City of Angels
Page 45
APPENDIX
CIVILIAN CHARACTERS IN TWILIGHT: 2000
The rules suggestions that follow are not official, but are
provided for player and referee use. They add extra flexibility
and interest to the game,
Civilians outnumber soldiers in the U.S. by a staggering
ratio, Many of these civies are as resourceful, dynamic and
driven as the soldiery. Up until this time, the prospect of
civilians that fight alongside the soldier-boys has been ne-
glected. Rules for civilian player-characters are included
here to rectify the situation. After all, there are a lot more
ciwies than there are troops!
CHARACTER GENERATION
Basic attributes are rolled and recorded normally.
Military Experience Base is determined in the same way,
but instead of subtracting the basic attribute total from 120
the total is subtracted from 70. Time in Combat is calculated
normally - the months in combat represents the amount of
time that the character has been fighting since the destruc-
tion of order in the U.S. Those characters with over 15
months of combat time are old Vietnam veterans or mid-90's
Coolness Under Fire is determined normally.
Rads are determined randomly. Roll 4d6 forthe amount of
radiation the character has absorbed in the nuclear war and
its aftermath.
Age is largely a matter of choice with civilians. Education
and experience modify this choice: Age is equal to the
character's EDU plus 8 plus the result of a dice roll - the
number of dice rolled can range from 1 to 5, at the player's
option
Language is English. Some characters may be bilingual
{the most common second language is Spanish); this is
represented by buying the language at 1/2 normal price (the
character must have a solid bilingual background),
SKILLS AND SPECIALTIES
Civilians receive Education and Background skill points.
They do receive Mlitary skill points, but fewer than soldiers,
for obvious reasons. Each civilian character receives 350
Background skill points, EDU times 40 in Education skill
points and Military Experience Base times 20 in Miltary skill
points.
Civilians have only one starting skill: WVD25. All other
skills must be purchased. Miltary skills (those skills with only
an M by them) may be purchased using Background points,
at double the cost. Background and Education skills are at
regular cost.
Specialties: Civilians usually out-do their military
counterparts in certain specialized skills, thanks to more
intensive training and experience. Two related skills bought
with Background or Education skill points may be chosen as
Specializations and bought at 1/2 price.
These two skills must be related in some fashion. For
instance, ACM and MEC, or MNE and MTL, SCD and SWM,
etc. This represents the character's occupation. Specialty
skills may be bought to a level over 80.
FINISHING THE CHARACTER
Base Hit Numbers and Body Combat Damage are calcu-
lated normally. Equipment is aquired differently for civilians.
They do not have an equipment allowance but have to "buy"
theirgear. They receive their INTtimes 1 dé times $300 to buy
equipment, thus representing the scavenging through which
they picked up their gear. Use price modifiers as noted in the
Plot section of this book.