Part One




Character Generation



    Character's are the epicenter of the roleplaying game. Character creation is not simply a process of choosing weapons and rolling numbers, but also a time to fill out and decide your character's personality.

    The first thing you'll need to get started is the Character Sheet. To aid the character generation process, Brian Pittman has provided a Character Generation Sheet (Mac, Win).



Dice

How to Read: Reading die charts can sometimes be confusing. First, when you see things such as roll 2D6, that simply means roll two six sided die. Modifiers come into play when, for some reason whatever, you're chances to succeed are hindered or enhanced. A modified roll would look something like, roll 1D12 - 3. This means that you need to roll one twelve sided die, then subtract three from you're total. No modified roll may go higher or lower than the capacity of the die (eg. had you rolled a one on the D12, the negative three modifier is not able to lower the score any lower than it is).

Which dice, for what?:
D6: The six sided die is used for rolling Damage. Listed under any weapon, will be a category named DAM. The number listed is the number of six sided die you may roll for that weapon each time a bullet hits. For example, an AKM has a DAM of three, upon a successful hit, you would roll 3D6 to determine the damage.
The six sided die may also be used in character generation, as described below.

D8: The eight sided die is used for determining the hit location when using automatic weapons:
Table: 1
Location Die roll
Head 1
Chest 2 or 3
Abdomen 4
Left/Right Arm 5/6
Left/Right Leg 7/8
    At times, a target will be hidden behind an obstruction of some sort, thus only permitting particular areas as targets. The referee can either choose to use a D4 (allowing only the Head, Chest or Abdomen to be hit) or D6 (exluding both legs) depending.

D12: The twelve sided die, is the mother of all Twilight die. It is good to have at least five of these die, ten will ensure smooth action, and any more will keep player's from having to exchange with the referee. Essentially, the D12 is used in determining the success of a particular task. Subtract the attribute or skill's rating from 12. That number or higher must be rolled for success.     For example: One early summer morning, after a long night of indulging himself with Polish 'moonshine', Slash woke up by a large river. His last day's meals left him some time last night, and his empty stomach is growling. Slash recently acquired some fishing equipment from a German Sergeant in a poker game, and decides that he ought to try them out. He casts his line into the river, sits on a tree stump, and lights his last cigarette.
    Slash's fishing skill is five, so in the four hour turn he spends fishing (most activities are practiced in four hour durations- as described later). Slash needs to roll a seven or higher on a D12 to succeed. The higher the number, the greater his success. Modifiers can be added to this role as determined by the referee. Tasks can either be Easy, Average or Difficult depending on cirumstances. In this example, the task is Average so no modifiers need to be appended.
    Automatic fire (automatic weapons are those with a ROF of 3 or greater) uses a d12 also, but in a different manner. The only skill needed to fire an automatic weapon is basic familarity with the weapon you are using, and therefore automatic fire can be summed up by the following table (while this table is not as realistic a representation as could be portrayed of automatic fire, it allows game play to run smoothly). The number listed is the number a character must roll or higher on a d12 to hit a target at the respective range:

Table: Automatic Fire
Range To Hit
Close 6
Medium 8
Far 10
Extreme 12

    A weapon's Rof is the number of dice you roll per burst. A character is permitted one burst per action sequence. Example: Fred is firing his M177 at a squad of German soldiers (they stole his last two cans of soup). These soldiers are at Medium range from his weapon (~ 60 meters away). The M177's Rof is 5, so Fred rolls 5d12 to hit. He must roll an eight or higher to hit these soldiers.



Attributes

    Each character is summarized by six basic attributes: Strength, Constitution, Agility, Education, Charisma, and Intelligence. Attributes cannot exceed 10, and must be at least 1. There are two ways to determine what skill levels you're character has: random generation or allocation.

Random Generation: Player's may roll 2d6-1 for attributes. Rolls resulting in 11 (a roll of six on either die) count as a 10. Player's may roll seven times, discarding the lowest of the seven rolls. If the sum of all the rolls is less than or equal to 34, the player can roll all over again, discarding all previous rolls. The player may distribute the resulting rolls to whichever attribute he would like.

Allocation: The player has 38 points to distribute. [Optional: All character's must have at least a four constitution- all attributes may be equal, save for Constitution whose role far exceeds any other]

What the attributes mean:

  Strength (STR): A character's muscular power. The greater the character's strength, the more able she is to lift heavy loads, carry more equipment without becoming encumbered, and do greater damage in unarmed melee attacks. To a lesser extent, Strength also helps determine hit capacity.

  Constitution (CON): This is the character's general state of health and stamina. Excelling in this area allows character's to travel through difficult terrain for long periods of time without allowing tired muscles to slow down progress. This allows helps resist disease and helps determine hit capacity.

  Agility (AGL): This trait determines the character's speed and coordination. This attribute allows character's to perform highly athletic/acrobatic acts, and modifies a character's initiative rating. Agility also determines a character's success at performing multiple, or physically complicated tasks.

  Education (EDU): Education determines a character's knowledge in an academic setting. This helps character's pursue particular civilian/military careers.

  Charisma (CHA): Charisma is the general appearance and manner of a character. This attribute can come into a variety of uses during role-playing intensive adventures. Character's with a high charisma attract people naturally, are trusted more readily, and are able to seduce NPC's easily.

  Intelligence (INT): This attribute is a measure of the character's ability to perform abstract reasoning. Excelling in this trait allows character's to understand and learn new things easily. Character's with a high intelligence are usually less gullible than those with a lower intelligence, and are thus more difficult to fool.

Specialization: If a character has a nine or ten in any attribute, he may choose to specialize in a particular facet of that attribute. This specialization should be used with experienced role-players only, however novices may participate if the referee thinks it appropriate. For example: Greg has a 10 Agility and choose to have steady hands as a speciality. The referee could decide that this gives Greg a +1 to all aimed shots. Specialties should add too, not interfere with, the list of skills: Samantha who has a 9 Education should not be able to specialize in Chemistry, if she does not have anything already in that score.
  The following list are some suggestions for attribute specialization:
Strength: Powerful, Body-builder, Gargantuan
Constitution: Tireless, Tough, Meditation
Agility: Reflexes, Balance, Steady hand
Education: Tactics, Logistics, Psychology
Charisma: Bold Demeanor, Sexy, Honesty
Intelligence: Creative, Memory, Brilliant



Experience

    Experience consists of skills acquired by character's before the age of 17. Personality, and character history should somewhat coincide with what skills are chosen below. A player may choose four of the following skill areas, and assign two points to each skill chosen. Referee's may alter this list, but player's should not be allowed an abundance of things to choose from (No more than 12 skills).

Table 3: Background Skill List

  • Language
  • Swimming
  • Wheeled Vehicle
  • Computer
  • Melee Combat
  • Horsemanship
  • Fishing
  • Small Arms*
  • Small Boat
  • Motorcycle
  • Tracking
  • Farming

* Small Arms is only available to American character's.


Terms

    Now you're players need to determine how many terms they are going to serve. Terms are three year periods, beginning at the character's age of 17. In a given term, a player may choose to get a civilian job, pursue an education, or enlist in the military. In whichever career the player chooses, her character attains a certain amount of points per term, to be distributed however she likes in a given list of skills.

    There are two ways to determine how many terms a character will serve before 'war breaks out'. The player can roll 1D12 at the end of each turn, if the resulting number is equal to, or less than the term the character is serving, then war breaks out. Once war does begin, the character can opt for another term 'under fire'. In this last term, the player's receive twice the number of allocation points they would normally receive (however they are not allowed secondary activities). The only reason a character wouldn't want another term, is to avoid the affects of aging. The second method is a bit more simple, and perhaps better for novice players. Player's can roll 1D4 + 4 to determine terms. This way all character's have at least 5 terms and at most 8.

    No matter what a character does during his terms, he should enlist in the military his last term. The referee can opt otherwise, of course. If a character does enter the military, he will receive basic training, as well as the first term skills of whichever branch he enlists into.


Careers

    Your character is now ready to choose which career's he would like to follow. Mitch Berg's page Contains a complete listing of career discriptions:
Civilian
Army
Navy
Air Force
Marines
Special Forces
    Here are some supplements to the material above, as well as some optional rules in Careers.

Spetsnaz Commando skill listing

Israeli Character Generation

French Foreign Legion skill listing

More Skills per term: This is most useful for those of you running a game with only one or two players. In this instance, skills will be few and far between, and you might want to consider giving your player's an edge. All careers offer 6 points per term, special forces units offer 8.

Becomming an Officer: To become an Officer, in addition to an Education of 6 or higher, you must also have an Intelligence of 5 or greater.

Changes in the Entry requirements:
Mountain Infantry: Strengh 5, Agility 7, Constitution 8

Airborne: Constitution + Agility 14

Ranger: Constitution + Strength + Agility + Intelligence 28

Special Forces: Strength+Constitution+Agility+Intelligence 30

SeAL: Strength+Constitution+Agility+Intelligence 34





Part Two