Character Creation
System in use: Twilight: 2013
Character creation
Special forces career
Special Forces - Elite Infantry
2 year per term
Benefits: 12 points of professional skills, no more than 4 total in any one skill.
• Aquatics/SCUBA
• Climbing
• Command
• Construction/Demolition
• Deception
• Driving
• Electronics
• Fieldcraft
• Freefall/Tactical
• Hand-to-Hand/Grappling
• Hand Weapons
• Instruction
• Intimidation
• Language (any cascade)
• Longarm
• Medicine/Surgery
• Persuasion
• Security
• Sidearm
• Special Equipment (any cascade)
• Streetcraft
• Support Weapons/Guided
• Tactics
Attributes: Any except Personality.
You may spend 4 professional skill points to raise onelisted attribute by 1 point (6 points if the new value is over 10). You can make this expenditure for one or more listed attributes, but you may not increase any attribute by more than 1 point per pass through a phase.
Special Rules: Elite Infantry provides no personal skill points.
A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
— Robert A. Heinlein, Time Enough for Love
Starting age: 25
Gender: Male
Nationality: US
Background: Millitary
Starting skills:
Aquatics/SCUBA
Climbing
Command
Construction/Demolition
Deception
Driving
Fieldcraft
Freefall/Tactical
Gunnery
Hand-to-hand
Hand weapons
Instruction
Intimidation
Longarm
Medicine
Persuassion
Security
Sidearm
Streetcraft
Support Weapons
Tactics
Language (Eng)
8
8
4
3
3
4
8
7
3
8
6
3
3
8
4
3
3
8
5
3
6
6
Starting abillities:
Awareness
Coordination
Fitness
Muscle
Cognition
Education
Personality
Resolve
OODA
CUF
8
8
10
9
8
5
5
10
7
7
Before the first term in Special Forces, players must distribute (9 + Cognition) skill points among background skills, with no more than 3 points in any skill except each chosen Language cascade. You must allocate at least 3 points to one Language cascade. All points placed in any Language cascade count double during this step (and only this step). Any Language cascade receiving at least 3 points (doubled to 6) is a native language. You MUST have at least two native languages to qualify for Special Forces.
If you wish, you may purchase any of the listed qualifications (marked by a /. Example: /SCUBA) for 3 points each. No other qualifications are available during this step.
Players must also distribute 3 points among any attributes (10+ cost 2 points)
The Character then gains the 18X MOS and takes 1 term (2 years) in the Special Forces. After the first term, the character must choose ONE of the following MOS: 18B, 18C, 18D, 18E,18F or 18O. Be sure to check MOS requirements.
NOTE: 18O may only be selected if a player has EDU 7+ and wants to become Officer
Player generated characters start after 1st term.
Background skills:
Agriculture
Animal Husbandry
Aquatics/SCUBA
Archery
Artisan (any cascade)
Aviation
Climbing
Command
Computing/Programming
Construction
Deception
Driving/Heavy, /Motorcycle
Electronics
Fieldcraft
Hand-to-Hand/Grappling
Hand Weapons/Grappling
Instruction
Intimidation
Language (any cascade)
Longarm
Mechanics
Medicine
Mounts
Performance (any cascade)
Persuasion
Security
Sidearm
Streetcraft