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 Criminal

"Minneapolis/Saint Paul is the city. Metropolitan population in 2001, 600 thousand. Of those, perhaps ten thousand are criminals—they are the only ones to have profited from complete collapse of civilization.

"So I'm pretty darn glad I'm one of them."

Criminal

A basic street hood, ranging from petty thief, kneebuster for a syndicate, or gang member.

 Entry: None.

First Term Skills: A total of six levels from any one or a combination of the following:

  • Melee Combat
  • Intrusion
  • Disguise
  • Forgery
  • Small Arms (Pistol)
  • Ground Vehicle (Wheeled)

Subsequent Term Skills:

  • Melee Combat
  • Lockpick
  • Disguise
  • Forgery
  • Small Arms (Pistol)
  • Ground Vehicle (Wheeled)
  • Small Arms (Rifle)
  • Combat Engineer
  • Language
  • Stealth
  • Scrounging
  • Thrown Weapon

 

 Contacts: One per term, Criminal or Law Enforcement. On a roll of 10 on 1D10, the contact will be foreign.

Special: If more than one term is served, add +1 to initiative.

Also, roll once per term versus Intelligence to avoid capture. If unsuccessful, the next career choice must be prison.

If war breaks out at the same time the character is caught, he is drafted instead of going to prison.

Organized Crime

A businessman involved in illegal activities like narcotics, prostitution, racketeering, and contract violence.

Entry: Intelligence + Charisma 10+

First Term Skills: The character receives the following skills in the first term:

  • Persuasion 2
  • Unarmed Martial Arts 1
  • Interrogation 2

Subsequent Term Skills: A total of two levels from any one or a combination of the following:

  • Leadership
  • Scrounging
  • Interrogation
  • Intrusion
  • Persuasion
  • Unarmed Martial Arts
  • Armed Martial Arts
  • Ground Vehicle (Wheeled)
  • Civilian Small Arms
  • Forgery

Contacts: Four per term, Criminal, Business or Government. Roll D10, 8+ for contact to be foreign.

Special: For accumulated money, roll D10 against intelligence.

Success means character has quintuple normal amount of money.

Failure means character has no money and spends the next term in prison.

Catastrophic failure means character begins game with no money, and spends next D6/2 terms in Prison.

Outstanding success means that character begins game with (D10 x D10) x normal amount of money and may join the Idle Rich next term. He is a "Don", a "Godfather".

PRISON

Entry: Forced due to capture while engaged in criminal activity.

Skills: A total of four levels from any one or a combination of the following:

  • Unarmed Martial Arts
  • Intrusion
  • Disguise
  • Forgery
  • Scrounging

Contacts: Two per term, criminal.

Special: Released after one term.

PROSTITUTE

This career should be self-explanatory...

Entry: No prerequisites

First Term Skills: The character receives the following skills in the first term:

  • Persuasion 2
  • Disguise 1

Subsequent Term Skills: A total of two levels from any one or a combination of the following:

  • Persuasion
  • Disguise
  • Unarmed Martial Arts
  • Small Arms (Pistol)

Contacts: Three Per Term, Criminal, Law Enforcement or Business.

Special: During wartime (Twilight only), character starts game with 100 x (D10 x (Charisma+Persuasion)) dollars.

PIMP

Entry: No prerequisites.

Skills: Player gets four in the first term, and selects from this list for subsequent terms:

  • Persuasion
  • Unarmed Martial Arts
  • Ground Vehicle (Wheeled)
  • Small Arms
  • Armed Melee Combat
  • Intrusion

TERRORIST

One who works for a political organization, seeking to impose that organization's agenda on the larger community by the application of terror, both focused and indiscriminate.

Entry: Intelligence+Education 12+

First Term Skills: The character receives the following skills in the first term:

  • Small Arms 1
  • Disguise 2
  • Persuasion 1

Subsequent Term Skills: A total of three levels from any one or a combination of the following:

  • Small Arms
  • Autogun
  • Grenade Launcher
  • Climbing
  • Disguise
  • Warhead
  • Forgery
  • Persuasion
  • Ground Vehicle (Wheeled)
  • Electronics
  • Combat Engineering

Contacts: Two per term, Criminal, Terrorist, or Government. Roll D10 for 7+ for contact to be foreign.

 Special: Roll against Intelligence each termif character fails, he does a term in "Prison".

 

 

 

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