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  • Missing career paths

    I have often wondered why, so many career paths are missing from the TW 2000 character generation, I mean these trades that I have listed I think offer much to over PC development which can affect how adventures turns out.

    Here are some that I feel should have been included, Group first then trade

    Common

    Logistics – Quartermaster, Transport, Food Services, Finance, Postal, Clerical, Grave Digger, Ordnance

    Mechanical – Mechanics, both wheeled and tracked, Fire Control Systems Repair, Small Arms Repair

    Signals – Radio Operator, Telephone Line Repair, Satellite Communications

    Tech Support – Computer Repair, Radar Repair, Electronic Repair

    Medical – Combat Medic, Medical Orderly

    Intelligence – HUMINT, SINGINT , EW, Integrator, Imagery and Terrain Analyst

    Security – Military Police, Special Investigator, K-9, Close Protection Detail

    Engineer – Construction, EOD

    Army

    Logistics – Grave Digger

    Medical – Combat Medic, Physician Assistant

    Navy

    Surface Crew Member
    Submarine Crew Member
    VBSS/LE Det
    Small Boat Crew

    Airforce

    Aircraft Maintenance
    Loadmaster/Rigger
    Airfield Support – AC Controllers, Refuelling Weather, Ordnance
    Last edited by rcaf_777; 02-14-2010, 02:48 PM. Reason: Spelling
    I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier.

  • #2
    Here are a couple more:

    Navy:

    EOD <some of the badest of the EOD community>

    Air Crew any, figure alot of them will be on the beach

    SAR personel pretty bad ass and lots of scenarios where they would be ashore

    Sea Bees, they are not there in a dedicated manner

    Naval Gunfire Liason, these are teams of naval gunnery officers and enlisted who are assigned to divisional units whose mission is to help bring in navy gunfire

    Coxswains, alot of these dudes would be grounded too landing Marines and Army guys and ferrying personel and equipmnent across the rivers.

    River Patrol: a PC I have in the wings for some of the games I am in. This was an actual force assigned to patrol the Rhine and other rivers in Europe, they were bit in the late 40s and 50s and early 60s, they lasted until the wall fell down. Kinda like an Apocolpse Now on the Rhine and Vistula <Hmm, sounds like a potential campaign actualy>

    Air Force:
    PJs! Or Pararescuemen! Just bad ass! They fly, they fight, they save lives.

    SP personel: the military police type, but also, the guys who just guard the nukes and other sensistive places. These would be all over!

    Ground FACs; Forward Air Controlers, piliots on the ground directing air strikes

    Combat Meteorology guys, kinda like the FACs and PJs, they sneak in get the weather to determine paracxhute drops and bombing and even artillery.

    SAR personel, these guys again will be operating behind enemy lines, so alot of chances of them roaming around after things go south.

    Air Crew: lots of aircraft and alot of it going down, and being trapped behind the lines.

    Army:

    EOD dudes, even the army has them.

    Forward Observer, you can make one from the 1st Ed rules using artillery.

    MP, again you can make one using existing rules.

    Air Defesne Artillery, or even Stinger Gunners, totaly missing

    Dog Handlers, they were used up until Vietnam and then went away but are now back.

    Helo Assault units, they have Para's but no helo assault.

    Mech Infantry, they don't go into it. Mech infantry as with the above Helo Infantry should have their own designnations since they both have skills unique to that type of unit.

    Pathfinders, kinda cool, the dudes who go in and set up LZs and jumps and stuff.

    Marines:

    Security Forces units
    Fast Companys
    SOC units
    STA <showing the difference between the sniper and the ground survelance types>
    Marine Recon, and the difference between Recon and Force Recon
    Anglico units, they go in first check on enemy targets and designate them, as well as getting wind, humidity and other data for raining mayhem on the enemy.
    Stinger Crews
    TOW pogues


    Those are some of the jobs that could be added.

    I would add specificaly differences between the various main units going into a bit more depth than the originators did, they could have gone a little deeper.
    "God bless America, the land of the free, but only so long as it remains the home of the brave."

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    • #3
      Remember that each "career" in the V2 rules is only supposed to be a generality. Specfic jobs can be created (usually), simply by selecting the apropriate skills.

      V1 allows for even more flexability in character generation if you're willing to take a hit in some areas. (V1 in my experience allows for characters to have decent, or at least usable skill levels in just about anything).
      If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

      Nothing happens in isolation - it's called "the butterfly effect"

      Mors ante pudorem

      Comment


      • #4
        How about some civilian ideas

        Taxi Driver

        Park Ranger

        Fire Fighter

        Reporter (actually an entire 'media team" might be interesting)

        Street/feral kid

        Comment


        • #5
          A lot of these careers are just variations on the Support Arm.

          One big problem is that many of these careers, while useful, doen't have skills in the rules to adequately support them.
          A generous and sadistic GM,
          Brandon Cope

          http://copeab.tripod.com

          Comment


          • #6
            In the char gen rules we used for my campaign you started out by generating a character's family background (socio-economic status and your parents' occupations), then generated the type of secondary education they received and its success, then generated every year of their life until the game started. So our characters tended to be incredibly rich in backstory and many if not most had non-military careers before the war. By keeping character generation notes a player could look back and work out exactly what they were doing in any given year of their backstory. The characters that weren't all-military straight out of high school tended to have broad and varied skill sets.

            I admit that rolling up a character for my campaign was a very laborious and time consuming process but it was fun in itsself. The only downside was that it was very disappointing if a character died soon after generation because there had been so much time and emotional investment just in generating it.
            sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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            • #7
              I just a thought

              I think the main reason for lack signals (careers, equipment and skills) is that is not really required I mean the only time a radio is used in any TW 2000 stuff is in the intro when last radio message comes in, granted that radios are useful in small squad tactis to help launch attacks ect
              I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier.

              Comment


              • #8
                Hey you missed out on Exotic Dancer and Escort... to very important career paths for the soldiers morale!
                *************************************
                Each day I encounter stupid people I keep wondering... is today when I get my first assault charge??

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                • #9
                  Originally posted by Cdnwolf View Post
                  Hey you missed out on Exotic Dancer and Escort... to very important career paths for the soldiers morale!
                  One long term NPC member of the party in my campaign was a former phone sex worker and another was a Canadian male porn star.
                  sigpic "It is better to be feared than loved" - Nicolo Machiavelli

                  Comment


                  • #10
                    I have a lot of unusual professions in the character generation part of my site, but they're geared to my variant character generation system. Maybe you can work from there. They include weird things like terrorist, partisan, forensics specialist, clinical psychologist, and other strange things.

                    On one of the old websites that used to be around, someone came up with what I think would be a very useful specialty in T2K. He called it a "holistic medical specialist" or something like that, but it included basic first aid, some psychology, and (very good skills) expertise in botany, what plants are good to eat, and (especially) what is good for healing various things and brewing and concocting remedies for illnesses.
                    I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

                    Entirely too much T2K stuff here: www.pmulcahy.com

                    Comment


                    • #11
                      Originally posted by rcaf_777 View Post
                      I just a thought

                      I think the main reason for lack signals (careers, equipment and skills) is that is not really required I mean the only time a radio is used in any TW 2000 stuff is in the intro when last radio message comes in, granted that radios are useful in small squad tactis to help launch attacks ect
                      Those same signals specialists will be very valuable as time goes by and world-wide communications is re-established. They will also be very valuable locally to keep what radios that still exist working -- a unit that has radio communications has a very powerful force multiplier in their hands.
                      I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

                      Entirely too much T2K stuff here: www.pmulcahy.com

                      Comment


                      • #12
                        Hello, everyone. I'm new to the forum. So, first things first. Hello! *waves*

                        Second, the following information was taken from my personal notes for career additions to the T2k V 2.0 rules set. If you use these, be sure to closely examine the skill levels I've assigned as they may not be appropriate for your individual campaigns. (I tend to err on the slightly higher skill levels for starting PC's than most do, due to the extreme lethality level typical of my campaigns).

                        Sharp-eyed readers may notice the Lawyer profession listed below. The reason this is repeated from T2K is I regard the one in the book as a paralegal for my campaign purposes. As with anything, use what you like and disregard the rest.

                        Enjoy!

                        Goon

                        NEW CAREERS FOR CIVILIANS

                        Gunsmith
                        Entry: Technical School, Gunsmith 1+.
                        First Term Skills: The character receives the following skills in their first term:
                        ● Gunsmith: 3
                        ● Machinist: 1
                        ● Metallurgy: 1
                        ● Mechanic: 1
                        Subsequent Term Skills: A total of four levels from any one or a combination of the following:
                        ● Gunsmith
                        ● Machinist
                        ● Metallurgy
                        ● Mechanic
                        ● Scrounging
                        Contacts: Two per term, business or military. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
                        Special: The character receives a set of small arms tools free at character generation.

                        Religious Figure of Any Faith
                        Entry: Charisma 7+
                        First Term Skills: The character receives the following skills in their first term:
                        ● Persuasion: 3
                        ● Interrogation: 2
                        ● Language: 2
                        ● Leadership: 1
                        ● Observation: 1
                        Subsequent Term Skills: A total of four levels from any one or a combination of the following:
                        ● Persuasion
                        ● Interrogation
                        ● Language
                        ● Leadership
                        ● Observation
                        ● Instruction
                        Contacts: Two per term, any area. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
                        Special: The Religious Figure of Any Faith receives two Secondary Activities a term. When war breaks out, the Religious Figure is drafted into the Chaplain Corps and receives a direct commission as a 2nd Lieutenant.

                        Lawyer
                        Entry: Law school.
                        First Term Skills: The character receives the following skills in their first term:
                        ● Persuasion: 3
                        ● Interrogation: 2
                        ● Language: 2
                        ● Leadership: 1
                        ● Observation: 1
                        Subsequent Term Skills: A total of four levels from any one or a combination of the following:
                        ● Persuasion
                        ● Interrogation
                        ● Language
                        ● Leadership
                        ● Observation
                        ● Instruction
                        Contacts: Four per term, business, wealthy, criminal, law enforcement. Roll 1D10. A 7+ or higher indicates that the contact is foreign.
                        Special: Lawyers receive two Secondary Activities a term. When war breaks out, the Lawyer is drafted into the JAG Corps and receives a direct commission as a 2nd Lieutenant.

                        Bounty Hunter
                        Entry: No prerequisites
                        First Term Skills: The character receives the following skills in their first term:
                        ● Melee Combat (Armed): 2
                        ● Melee Combat (Unarmed): 1
                        ● Small Arms (Pistol): 2
                        ● Small Arms (Rifle): 1
                        ● Interrogation: 2
                        ● Stealth: 1
                        ● Tracking: 1
                        ● Computer: 2
                        Subsequent Term Skills: A total of five levels from any one or a combination of the following:
                        ● Melee Combat
                        ● Small Arms
                        ● Interrogation
                        ● Stealth
                        ● Tracking
                        ● Lockpick
                        ● Medical
                        ● Gunsmith
                        ● Scrounging
                        ● Wheeled Vehicle
                        Contacts: Two per term, law enforcement, criminal, or government. Roll 1D10. A roll of 10 indicates that the contact is foreign.
                        Special: If more than one term is served, add +1 to initiative.

                        Slacker
                        Entry: No prerequisites.
                        First Term Skills: A slacker, having no real job or social function, has only hobbies to fall back on. Thus, the slacker may take up to five skill ranks in any combination of the following skills:
                        ● Computer
                        ● Electronics
                        ● Scrounging
                        ● Farmer
                        ● Fishing
                        ● Small Arms
                        ● Wheeled Vehicle
                        ● Forgery
                        ● Melee Combat
                        Subsequent Term Skills: A total of four levels from any one or a combination of the following:
                        ● Computer
                        ● Electronics
                        ● Scrounging
                        ● Farmer
                        ● Fishing
                        ● Small Arms
                        ● Wheeled Vehicle
                        ● Forgery
                        ● Melee Combat
                        Contacts: One per term, any area. Non-foreign only.
                        Special: Because the slacker has so much time on their hands not being employed, they have time for three secondary activities a term. However, when the War starts, they are drafted into military service, which must be their next term of service. Players choice as to which branch they are drafted into.
                        Also, if no war breaks out, a slacker may have committed some crime. On a d10 roll of 8+, the characters next term must be prison.

                        Survivalist/Militia
                        Entry: No prerequisites.
                        First Term Skills: The character receives the following skills in their first term:
                        ● Small Arms (Rifle): 1
                        ● Melee Combat (Armed): 1
                        ● Melee Combat (Unarmed): 1
                        ● Thrown Weapon: 1
                        ● Navigation: 1
                        ● Mountaineering: 1
                        ● Stealth: 1
                        ● Foraging: 1
                        Subsequent Term Skills: A total of five levels from any one or a combination of the following:
                        ● Small Arms
                        ● Melee Combat
                        ● Thrown Weapon
                        ● Navigation
                        ● Mountaineering
                        ● Stealth
                        ● Foraging
                        Contacts: One per term, any area. Roll 1D10. A roll of 10 indicates that the contact is foreign.
                        Special: If more than one term is served, increase initiative by +1.

                        Computer Hacker
                        Entry: No prerequisites.
                        First Term Skills: A computer hacker begins with these skills:
                        ● Computer: 3
                        ● Electronics: 3
                        ● Scrounging: 1
                        ● Wheeled Vehicle: 1
                        ● Forgery: 2
                        Subsequent Term Skills: A total of four levels from any one or a combination of the following:
                        ● Computer
                        ● Electronics
                        ● Scrounging
                        ● Small Arms
                        ● Wheeled Vehicle
                        ● Forgery
                        ● Melee Combat
                        Contacts: One per term, business, criminal, law enforcement, or military. On a 1D10 roll of 8+ the contact is foreign.
                        Special: Computer hackers are criminals. If no war breaks out, a hacker may have committed some crime related to computers (software piracy, hacking bank records, or some other activity). On a d10 roll of 8+, the characters next term must be prison.

                        Professional Athlete
                        Entry: Strength 5+, Constitution 5+, Agility 5+.
                        First Term Skills: A total of four levels from any one or a combination of the following:
                        ● Swimming
                        ● Snow Skiing
                        ● Melee Combat
                        ● Leadership
                        ● Instruction
                        ● Horsemanship
                        ● Thrown Weapon
                        ● Small Arms
                        ● Hunting Bow
                        ● Mountaineering
                        ● Fishing
                        ● Tracking
                        ● Scuba
                        ● Small Boat
                        ● Parachute
                        ● Wheeled Vehicle
                        ● Motorcycle
                        ● Pilot
                        ● STR
                        ● CON
                        Subsequent Term Skills: A total of four levels from any one or a combination of the following:
                        ● Swimming
                        ● Snow Skiing
                        ● Melee Combat
                        ● Leadership
                        ● Instruction
                        ● Horsemanship
                        ● Thrown Weapon
                        ● Small Arms
                        ● Hunting Bow
                        ● Mountaineering
                        ● Fishing
                        ● Tracking
                        ● Scuba
                        ● Small Boat
                        ● Parachute
                        ● Wheeled Vehicle
                        ● Motorcycle
                        ● Pilot
                        ● STR
                        ● CON
                        Contacts: Four per term, business, entertainment, journalist, criminal, law enforcement, or medical. On a 1D10 roll of 6+ the contact is foreign.
                        Special: Professional athletes are recognizable figures, even in the ashes following the Third World War. At the referee's option, random NPC's may recognize the character as a famous athlete.
                        Last edited by kato13; 02-16-2010, 05:52 AM. Reason: Added Bold tags to term description
                        Yeah. Uh huh. Sure. Whatever.

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                        • #13
                          Nice work WonderGoon. And welcome to the forum.
                          sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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                          • #14
                            Originally posted by WonderGoon View Post
                            Hello, everyone. I'm new to the forum. So, first things first. Hello! *waves*
                            Great first post. Welcome Aboard

                            Comment


                            • #15
                              After reading the Slacker and Computer Hacker I got to Professional Athlete and wondered where the roll for "drug cheat" was...

                              If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

                              Nothing happens in isolation - it's called "the butterfly effect"

                              Mors ante pudorem

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