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).
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: 1At 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.
Location Die roll Head 1 Chest 2 or 3 Abdomen 4 Left/Right Arm 5/6 Left/Right Leg 7/8
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.
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
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.
CivilianHere are some supplements to the material above, as well as some optional rules in Careers.
Army
Navy
Air Force
Marines
Special Forces
Mountain Infantry: Strengh 5, Agility 7, Constitution 8Airborne: Constitution + Agility 14
Ranger: Constitution + Strength + Agility + Intelligence 28
Special Forces: Strength+Constitution+Agility+Intelligence 30
SeAL: Strength+Constitution+Agility+Intelligence 34