| GM BrOp |
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OK, given that there seems to be sufficient interest, we're moving recruitment and character creation from the Interest Check thread over here to an official recruitment thread.
Those of you who have already begun the character creation process, please move your PCs over here so that we can have everything together in one place.
I am also reposting my game introduction here for the sake of completeness behind spoiler tags:
"Twilight: 2000 is a roleplaying game about survival in mankind’s most desperate hour. In the year 2000 of a history that took a different turn from our own, the world is ravaged by war.
Yet, in this very bleak world, there is still hope. Mere survival is not enough. In the midst of utter destruction, you can start to build something new. Rally more people to your ranks. Stake a claim and protect it. And maybe, if you live long enough, start turning the tide."
"Each player in this game except one takes the role of a player character (PC). It might be a soldier from the now scattered US forces in Europe, but it can also be a soldier of another nationality, or even a civilian. In the fallen world of Twilight: 2000, it doesn’t matter where you come from. It’s your actions from this day forward that will define who you are."
"In Twilight: 2000, there is no one to hold your hand and show you where to go in a world engulfed by war. It is up to you and the other players to decide where to go, together. The Referee will place encounters, NPCs and tough challenges in your path, but in the end, the stories of this game are created by you. They are not written down beforehand. You have control over your PCs’ lives – and there is plenty to do:"
"STAY ALIVE
Your most immediate goal in Twilight: 2000 is to survive. You will need to scrounge for food, ammunition and fuel for your vehicle from day one. You’re in hostile territory surrounded by enemy soldiers and marauders who will try to kill you on sight and take what’s yours. You need to keep moving, stay alert, and be prepared to fight for your life every day."
"HELP THOSE IN NEED
You might be alone and on the run, but at least you have weapons to protect yourselves and the skills to use them. On your travels, you will meet people in even more dire straits than you. Starving refugees with nothing but the clothes on their backs, civilians terrorized by some local warlord. It is up to you and your conscience whether to help those in worse need than yourselves, or leave them to their fate."
"SEARCH FOR INFORMATION
If you want to stay alive, you’ll need fresh intel – about enemy troop concentrations, other US stragglers, marauders in the area, which bridges are blown and which towns have been hit by tactical nukes. Scout ahead, ask around. If you don’t know what you’re walking into, you won’t make it very far."
FIND A SAFE HAVEN
Safety is a rare thing in the world of Twilight: 2000. But there are still some places, few and far between, where a semblance of order remains. Small communities or bases, islands of civilization in a sea of chaos, fighting desperately to protect themselves against the armies and marauders roaming the land. Maybe you can find such a place, and maybe they will let you stay there, at least for a while."
"STAKE A CLAIM
Maybe one day, you can stop running. When you’ve gathered enough resources and found a location safe enough, you can create your own sanctuary in a world of war – a home base. The start of something new in the ruins of the old. But be warned, enemies will come knocking and you will need to fight to defend what’s yours."
"FIND A WAY HOME
If your character is a soldier in a foreign land, you might be looking for a way to return home. It’s probably nothing but a pipe dream, but someday, somehow, maybe you can make it back."
"RESET THE WORLD
The world has gone to hell, and most days are just about making it to the next alive. But what if there could be a way back? To heal the world, to re-awaken of civilization as we knew it? Mad prophets preach of a new dawn, rumors by campfires whisper of mysterious plans for rebooting the world. It’s probably all fairy tales, but what if some of it is true? What if the world can still be saved?"
I believe the three players you have already expressed interest (Daniel Stewart, Seth86, and Jacob Trier) have access to the Free League rulebooks. If this is incorrect, please let me know now. Also please let me know which other Free League T2000 books you have access to. If you have access to any of the other versions of the game, please let me know this as well. This will help me to know what stuff I have to post here and what I can just refer to by publication name and page number.
You do not need access to these rules to play the game. Those of us who DO have access to the rules will endeavor to teach anyone interested enough of the rules to (hopefully) feel comfortable with them.
Some additional things that I've already decided about the game:
1) We're setting the campaign in Poland following the failure of OPERATION RESET.
2) You can either use the lifepath or the archetype character creation system.
3) We can play a group that is a mix of military/civilian or just military.
4) While combat is certainly a part of the game, most of the time will be spent RPing and developing the setting details. If you are not a big fan of RPing then this is probably not the game for you.
5) Once the IC portion of the game begins, I hope that everyone can make the effort to check the messageboards at least once a day during the week and once on weekends and post something. If you don't have any action you feel you want to take, why not start or continue a conversation with another PC or NPC, or even post thoughts that help flesh out your PC's mindset, plans, etc? Everything helps in telling the story of these people. Having said that, RL obviously happens, but let us know when it does (if you are able).
Daniel Stewart
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OK...here is my character from the other thread.
ATTRIBUTES & SKILLS
STR: A (D12)
Close Combat: A (D12)
Heavy Weapons: -
Stamina: -
AGL: A (D12)
Driving: D (D6)
Mobility: D (D6)
Ranged Combat: A (D12)
INT: B (D10)
Recon: D (D6)
Survival: D (D6)
Tech: -
EMP: C (D8)
Command: C (D8)
Medical Aid: D (D6)
Persuasion: -
COMBAT STATS
Hit Capacity: 6
Stress Capacity: 5
Coolness Under Fire (CUF): A (D12)
Rank: Master Sergeant
Permanent Rads: 2
SPECIALTIES
Launcher Crew: +1 modifier to HEAVY WEAPONS rolls for firing grenade launchers and missile launchers.
Mart[/ial Artist: Your unarmed close combat attacks have a crit threshold of 3 instead of 4.
Paratrooper: +1 modifier to MOBILITY rolls for skydiving, as well as for reducing damage from falling.
Ranger: +1 modifier to STAMINA rolls made for marching, resisting hypothermia, and other hardships.
Rifleman: +1 modifier to RANGED COMBAT rolls for firing assault rifles, carbines, submachine guns, and shotguns.
SERE Training: +1 modifier to STAMINA rolls made to resist interrogation, Psy Ops, bluffing, and torture effects.
Sniper: +1 modifier to RANGED COMBAT rolls for firing sniper rifles and hunting rifles.
GEAR
Assault rifle or sniper rifle
Any pistol or D6 hand grenades or rifle-mounted grenade launcher
D6 reloads for each weapon
Binoculars or night vision goggles
Flak jacket and helmet
Knife
Personal medkit
Backpack
D6 rations of food, D6 rations of water, D6 rounds of ammo
CAREER PATH
Childhood: Military Family (Ranged Combat) -> Martial Artist
Term 1 (Age 18-22): Combat Arms (Ranged Combat, Close Combat) -> Launcher Crew
Term 2 (Age 22-24): Special Operations (Close Combat, Ranged Combat) -> SERE Training
Term 3 (Age 24-27): Special Operations (Recon, Survival)
Term 4 (Age 27-29): Special Operations (Ranged Combat, Command) -> Sniper
Term 5 (Age 29-34): Paramilitary (Mobility, Driving) -> Rifleman
Term 6 (Age 34-39): Special Operations (Close Combat, Command) -> Paratrooper
At War (Age 39): Close Combat, Medical Aid -> Ranger
MASTER SERGEANT JAMES "JIM" BARR
Canadian Special Operations
Age: 39
"The Ghost of the Vistula"
BACKGROUND
Jim Barr was born into a military family in Petawawa, Ontario. His father served with the Princess Patricia's Canadian Light Infantry, while his mother worked as a military nurse. Growing up on military bases taught him discipline, self-reliance, and adaptability from an early age.
Enlisting at eighteen, Barr entered the Canadian Armed Forces as an infantryman. He quickly earned a reputation as an exceptional marksman and capable leader. His natural talent with rifles and grenade launchers, combined with an unwavering calm under pressure, led to selection for Canada's special operations community.
Over the next two decades, he served around the world, completing advanced sniper training, SERE school, airborne qualification, and numerous classified deployments. Barr became an expert scout, survivalist, and reconnaissance specialist capable of operating independently for weeks at a time.
When war erupted between NATO and the Warsaw Pact, Barr was deployed to Europe as part of a Canadian special operations task force attached to NATO commands in West Germany. During the early stages of the conflict, he conducted deep reconnaissance missions behind enemy lines, directed artillery strikes, and hunted Soviet command personnel.
As the war escalated into nuclear exchanges, the mission changed from winning battles to surviving catastrophe. Tactical nuclear strikes shattered supply networks and command structures. Entire units disappeared overnight. Barr survived several near misses, receiving minor radiation exposure while continuing to lead missions in the increasingly chaotic battles across Poland.
During the disastrous final stages of Operation Reset, his reconnaissance team was ambushed near the Vistula River. Most of the unit was killed or scattered. With their officers dead, Barr assumed command and led a multinational group of survivors through the devastated Polish countryside, fighting marauders, deserters, hostile militias, and isolated Soviet forces.
Today, organized military authority is little more than a memory. Barr still wears his rank, but his mission has changed. He no longer fights for victory. He fights for the people depending on him to survive another day.
PERSONALITY
• Quiet, disciplined, and professional.
• Leads by example rather than force of personality.
• Deeply loyal to the soldiers under his command.
• Pragmatic but not cruel.
• Believes civilization can still be rebuilt despite everything that has been lost.
MORAL CODE
"Leave no one behind."
Barr believes the collapse of nations began when leaders stopped taking responsibility for the people under their care. He refuses to abandon wounded comrades, helpless civilians, or those who have placed their trust in him.
Even when logic says retreat, Barr will often risk himself to recover survivors. Every person left behind is a failure he carries with him.
Will not willingly abandon wounded allies.
• Protects civilians whenever possible.
• Despises leaders who sacrifice subordinates for personal gain.
• Accepts personal risk to save others.
BIG DREAM
"Build a place where the war ends."
Barr no longer believes the old governments are coming back. Instead, he dreams of helping establish a secure settlement where soldiers and civilians can rebuild their lives.
Whether in Poland, Germany, or one day back in Canada, his goal is to create a community with food, security, and hope for the future. A place where children grow up hearing church bells and laughter rather than artillery and gunfire.
To Barr, restoring civilization starts with protecting one village, one family, and one generation at a time.
REPUTATION
Among NATO survivors, Jim Barr is known as "The Ghost of the Vistula."
Stories tell of a Canadian sniper who appears from the forests when people are in trouble. Some claim he rescued trapped NATO soldiers from a Soviet encirclement. Others swear he eliminated an entire bandit gang with a handful of shots before disappearing into the woods.
Barr rarely talks about any of it. As far as he is concerned, he is simply doing his job.
QUOTE
"The old world is gone. Doesn't mean we're done building a new one."
| Seth86 |
ATTRIBUTES & SKILLS
STR: B (D10)
Close Combat: -
Heavy Weapons: -
Stamina: -
AGL: B (D10)
Driving: C (D8)
Mobility: -
Ranged Combat: C (D8)
INT: A (D12)
Recon: -
Survival: B (D10)
Tech: A (D12)
EMP: D (D6)
Command: -
Medical Aid: -
Persuasion: -
COMBAT STATS
Hit Capacity: 5
Stress Capacity: 5
Coolness Under Fire (CUF): B (D10)
Rank: Sergeant
Permanent Rads: 6
SPECIALTIES
- Gunsmith: +1 modifier to TECH rolls for repairing firearms.
- Improvised Munitions: +1 modifier to TECH rolls for making zip-guns and IEDs.
- Interrogator: +1 modifier to PERSUASION rolls when extracting information from a prisoner.
- Mechanic: +1 modifier to TECH rolls for repairing engines, vehicles, generators, and pumps.
- Psy Ops: +1 modifier to PERSUASION rolls for changing someone's mind about a particular issue.
- Scrounger: +1 modifier to SURVIVAL rolls for scrounging.
GEAR
- Assault rifle
- D6 reloads
- Flak jacket and helmet
- Knife or D6 hand grenades
- Personal medkit
- MOPP suit or manpack radio
- Backpack
- D6 rations of food, D6 rations of water, D6 rounds of ammo
CAREER PATH
Childhood: Working Class (Tech) -> Mechanic
Term 1 (Age 18-22): Mechanic (Tech, Driving) -> Scrounger
Term 2 (Age 22-25): Mechanic (Tech, Driving) -> Gunsmith
Term 3 (Age 25-28): Combat Support (Ranged Combat, Survival) -> Interrogator
Term 4 (Age 28-29): Combat Support (Survival, Tech) -> Psy Ops
At War (Age 29): (Ranged Combat, Survival) -> Improvised Munitions
Quickly copied before heading out to work
| Jacob Trier RPG Superstar 2012 Top 16 |
Alright, finally had time to look at some character creation.
Right now, I'm working on fleshing out a female Swedish army doctor. She's someone who can keep people functioning, both physically, psychologically and logistically.
This is from playing around with the lifepath generator. Backstory and final touches incoming.
BRITTA LINDSTRÖM
Swedish | Age 38 | Korpral (Corporal/Specialist)
ATTRIBUTES & SKILLS
STR D (D6)
- Close Combat: —
- Heavy Weapons: —
- Stamina: C (D8)
AGL C (D8)
- Driving: D (D6)
- Mobility: —
- Ranged Combat: D (D6)
INT B (D10)
- Recon: —
- Survival: D (D6)
- Tech: D (D6)
EMP A (D12)
- Command: D (D6)
- Medical Aid: B (D10)
- Persuasion: B (D10)
COMBAT & CONDITION
- Hit Capacity: 4
- Stress Capacity: 6
- CUF: C (D8)
- Rank: Korpral (Corporal/Specialist)
- Permanent Rads: 2
SPECIALTIES
- Counselor: +1 modifier to MEDICAL AID rolls for counseling a person suffering from long-term mental trauma.
- Field Surgeon: +1 modifier to MEDICAL AID rolls for treating critical injuries.
- Quartermaster: +1 modifier to SURVIVAL rolls for making camp and establishing a home base.
- Ranger: +1 modifier to STAMINA rolls made for marching, resisting hypothermia, and other hardships.
GEAR
- Assault rifle
- D6 reloads
- Flak jacket and helmet
- Knife or D6 hand grenades
- Personal medkit
- Basic tools
- Vehicle tools or weapon tools or surgical instruments
- Backpack
- D6 rations of food
- D6 rations of water
- D6 rounds of ammunition
Childhood — Small Town
Survival → Quartermaster
Term 1, Age 18–23 — Sciences
Stamina, Driving
Term 2, Age 23–26 — Sciences
Tech, Stamina
Term 3, Age 26–31 — Doctor
Medical Aid, Persuasion
Term 4, Age 31–36 — Doctor
Medical Aid, Persuasion → Counselor
Term 5, Age 36–38 — Combat Service Support
Ranged Combat, Medical Aid → Field Surgeon
At War, Age 38
Command, Persuasion → Ranger
Medical Aid: D12 + D10
Medical Aid — Critical Injury (Field Surgeon): D12 + D12
Persuasion: D12 + D10
Command: D12 + D6
Survival: D10 + D6
Survival — Camp/Home Base (Quartermaster): D10 + D8
Tech: D10 + D6
Recon: D10
Ranged Combat: D8 + D6
Driving: D8 + D6
Stamina: D6 + D8
Stamina — Ranger situations: D8 + D8
Mobility: D8
Counseling long-term trauma: D12 + D12
| GM BrOp |
GM BrOp wrote:Still have plenty of room in this game in case someone new wants to join. We just started IC play today!If "Still have plenty of room" is still true, I'll dot this at very least. IIRC I have the rulebook from some Free League bundle
Definitely still true. We're getting a slow start, but it's going, and could always use more firepower.
| Britta Lindström |
-Karma- wrote:Definitely still true. We're getting a slow start, but it's going, and could always use more firepower.GM BrOp wrote:Still have plenty of room in this game in case someone new wants to join. We just started IC play today!If "Still have plenty of room" is still true, I'll dot this at very least. IIRC I have the rulebook from some Free League bundle
And someone who speaks Polish/Russian and English
| GM BrOp |
Cool! 4th edition, right? Maybe that’s the only one from Free League.
I’ll try to come up with some character ideas. Does the party ”need” any particular archetype?
Yes, the 4th edition is the Free League version.
The group currently has a master sergeant/sniper, a medic, and a mechanic. You are free to create anything, however.
-Karma-
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Right, first ideas for characters who speak Polish:
-Kid, who has lost everything due to the war, just trying to survive (recon/survival)
-CIA agent, infiltrating as Polish/Russian, stuck behind the enemy lines
-Gunner from Polish army, lost his unit (for more dakka, if needed)
I’ll keep playing with the life paths for the latter two options.
| Britta Lindström |
Right, first ideas for characters who speak Polish:
-Kid, who has lost everything due to the war, just trying to survive (recon/survival)
-CIA agent, infiltrating as Polish/Russian, stuck behind the enemy lines
-Gunner from Polish army, lost his unit (for more dakka, if needed)I’ll keep playing with the life paths for the latter two options.
Britta, the Swedish doc has mentioned in-gane that she had a Polish escort with her on the way to the intro scene, so you could play off that if you go with the gunner.
| Wojciech Wójcik |
Right... one Polish escort coming up (sounds funny out of context)
Stats in profile, copied here for convenience (built with https://talonk.github.io/t2k4e-creator/, I hope it did everything correct)
Wojciech Wójcik
Polish | Age 34 | Starszy kapral / Plutonowy (Sergeant)
ATTRIBUTES & SKILLS
STR A (D12)
- Close Combat: C (D8)
- Heavy Weapons: B (D10)
- Stamina: C (D8)
AGL B (D10)
- Driving: -
- Mobility: D (D6)
- Ranged Combat: D (D6)
INT C (D8)
- Recon: —
- Survival: D (D6)
- Tech: -
EMP C (D8)
- Command: -
- Medical Aid: -
- Persuasion: D (D6)
COMBAT & CONDITION
- Hit Capacity: 6
- Stress Capacity: 4
- CUF: A (D12)
- Rank: Korpral (Corporal/Specialist)
- Permanent Rads: 5
SPECIALTIES
- Brawler: +1 modifier to CLOSE COMBAT rolls in unarmed close combat.
- Builder: +1 modifier to STAMINA rolls made for base building.
- Launcher Crew: +1 modifier to HEAVY WEAPONS rolls for firing grenade launchers and missile launchers.
- Ranger: +1 modifier to STAMINA rolls made for marching, resisting hypothermia, and other hardships.
- Machinegunner: Gives a +1 modifier to HEAVY WEAPONS rolls for firing all types of machine guns.
- Rifleman: +1 modifier to RANGED COMBAT rolls for firing assault rifles, carbines, submachine guns, and shotguns.
GEAR
- Assault rifle, LMG or ATRL
- D6 reloads
- Flak jacket and helmet
- Knife or D6 hand grenades
- Personal medkit
- Backpack
- D6 rations of food, D6 rations of water, D6 rounds of ammo
CAREER PATH
Childhood: Working Class (Close Combat) -> Brawler
Term 1 (Age 18-22): Construction (Stamina, Close Combat) -> Builder
Term 2 (Age 22-28): Combat Arms (Ranged Combat, Heavy Weapons) -> Machinegunner
Term 3 (Age 28-31): Combat Arms (Heavy Weapons, Stamina) -> Rifleman
Term 4 (Age 31-34): Combat Arms (Heavy Weapons, Mobility) -> Launcher Crew
At War (Age 34): (Persuasion, Survival) -> Ranger
Jesse Heinig
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Jesse Heinig wrote:Ah, just now saw this thread pop up. Mind if I watch along? I'm an old-time T2K vet and I do have the FL version.Certainly. You're welcome to join in too, if you want. We're just getting started.
Well, I'd want the GM to weigh in! I have some questions, which I'll ask in the Discussion thread, as it looks like that was moved over.