >> > Peter Vieth wrote: >> > >> > > I would roll stats as normal then maybe divide by 18 then multiply by >> > > the age. So someone who is 10 years old would have 5/9 the strength, >> > > agility, etc of an adult. Perhaps this is wrong but it can't be too far >> > > off. I had one "child" NPC, a fifteenish or so farm kid the PCs rescued >> > > who drove one of their cars. >> > > >> > > NaT wrote: >> > > >> > > > I have a question: >> > > > How would you create a child NPC? >> > > > And a child PC? >> > > > >> > > > NaT >> > > > percival@ihug.co.nz >> > > > Nathaniel Bacchus >> > > > http://homepages.ihug.co.nz/~percival >> > > >> > > -- >> > > Peter Vieth >> > > Fitek@ix.netcom.com >> > > IGZ Handle: Fitek >> > > ICQ UIN: 3660410 >> > > Web page: http://www.netcom.com/~Fitek/index.html >> >> -- >> Peter Vieth >> Fitek@ix.netcom.com >> IGZ Handle: Fitek >> ICQ UIN: 3660410 >> Web page: http://www.netcom.com/~Fitek/index.html > > > ------------------------------ Date: Tue, 21 Jul 1998 12:28:19 +1200 From: "NaT" Subject: Re: Stuck for ideas If the PC's accidentally stole/took something from the local marauder warlord or russina commander that was really valuable, he might be inclined to chase the PC's for some distance. It might take them a while to find out why they were being chased. Maybe there is a rumor of a flyable airplane nearby, that could make the trip shorter, provided the PC's could get it intact. A russian captain has finally managed to get enough fuel together to get his boat going. He has also heard about the americans. Can the PC's beat him to the Americans and give them a warning? NaT percival@ihug.co.nz Nathaniel Bacchus http://homepages.ihug.co.nz/~percival - -----Original Message----- From: Grimace997@aol.com To: twilight2000@MPGN.COM Date: Tuesday, 21 July 1998 09:56 Subject: Stuck for ideas >Hello all, > >I've got a group of PCs in Latvia, and they have received word about the >intended pullout of Allied forces. They have intentions to try and make the >boat for America, but they've got a long ways to go. The only problem I have >right now is that I am out of ideas to keep the adventures interesting for the >journey between Latvia and western Poland. > >Any ideas would be appreciated, and I'm hoping for "reasonable" ideas, not >wild ones, please. > >Thanks. >Grimace > ------------------------------ Date: Mon, 20 Jul 1998 22:53:02 -0500 From: Rob Beck Subject: Re: Children Twilight 2000 List At 12:59 PM 7/20/98 -0700, you wrote: >Jeremy Menefee wrote: > > Actually, I like this idea. But what about background skills? How about > age/2 for background skills, taken in one point groups? I'd limit the > total number that could be put in any one skill, though, and require an > explanation as to why s/he has that skill. As a side note, Dark Conspiracy in one of its supplements (PC Booster Kit) had the street urchin career, which was basically for people that wanted characters younger or better developed. The career offered one or two terms depending on what age the player decided the child had been an urchin (max of 2) so you started at either age 9 or 13. The skills you received were a normal career setup and were in lieu of normal background skills. For Twilight, take this concept and place the skills in a list it would be feasible for a child or teen to learn in their life, especially with war raging over the last four years of their life. It shouldn't be too difficult and should give you the skills you need. Others' suggestions for altering stats accordingly sound good to me. Rob. ------------------------------ Date: Mon, 20 Jul 1998 23:37:50 EDT From: Hruggek@aol.com Subject: Re: Children Twilight 2000 List In a message dated 98-07-20 08:41:45 EDT, you write: << Good monkey boy. Roll over. Play dead. (feeds monkeyboy a Scooby-snack) >> I will not reply to that with one of my usal dry and witty come backs. I am here to put forth my opinon of what would be a good idea for a child PC or PC's or even npc's. I care not for definite rules and regulations, thats up for a player to try to sell to his or her game master, referee, storyteller, dungeon master, salad tosser whatever you want to call it. I flame you not, th ------------------------------ Date: Mon, 20 Jul 1998 22:57:27 -0500 From: Rob Beck Subject: Re: Stuck for ideas At 05:51 PM 7/20/98 EDT, Grimace wrote: >I've got a group of PCs in Latvia, and they have received word about the >intended pullout of Allied forces. They have intentions to try and make the >boat for America, but they've got a long ways to go. The only problem I have >right now is that I am out of ideas to keep the adventures interesting for the >journey between Latvia and western Poland. One that jumps to mind is the one in Going Home, if that's available to you. A train taking the characters across central Europe was a very novel concept, I thought. Some of the Finnish members might be able to tell you something of the module supposedly produced in Finnish for GDW that dealt with players making their way from Scandanavia to Bremerton. Janne Kemppi, who just rejoined the list, I believe had some part in those. I could be mistaken, but I thought, Janne, that you wrote them or part of them or something? Get creative. Helicopters, river tugs, good old fashioned wagons and horses, there are lots of decent ideas. Hope that helped. Rob. ------------------------------ Date: Tue, 21 Jul 1998 00:21:13 EDT From: Hruggek@aol.com Subject: Re: ADMIN: List Behavior In a message dated 98-07-20 19:47:50 EDT, you write: << I personally like his postings, as they seem to be the only time people on this list get active, and they certainly are entertaining, even if I think they are way out in left field. >> Actually i think it was my creative us of the s word that started the whole thing, seeing as how i got two personal emails, which got my dry and witty reply i assure you. I care not if you flame me, go for it. Sorry for getting this all of topic and stuff, actually i don't think i am but my mom told me to write that. LOL see ya later. Monkey ------------------------------ Date: Tue, 21 Jul 1998 08:44:25 +0300 (EDT) From: Janne Kemppi Subject: Re: Stuck for ideas > At 05:51 PM 7/20/98 EDT, Grimace wrote: > > >I've got a group of PCs in Latvia, and they have received word about the > >intended pullout of Allied forces. They have intentions to try and make the > >boat for America, but they've got a long ways to go. The only problem I have > >right now is that I am out of ideas to keep the adventures interesting for > the > >journey between Latvia and western Poland. > > One that jumps to mind is the one in Going Home, if that's available to > you. A train taking the characters across central Europe was a very novel > concept, I thought. Some of the Finnish members might be able to tell you > something of the module supposedly produced in Finnish for GDW that dealt > with players making their way from Scandanavia to Bremerton. Janne Kemppi, > who just rejoined the list, I believe had some part in those. I could be > mistaken, but I thought, Janne, that you wrote them or part of them or > something? Get creative. Helicopters, river tugs, good old fashioned wagons > and horses, there are lots of decent ideas. Hope that helped. > I wrote those scenario books and I have them somewhere under all my stuff. Basicly what you could use as background info are: "Baltic countries:Looters Guide". This was put out in very old Challenge (number 24,25 or 26) and it is probably only article I never had for myself. Then there are two of my own modules. The "Kööpenhaminaan" (To Copenhagen) was set up as adventure where American characters would join to old Finnish missile boat in North Poland as hired hands (we need trigger pullers) for a trip to Copenhagen across Baltic Sea (you get food and lodging and ticket to west and we get your gun skills in case something happens in this milkrun, yeah right). That's what the characters know (or assume to be more precise). The real story for getting characters on board was that captain was carrying suitcases full of morphine with normal cargo. Think about it, 5 years of biggest slaughterhouse in the world and land is ´now filled with filled with human ruins ready to pay anything for something to ease their pain (and I am not talking of just physical wounds). This kind of cargo is worth its weight in gold (if not more) and naturally this had attracted attention of notorious band of pirates called "Suomenlahden Haukat" (Hawks of Gulf of Finland). This group of pirates (which operate out of series of bases in archipelago in Gulf of Finland) have good intelligence network of informants (otherwise they wouldn't be in business now wouldn't they?) and they have layed ambush in coast to Finland where cargo is supposed to exchange hands with player characters right in the middle of it... Anyways the vision I had about Baltic Sea was that there was plenty of trade with small ships going back and fourth all sides of Baltic Sea and there was fishing too. Most vessels were sail ships (because fuel is scarce allthough some use wood alcohol as fuel). Sailing is probably best alternative to travel to west (safest too) allthough getting to the boat can be difficult (and should be its very own adventure). ------------------------------ Date: Tue, 21 Jul 1998 03:07:41 EDT From: OrrinLadd@aol.com Subject: A little Naval Humour VERY off topic, but here's something I got from Sci.Military.Naval, a naval topics newsgroup. I am not the author. ********************************************************************* Here in the Navy, there are all sorts of pranks played upon visiting midshipmen, such as : get the keys to the seachest, stand mail buoy watch, lower the mast 'cause we're going under a bridge, etc. But the best one I've ever heard went something like this: When a ship is in port, the captain's representative is the Command Duty Officer and has all of the powers of command for as long as he is on duty. The spoken abbreviation of this watch position is "CDO." As can be expected, the Navy is full of acronyms and abbreviations, so many that they all cannot be actively recalled by everyone. In this one case, a middie was standing watch in engineering when the EDO (Engineering Duty Officer) directed him to go get permission from the OOD (Officer of the Deck) to personnally 'blow the CDO,' letting him think that it was a operation involving overboard discharge of pumps. Of course, he was directed to the Nav (navigator) by the OOD. The Nav directed him to OPS (Operations). Of course, the middie always spouts something like, "I need permission to blow the CDO." In the end, OPS says, "I think the Captain needs to give the okay on that one." The middie is escorted by OPS to the wardroom where the captain, the XO and the - [well I'll be] - CDO are having lunch. When the OPS introduces the middie to the CO, the middie formally states, "Midshipman xxxx, EDO-Under-Instruction, requesting permission to blow the CDO." The CO just burst out laughing and stated he wasn't getting involved in this one. The XO suggested to the midshipman that he ask the CDO himself, who happens to be 'right here.' Cruel trick, but very hilarious. ------------------------------ Date: Tue, 21 Jul 1998 10:00:53 EDT From: CardSharks@aol.com Subject: Re: Children Twilight 2000 List The text below is draft material from Traveller, but it addresses the basic concept of children. Characters are generated with 2D6 for charactersitics Str Dex End Int Edu and Soc. I assume that children are in their teens (13-18) and essentially fully developed (or close enough). However, they generate Edu (with 1D, and then gain 1 point of Edu per year as they grow up. The essential difference is that children (13-18) have lower Edu, and have fewer skills. Traveller has default skills (usable at Level-0) which these children also have. To spice things up, some child character has Insight, another has Luck, and a third has Charisma. These elements may oir may not influence the course of an adventure. Marc Miller SPACE CADET CHARACTER GENERATION CHECKLIST 1. Roll Basic Characteristics. A. Characteristics. Roll the five personal characteristics (2D each): Strength, Dexterity, Endurance, Intelligence, and Social Standing. B. Education. Roll Education (1D). C. Age. Roll 1D and add to 12 for age. Add the same number to Edu for current Education. 2. Basic Details. Decide on basic details (this step may be delayed until the end of the sequence). A. Name. Name the character.. B. Race. Determine character race (assumed under this system to be human). Default is Imperial Human. C. Gender. Determine gender (default is the same sex as the player). 3. Birthworld (Worlds). Determine the character's birthworld. A. roll 1D for TL Group and note Starport range. B. Roll 2D for world trade classes. C. Roll 1D for starport type. 4. Homeworld (Worlds). If player decides that homeworld is not the same as birthworld, determine homeworld. A. Roll 1D for TL Group and note Starport range. B. Roll 2D for world trade classes. C. Roll 1D for starport type. 5. Homeworld Skills (Worlds). For each trade classification of the homeworld, roll 1D to determine the specific skill received. 6. Possessions. Determine possessions from the Possessions Table based on homeworld trade classifications. 7. Determine Birthdate. A. On the Birthdate Table, determine standard birthdate. 8. Hit Boxes. Mark hit boxes available on the Character Card. 9. Comments. Mark any comments in the Character Card Comments box. 10. Skills. Note skills received. A. List in alphabetical order. B. Note Cascade skills received in parentheses behind the specific skill selected. SPACE CADETS Space Cadets are adolescents between the ages of 13 and 18 who are members of youth groups (run by the Interstellar Scout Service) which provide an opportunity to sample the joys and responsibilities of space travel. Space Cadet Squads. Space Cadets best travel and function in groups (called squads) of 3-6 individuals of varying ages attached to an adult group which takes ultimate responsibility for them. SPECIAL ABILITIES Roll Ability Points 1st Luck 3D Luck Points 2nd Charisma 3D Charisma Points 3rd Insight 3D Insight Points All cadets each roll 2D at the same time; ties re-roll until there are none on the table. The lowest roll receives Luck; the second lowest receives Charisma; the third lowest receives Insight. All others receive nothing this session; all points not used by the end of the session are lost. Insight. The cadet can see (or puzzle out) correct action, which usually expresses itself as a question: "Why don’t we try (blank)?" Insight points are spent Charisma. The cadet can move others to help, usually by making friends easily. Charisma points are used to modify the reactions table. Luck. The cadet is naturally lucky, able to succeed in tasks which would not normally be possible. Luck points are used to modify task die rolls. DEFAULT SKILLS x Acting Int, Edu x Art Dex, Int x Athletics Dex, End x Bow Combat Dex x Brawling Dex, Str x Bribery Int, Soc x Broker Edu x Camouflage Int, Str x Carousing Soc, End x Computer Edu, Int x Craftsman Dex, End x Dance Dex, Soc x Diplomacy Soc x Disguise Int x Environment Cbt Dex, Int x Equestrian Dex, Soc x Fast Talk Int, Edu x Fighting Cascade x First Aid Int, Edu x Forgery Dex, Int x Gambling Int, Dex x Grav Craft Dex x Ground Craft Dex, Int x Gun Combat Cascade x Heavy Weapons Dex, Str x Instruction Int, Edu x Interrogation Int, End x Intimidation Str, End x Intrusion Dex, Int x Investigation Int, Edu x Knife Dex x Melee Str, End x Music Dex,Edu x Navigation Edu, Int x Perception Int x Philosophy Int, Edu x Pistol Dex x Psychology Int, Edu x Recon Dex, End x Research Edu, Int x Rifle Dex x Shotgun Dex x Stealth Dex x Steward Int x Streetwise Int, End x Submachinegun Dex x Survival Int, Str x Sword Dex, Str x Throwing Dex, Str x Trader Int, Edu x Vac Suit Dex x Watercraft Dex, Int x Writing Int, Edu A default skill may be used by any character at level- 0 (zero) and the associated characteristic in the task halved (round fractions up). ------------------------------ End of twilight2000-digest V1998 #33 ************************************