T2K LIFEPATH
CHARACTER CREATION
This is a fan creation for
Free League’s 4th Edition
Twilight: 2000 RPG
NOT FOR SALE
2
GETTING STARTED
To prepare for your character creation, get a piece of paper
to be your worksheet, and make a box at the top about 1/3rd
of the page. This will hold your personal info, but leave it blank
for now, unless you already are sure about some of the details.
• First select your character’s nationality: American, local,
or Soviet. Write that in the box.
Below the box you will be making some rows, that will
change as you go through the life path, so make sure you have
space to add to it.
• Create a row for Age. Put down 18 as your starting age.
• Create a row for Number of Terms, and set it to 0.
• Create a row for CUF. Put down D to start with.
• Create a row for Rank, but leave it blank for now
Create 4 rows, one for each attribute: Strength, Agility, Wits
and Empathy. Put a C down for each one.
ATTRIBUTES
Roll 2d3 (or 2d6 divided by 2, rounding up) and that is the
number of increases you can make to your attributes.
It costs 1 increase to advance an attribute one step. The attri-
butes range from A (the best) to D (the worst for starting PCs.)
You can increase any attributes you want, and you can gain
one additional increase by decreasing one attribute from C to
D.
Keep in mind that some careers have minimum require-
ments, so be sure to look those up now if entering one of
those careers is your goal, so you can make sure you have the
required attributes for it.
3
CHILDHOOD
Roll a D6 on the table below to determine what your child-
hood was like. (If the Referee allows it, you may choose instead
of rolling.)
Then choose one skill at level D from the available options
below that childhood type.
1 2 3 4 5 6
STREET KID SMALL TOWN WORKING INTELLECTUAL MILITARY AFFLUENCE
CLASS FAMILY
Close Combat Driving Close Combat Tech Stamina Mobility
Mobility Ranged Combat Stamina Medical Aid Mobility Command
Recon Survival Tech Persuasion Ranged Combat Persuasion
Next roll a D6 to gain one specialty based on your child-
hood type on the following table. (or choose among the op-
tions, if the Referee allows it).
D6 STREET KID SMALL TOWN WORKING CLASS INTELLECTUAL MILITARY AFFLUENCE
FAMILY
1 Brawler Biker Brawler Historian Brawler Boatman
2 Melee Racer Builder Communications Martial Artist Rider
3 Runner Sniper Load Carrier Computers Ranger Runner
4 Infiltrator Farmer Scrounger Scientist Mountaineer Linguist
5 Scrounger Hunter Blacksmith Linguist Runner Musician
6 Locksmith Quartermaster Mechanic Musician Rifleman Trader
4
CAREER TERMS
Choose a career for your first/next term, from the military
and civilian options listed on the following pages.
Make sure you meet the requirements for entry. If this is a
military career, note your starting rank.
1. Increase two skills one step each or one skill two steps,
choosing among the skills listed for your career this term
OR the generally available skills STAMINA, MOBILITY,
and DRIVING.
If you choose a skill you didn’t have, it starts at level D.
No skill can ever go above level A.
2. Make an unmodified skill roll for one of the skills you
just increased in the last step. (You cannot push the roll.)
If you fail, go directly to the next step.
∙ If you succeed, you’re doing well and receive a pro-
motion - roll a D6 to see which specialty from that
career you learn (or choose, if the Referee allows it).
∙ If you receive a promotion in a military career, also
increase your military rank one step (page 15).
∙ If you receive a promotion in a military or intelligence
career, also bump your CUF one step, (to a max of A).
3. Age your character D6 years.
Go directly to step 4 if this is your first term.
If it is after your first term, roll a D8:
∙ If the result is lower than the number of terms you
have completed, you must reduce one attribute of
your choice by one step, due to the effects of age. You
cannot go below D. Then proceed to step 4.
4. Roll a D8. If the result is lower than the number of
terms you have now completed, war breaks out. Go to
At War. If not, go back to the top of this step and choose
another career for your next term.
5
AT WAR
Once World War III breaks out, everyone was trying hard
to just stay safe and trying to survive. Advance your character
age by the number of years the referee tells you is how long its
been since the war started. (For instance in the classic timeline
it was 3 years.)
If the PC’s final term was a military career or a civilian intel-
ligence career, then you may increase any two skills of your
choice by one step each (you cannot increase one skill two
steps). In addition, roll a D6 on the Wartime Specialty Ta-
ble below for a final new specialty (or choose, if the Referee
allows,) using the column corresponding to your most recent
career term. Re-roll if you get a specialty you already have.
All other careers are subject to the draft.
THE DRAFT
If your final term before war breaks out was spent as a ci-
vilian (except Intelligence careers), and if your character is
not a local of the country where your game is set, your At War
term will be spent as a draftee or volunteer in the military. In
this case, one of the two skill increases for the At War term
must be RANGED COMBAT – unless you already have a level
of D or better in the skill – and you roll for your specialty (or
choose) using the Military column. Also, in this case you get
starting gear as if your final pre-war term had been Combat
Arms (page 32) instead of your civilian career.
At War Term Specialty
D6 MILITARY BLUE COLLAR WHITE COLLAR ALL OTHERS
1 Brawler Brawler Scout Racer
2 Ranger Rider Fisher Hunter
3 NBC Runner Forager Forager
4 Rifleman Quartermaster Scrounger Quartermaster
5 Scrounger Gunsmith Frontline Leader Scrounger
6 Improvised Munitions Mechanic Interrogator Improvised Munitions
6
FINISHING UP
1. Determine your Hit Capacities (Average STR and AGL,
Rounding down)
2. Determine your Stress Capacities (Average INT and
EMP, Rounding down).
3. Determine your unit morale. (Equal to the highest Com-
mand skill among the PCs.)
4. Write out your character’s Moral Code.
5. Write out your character’s Big Dream.
6. Choose a buddy from among the other PCs.
7. Decide with the other players how your PCs met.
8. Write out a short description of your PC’s appearance.
9. Choose a name, and a nickname or callsign if you like.
10. Pick your gear from the choices given by your final
career term before the At War term. Choose weapons as
appropriate for your nationality.
In addition, you get:
∙ D6 rations of food
∙ D6 rations of freshwater
∙ D6 rounds of ammo to use as currency.
11. Pick group gear together and possibly a vehicle, as de-
scribed on page 18.
12. Roll a D6 to determine your starting permanent rads
(page 80).
7
CAREER OPTIONS
Each term where the PC doesn’t have a mandated career,
pick a career for which the PC meets the requirements.
MILITARY SERVICE
Military service is divided into five broad careers or function-
al areas. Being very similar across military branches and na-
tions, a single chart is used to represent these military careers.
OFFICERS must qualify for both the Officer career path and
for the functional area in which they want to serve. They also
get to choose which of the two columns to use for each career
bonus.
FIRST TERM: In your first term of military service, one of
your two skill increases must be RANGED COMBAT, no matter
what skills are listed.
NCOs: At the rank of Corporal or above, you can always
choose COMMAND as a skill increase.
COMBAT ARMS
Requirements: STR or AGL B+
Starting Rank: Private
Skill Options: Close Combat, Heavy Weapons, Ranged Com-
bat, Recon
Starting Gear:
• Assault rifle, LMG or ATRL
• D6 reloads
• Flak jacket and helmet
• Knife or D6 hand grenades
• Personal medkit
• Backpack
8
D6 SPECIALTY
1 Rifleman
2 Ranger
3 Tanker
4 Machinegunner
5 Launcher Crew
6 Combat Engineer
COMBAT SUPPORT
Requirements: INT B+
Starting Rank: PFC
Skill Options: Recon, Survival, Tech
Starting Gear:
• Assault rifle
• D6 reloads
• Flak jacket and helmet
• Knife or D6 hand grenades
• Personal medkits
• MOPP suit or manpack radio
• Backpack
D6 SPECIALTY
1 Intelligence
2 Linguist
3 Communications
4 NBC
5 Psy Ops
6 Interrogator
COMBAT SERVICE SUPPORT
Requirements: None
Starting Rank: PFC
Skill Options: Medical Aid, Tech
Starting Gear:
• Assault rifle
• D6 reloads
• Flak jacket and helmet
• Knife or D6 hand grenades
9
• Personal medkit
• Basic tools
• Vehicle tools or weapon tools or surgical instruments
• Backpack
D6 SPECIALTY
1 Mechanic
2 Gunsmith
3 Electrician
4 Computers
5 Combat Medic
6 Field Surgeon
SPECIAL OPERATIONS
Requirements: STR and AGL B+, INT C+, at least one term in
Combat Arms
Starting Rank: Staff Sergeant
Skill Options:
Close Combat, Ranged Combat, Recon, Survival
Starting 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 SPECIALTY
1 Paratrooper
2 Ranger
3 Infiltrator
4 Combat Awareness
5 Sniper
6 SERE Training
10
OFFICER
Requirements: INT B+, no D attribute, at least one term in
Education, and the requirements for the functional area
Starting Rank: Lieutenant
Skill Options: Ranged Combat, Command, Persuasion
Starting Gear:
• Pistol or submachine gun
• D6 reloads
• Manpack radio or night vision goggles
• Flak jacket
• Knife or D6 hand grenades
• Personal medkit
D6 SPECIALTY
1 Sidearms
2 Intelligence
3 Tactician
4 Logistician
5 Frontline Leader
6 Quartermaster
11
POLICE
The traditional role of the police as peacekeepers gradually
slid into paramilitary support as the war brought civilization
to its knees. Trained to protect and serve, they now often find
themselves as combatants, or at least caught between com-
batants, all over the world.
POLICE OFFICER
Requirements: No D attribute, no terms in prison
Skill Options: Close Combat, Ranged Combat
Starting Gear:
• Pistol
• D6 reloads
• Handcuffs
• Baton (club)
• Patrol car with half a tank of gasoline
D6 SPECIALTY
1 Sidearms
2 Melee
3 Runner
4 Racer
5 Biker
6 Scout
DETECTIVE
Requirements: EMP B+, at least one term as Police Officer
Skill Options: Ranged Combat, Recon, Persuasion
Starting Gear:
• Pistol
• D6 reloads
• Lockpicks
12
D6 SPECIALTY
1 Infiltrator
2 Interrogator
3 Intelligence
4 Investigator
5 Locksmith
6 Linguist
SWAT
Requirements:
STR and AGL B+, at least one term as Police Officer
Skill Options: Close Combat, Ranged Combat, Recon
Starting Gear:
• Assault rifle or submachinegun
• D6 reloads
• Night vision goggles
• Flack jacket and helmet
• Knife
• Personal medkit
D6 SPECIALTY
1 Martial Artist
2 Rifleman
3 Sniper
4 Combat Awareness
5 Infiltrator
6 Scout
13
CRIME
A life of crime might not be an ideal career choice for many,
but with the rapid decline of civilization, some see it as their
only option – and others simply see it as a way to make fast
cash, no matter who gets hurt in the process.
PRISON: After a term in a career of crime, if war does not
break out, roll a D6 – on an odd result, you must spend the
next term in prison.
GANG MEMBER
Requirements: STR and AGL C+
Skill Options: Close Combat, Ranged Combat
Starting Gear:
• Any civilian firearm
• D6 reloads
• Knife
D6 SPECIALTY
1 Brawler
2 Melee
3 Killer
4 Martial Artist
5 Rifleman
6 Sidearms
BURGLAR
Requirements: AGL and INT C+
Skill Options: Recon
Starting Gear:
• Pistol or revolver
• D6 reloads
• Lockpick set (TECH +2)
D6 SPECIALTY
1 Brawler
2 Sidearms
14
D6 SPECIALTY
3 Mountaineer
4 Infiltrator
5 Electrician
6 Locksmith
HUSTLER
Requirements: INT and EMP C+
Skill Options: Recon, Persuasion
Starting Gear:
• Pistol or revolver
• D6 reloads
D6 SPECIALTY
1 Sidearms
2 Infiltrator
3 Scout
4 Interrogator
5 Psy Ops
6 Trader
PRISONER
Requirements: None
Skill Options: Close Combat
Starting Gear:
• Any civilian firearm
• D6 reloads
• Knife
D6 SPECIALTY
1 Brawler
2 Melee
3 Killer
4 Ranger
5 SERE Training
6 Scrounger
15
INTELLIGENCE
Intelligence agencies, such as the CIA and KGB, have their
agents in the field gathering information, assassinating enemy
leaders, stealing examples of new equipment, sowing discord
among the population in enemy-occupied territory, and assist-
ing partisan units in their struggle.
AGENT
Requirements: INT B+, at least one term in Education
Skill Options: Ranged Combat, Recon, Persuasion
Starting Gear:
• Pistol
• D6 reloads
• Lockpick set
• Knife or explosives
• Personal medkit
D6 SPECIALTY
1 Intelligence
2 Locksmith
3 Investigator
4 Scout
5 Psy Ops
6 Sidearms
ASSASSIN
Requirements: EMP C or D, AGL B+, one or more terms as an
Agent
Skill Options: Close Combat, Ranged Combat
Starting Gear:
• Sniper rifle or submachinegunn (suppressed)
• D6 reloads
• Radio or binoculars
• Knife or explosives
• Personal medkit
16
D6 SPECIALTY
1 Killer
2 Interrogator
3 Sniper
4 Martial Artist
5 Improvised Munitions
6 Infiltrator
PARAMILITARY
Requirements: STR and AGL B+, one or more terms in the
military
Skill Options: Heavy Weapons, Ranged Combat, Survival
Starting Gear:
• Assault rifle, LMG or ATRL
• D6 reloads
• Knife or D6 hand grenades
• Personal medkit
D6 SPECIALTY
1 Brawler
2 Rifleman
3 Machinegunner
4 Combat Engineer
5 Improvised Munitions
6 Tactician
17
EDUCATION
Higher education is available in most parts of the world
and is generally considered a direct path out of blue-collar
jobs and into more lucrative (and less physically demanding)
white-collar jobs.
LIBERAL ARTS
Requirements: INT and EMP C+
Skill Options: Persuasion
Starting Gear:
• Any civilian firearm
• D3 reloads
• Dictionary in any language
• Bicycle
D6 SPECIALTY
1 Historian
2 Cook
3 Linguist
4 Musician
5 Psy Ops
6 Counselor
SCIENCES
Requirements: INT B+
Skill Options: Tech
Starting Gear:
• Any civilian firearm
• D3 reloads
• Bicycle or 2WD car with half a tank of gasoline
D6 SPECIALTY
1 Chemist
2 Communication
3 Computers
4 Electrician
5 Scientist
6 Linguist
18
WHITE COLLAR
A white-collar worker is a person who performs professional,
desk, managerial, or administrative work. White-collar work
may be performed in an office or other administrative setting.
DOCTOR
Requirements: Two terms in Education (Sciences), EMP B+
Skill Options: Medical Aid, Persuasion
Starting Gear:
• Any civilian firearm
• D3 reloads
• D6 personal medkits
• Pain relievers
• Surgical instruments
D6 SPECIALTY
1 Linguist
2 Combat Medic
3 Counselor
4 Field Surgeon
5 General Practitioner
6 Veterinarian
PROFESSOR
Requirements: Two terms in Education (Liberal Arts), INT B+
Skill Options: Persuasion
Starting Gear:
• Any civilian firearm
• D3 reloads
• 2WD car with half a tank of gasoline
D6 SPECIALTY
1 Historian
2 Chemist
3 Scientist
4 Linguist
5 Psy Ops
6 Teacher
19
MANAGER
Requirements: One term in Education (any), EMP B+
Skill Options: Tech, Command, Persuasion
Starting Gear:
• Any civilian firearm
• D3 reloads
• Pocket calculator
• 2WD car with half a tank of gasoline
D6 SPECIALTY
1 Quartermaster
2 Computers
3 Frontline Leader
4 Logistician
5 Teacher
6 Counselor
20
BLUE COLLAR
The vast majority of the population of planet Earth belong to
no formal organizations, military or otherwise. Often, they fall
victim to the minority that does, but many are determined to
take back control of what is left of the world so that the armies
of the East and West never again amass such power.
That said, there is little left of civilization to save, and civil-
ians often employ the military to achieve goals of survival and
rebuilding. Such is the vicious world of life after World War III.
DRIVER
Requirements: AGL B+
Skill Options: Tech
Starting Gear:
• Any civilian firearm
• D3 reloads
• Any civilian car or truck
• Vehicle tools
D6 SPECIALTY
1 Biker
2 Boatman
3 Navigator
4 Pilot
5 Racer
6 Tanker
FARMER
Requirements: None
Skill Options: Survival
Starting Gear:
• Any civilian firearm
• D3 reloads
• Pickup truck
21
• Basic toolkit
• 2D6 rations of food
D6 SPECIALTY
1 Cook
2 Farmer
3 Fisher
4 Hunter
5 Forager
6 Rider
MECHANIC
Requirements: None
Skill Options: Tech
Starting Gear:
• Any civilian firearm
• D3 reloads
• Pickup truck
• Basic tools
• Vehicle tools or weapon tools
D6 SPECIALTY
1 Blacksmith
2 Gunsmith
3 Locksmith
4 Mechanic
5 Scrounger
6 Improvised Munitions
CONSTRUCTION
Requirements: STR B+
Skill Options: Close Combat, Tech
Starting Gear:
• Any civilian firearm
• D3 reloads
• Crowbar
22
• Pickup truck
• Basic tools
D6 SPECIALTY
1 Brawler
2 Builder
3 Load Carrier
4 Blacksmith
5 Electrician
6 Improvised Munitions
23