
Each character has seven attributes. At the start of the game, attributes will range from one to ten, determined by rolling 1d10. Each rolls 7d10 and adds up the points. Once totalled, the points may be assigned to any of the seven attributes, with a limit of ten in any one attribute. A minimum of one point must be placed in each attribute.
Once the attributes have been determined, the character is subjected to the GDW Core Rules system for gaining starting skills: each player will choose background skills for his or her character (based on Merc:2000). He or she will then choose a career path to get skills for the character. Each block of skills requires four years of character time. During each career block, the character will also earn starting cash that can be spent on equipment.
Note that, although Twilight:2000/Merc:2000 is very military-centric in its career paths, there is no requirement nor expectation that characters will be military. There are a number of other skills that will prove to be valuable!
Once the career background is completed, the character will spend starting cash. We will make note of the character's Lifestyle rating, per Merc:2000. This rating will provide an idea of what sort of big-ticket items (house/apartment/car) the character has.
As mentioned, there are seven attributes. The first six are the standard Merc:2000 attributes:
The seventh attribute, LUCK, is unique to these house rules. The players will learn how to use LUCK as the campaign progresses, since it is a key element of the story.
Skills will be the standard Twilight:2000 and Merc:2000 skills. If we find that some useful skills are not included in those sets, we will add them. Note that LUCK does have skills associated with it, but, as with the LUCK attribute, the players will have to learn what they are as the campaign progresses.
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This page was last updated 30 August 2004
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