Ah, Twilight:2000. See, kids, when I was your age, we were sure there would be another World War, and it would be with the Soviets. So sure, in fact, that when we were doing our schedules for sophomore year I decided to sign up for our pilot program by which we would take Russian via satellite. I thought it would be a useful skill in a military career.
I had read and owned some books for the first edition of Twilight:2000, but we played the 2nd Edition throughout High School. The original 2e came out in 1990, which was my sophomore year coincidentally, but the original had been around since 1984. The Steve Venters artwork for the vehicles in the first edition vehicle guides alone was worth the price of admission. I can skill see the Cadillac Gage Stingray tank with "Pink Cadillac" painted on the side. Also, the M1A3 "Giraffe" style tank, and the LAV-75 that never was.
Being in Marine Corps JROTC at the time, myself and most of my game group were keenly interested in games with military themes. Robotech was a favorite, Battletech of course, and even our Star Trek games had a distinctly Nicholas Meyer feel to them, more Navy than most Trek films or episodes. Twilight: 2000 was a shoe-in when the revised edition arrived at King's Hobby Shop. We were all in. At this point in time, GDW was developing their own house system, which eventually appeared in Traveller: The New Era, Dark Conspiracy, Cadillacs And Dinosaurs, and of course, Twilight:2000.
It's kinda fun that in the Version 2.2 explanation sheet, GDW refers to the revamp of their house system as the D20-system. GRIN. But this version we played quite a bit of that summer, and into the mid-90s. So this is the version for which I'll make a character.
A neat thing about T2K is it uses a very Traveller-esque system of lifepath in 4-year terms, and skills that are picked up along the way. Go too old, and age starts to take its toll. Unlike Traveller, you can't die before the game starts, but you can accrue radiation and combat experience. If you choose to create a civilian character, every tour there is a die roll to see if war breaks out, and when it does, you're drafted. This occurs so all the characters can be in Kalisz for the start of the campaign. So that's what we're going to do. I'm going to make the character I was when I joined the State Guard, an academic working in higher education and then the balloon goes up. Let's see how that works out.
Character Creation
- Strength: 8
- Agility: 5
- Constitution: 1
- Intelligence: 10 (Wow. I rolled a 3 and a 12 back-to-back)
- Education: 3
- Charisma: 4
Now, we select four background skills.
- Spanish: 2
- Computer: 2
- Ground Vehicle (Wheeled): 2
- Unarmed Martial Arts: 2
Well. We hit my first problem. We can't go to undergrad college, because we rolled an Education of 3. So... I guess we're enlisting.
In Basic we pick up the following skills:
- Armed Martial Arts: 0
- Autogun: 0
- Grenade Launcher: 0
- Ground Vehicle: Wheeled 1 (up to 3)
- Small Arms (Rifle): 2
- Swimming: 1
- Tac Missile: 0
- Thrown Weapon: 0
- Unarmed Martial Arts: 1 (up to 2)
We go to Armor AIT and pick up the following skills:
- Autogun: 1
- Ground Vehicle (Tracked): 2
- Heavy Gun: 2
Promotion: Yes! With the INT bonus and 10 on the die, we move up to Specialist-4. Yeah, when this was written, it was still SP4 rather than SPC. I used to get shit when I'd write my own rank as SP4 decades after it was changed. Anyway, we get one contact, and I rolled to see if it was foreign, and it was not. For secondary activity, we take CON+1. The war does not break out this term.
Term 2: Sticking with the Army, and taking night classes. Term 2 gets 5 skills.
- Heavy Gun: +1=3
- Autogun: +1=2
- Ground Vehicle (Tracked): +1=3
- Mechanic: 1
- Observation: 1
Promoted to Sergeant! Huzzah. That means we pick up a level of Leadership, Instruction, and Persuasion from NCO school. Another military contact. +1 EDU as Secondary Activity. War does not break out.
Term 3: One more Army term and we can go to college! 4 skills for Term 3.
- Autogun: +1=3
- Mechanic: +1=2
- Observation: +1=2
- Small Arms (Rifle): +1=3
Promoted to Staff Sergeant. One more military contact. +1 EDU as Secondary Activity. Our soldier is now 29 years old, and wants to get out to go back to college- but a die roll of 2 means war breaks out. So much for that.
Term 4: War breaks out. Automatic promotion to Sergeant First Class (the book calls it Platoon Sergeant, but it hasn't been called that since the 50s. Platoon sergeant is a billet now, rather than a rank and a billet.) 3 Skills.
- Observation: +1=3
- Navigation: 1
- Small Arms (Rifle): +1=4
Roll for promotion: nope. Contact: US military. Secondary Activity +1 CON.
Now we finish things up. 1D6 for Initiative yields a 5. 5D6 for Rads = 15. The character is now 33 years old, so must roll to avoid losing a point of Agility. Roll 1D10, if it's less than the current attribute, lose one point. 5 rolled, 5 Agility, it stays where it is.
We calculate the derived attributes, like throw range, load weight, personal weight, and how many hits we can take to the various parts of our body. We get the US Military basic load- and would have a vehicle if we were making a group of characters. But as a solo character, no vehicle for us. So I guess we are a tanker without a tank. We get $5,000 worth of scavenged equipment per term in the military, so that's $20,000 worth of stuff. It just so happens that the game values a HMMWV at $20,000 exactly, so we just stole one from somewhere. Finding fuel? That's a problem for the day after... erm... The Day After.
The Character
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