
Twilight 2000…. The Regiment…. these games DO fascinate me, even though I can’t explain the reason. Regardless. I’m using my FKR Trav rules as base and go from there.
The Situation
Something happened. Nuclear war. Or another catastrophic event that destroyed society, governments and the world as we know them. You are a group of former military and/or civilians trying to get by… or to get home.
Character Creation
Name your character. You can get hit about 4 times. The referee determines the gravity of a hit. Guns reduce your hits by at least 2 points. Your referee may decide to keep your exact number of hits to themselves.
Attributes
Roll 1d6 twice. Effects are cumulative.
- You are strong.
- You are dextrous.
- You are tough.
- You are smart.
- You are educated.
- Pick one of the above.
Service
Roll 1d8:
- Navy
- Marines
- Army
- Air Force
- Civilian
- Civilian
- Civilian
- Civilian
Rank
Roll 1d6:
- Navy:
Roll a d6
1: Ensign.
2: Lieutenant.
3: Lt Cmdr.
4: Commander.
5: Captain.
6: Admiral. - Marines:
Roll a d6
1: Second Lieutenant.
2: Captain.
3: Major.
4: Lt Colonel.
5: Colonel.
6: General. - Army:
Roll a d6:
1: Second Lieutenant.
2: Captain.
3: Major .
4: Lt Colonel.
5: Colonel.
6: General - Air Force:
Roll a d6:
1: Second Lieutenant.
2: Captain.
3: Major.
4: Lieutenant Colonel.
5: Colonel.
6: General. - – 8. Others
Roll 1d6 for “rank”. This will be used to determine your skills.
Skills
Roll as many skills as you have Rank. You can pick the same skill multiple times – each time you choose it, you get a little bit better at it.
Navy
- Ship‘s boat
- Fwd Obsvr
- Gunnery
- Blade Cbt
- Gun Cbt
- Mechanical
- Electronic
- Engineering
- Medical
- Navigation
- Computer
- Pilot
- Admin
- Strong
- Dextrous
- Tough
- Smart
- Educate
- to 20. roll again
Marines
- Blade Cbt
- Gun Cbt
- Vehicle
- Mechanical
- Electronic
- Tactics
- Medical
- Computer
- Leader
- Admin
- Strong
- Dextrous
- Tough
- Gambling
- Brawling
- to 20. roll again
Army
- Vehicle
- Mechanical
- Electronics
- Tactics
- Blade Cbt
- Gun Cbt
- Medical
- Computer
- Leader
- Admin
- Strong
- Dextrous
- Tough
- Gambling
- Educated
- to 20. roll again
Air Force
- Pilot
- Fwd Obsvr
- Gunnery
- Blade Cbt
- Gun Cbt
- Mechanical
- Electronic
- Engineering
- Medical
- Navigation
- Computer
- Pilot
- Admin
- Strong
- Dextrous
- Tough
- Smart
- Educate
- to 20. roll again
Civilians
- Vehicle
- Gambling
- Brawling
- Bribery
- Blade Cbt
- Gun Cbt
- Streetwise
- Mechanical
- Electronics
- Gambling
- Brawling
- Forgery
- Medical
- Computer
- Strong
- Dextrous
- Tough
- to 20. roll again
Possessions
Roll one melee and one firearm.
Melee
- Dagger
- Knife
- Machete
- Club
- Stick
- Hammer
- Ax
- Baseball bat
Firearm
- Carbine
- Rifle
- Auto Rifle
- Shotgun
- SMG
- Revolver
- Pistol
- pick one
Armor
Roll 1d6+Rank. If you roll 7 or more, you also start with armor. This can be a kevlar vest, or ceramic body armor.
As a group, you get a vehicle.
Roll 1 d12:
- Bicycles
- Motorbikes
- Horses
- Hum-Vee
- UAZ-469 (Eastern Bloc jeep)
- 3/4-ton pickup Truck
- 2.5 Ton Truck
- 5-ton Truck
- Civilian Car
- Hovercraft
- to 12. no vehicle
Where do you come from?
Flip a coin (heads=1, tails=2) and roll a d12
1-1. Albania
1-2 Belgium
1-3 Bulgaria
1-4 Canada
1-5 Czech Republic
1-6 Denmark
1-7 Finland
1-8 France
1-9 Germany
1-10 Greece
1-11 Hungary
1-12 pick one
2-1 Italy
2-2 Ex-Yogoslavia
2-3 Lithuania
2-4 The Netherlands
2-5 Norway
2-6 Poland
2-7 Romania
2-8 (Former) Soviet Union
2-9 Turkey
2-10 United Kingdom
2-11 United States of America
2-12 pick one
RULES
Love the characters. Respect the genre. Trust your gut feeling. Try to resolve every action by using common sense. Clarify your players’ intentions, then make a judgment. Feel free to knock out or injure a character if the narration and common sense warrant it. If in doubt, go with the first idea that comes to your mind. If you want to roll dice, ref rolls 2d6 vs. the player’s 2d6.
You can also work with a single target number: 8. Add +1 for each advantage you have (or even +2 if the advantage is huge), and subtract 1 for each disadvantage you have (or subtract 2 if your disadvantage is huge). Try to roll 8 or more to succeed.