(The following is for a potential system game using Twilight 2013 rules.)<br/><br/><br/><br/>All characters have the following characteristics:<br/><br/>Member of the US Army.  No other armed forces.<br/>Enlisted only.  No officers.<br/>Rank of Specialist (E-4).  No higher or lower ranks.<br/>Approximately 26 years old.<br/>Male or female.  There is no combat restriction for females.<br/>No special operations or elite infantry.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rules Mechanics</div><div class="spoiler_body"><br/>Attributes act as target numbers.  Difficulty modifies these target numbers (easier tasks apply a bonus by adding to the target number, while difficult tasks apply a penalty by subtracting from the target number).<br/><br/>Success at an attempted task is determined by rolling d20's and getting at least one d20 equal to or below the target number.<br/><br/>Attribute checks involved rolling two d20's.  <br/><br/>Skill checks involved rolling a variable number of d20's equal to the relevant Skill Rating.  <br/><br/>Expert skills roll 4d20.<br/><br/>Professional skills roll 3d20.<br/><br/>Competent skills roll 2d20.<br/><br/>Novice skills roll 1d20.<br/><br/>If any d20 is equal to or less than the target number, the attempted task is a success.  <br/><br/>The difference between the lowest d20 and the target number determines the Margin of Success or Margin of Failure.  <br/><br/>Also, each additional d20 that is equal to or lower than the target number adds to the Margin of Success.<br/><br/>Example:<br/><br/>Erin has a Coordination attribute of 8 and a Longarm skill with a rating of Professional (3d20).<br/><br/>She rolls 3d20 (Professional rating in the Longarm skill) against a target number of 8 (Coordination).  <br/><br/>She rolls a 7, an 8 and a 9.  <br/><br/>The 7 she rolled is less than the target number, and therefore is a success.  Her Margin of Success is 8 (target number) - 7 (rolled) = 1.<br/><br/>The 8 she rolled is equal to her target number, and therefore is a success.  She increases her Margin of Success by an additional 2, for a total of 1 (original Margin of Success) + 2 (added from extra success die) = 3.<br/><br/>The 9 is ignored.<br/><br/>The M4A1 usually does 6 damage, but Erin instead does 6 (base M4A1 damage) + 3 (Margin of Success) = 9 damage.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Explanation of Attributes</div><div class="spoiler_body"><br/>Every character has eight Attributes: four Physical Attributes and four Mental Attributes. <br/><br/>Attribute values range from 1 to 10. <br/><br/>A value of 6 is considered human average. <br/><br/>Any value below 4 is a serious liability – perhaps an actual physical or mental handicap.<br/><br/>If an attribute goes down to 0, the character is dead, catatonic, paralyzed or otherwise not suitable for continued play.<br/><br/><br/><br/>Physical Attributes<br/><br/>Awareness (AWA):  Attention to surroundings and processing of events.  Used for both active (searching for clues) and passive (noticing an impending ambush) observation.<br/><br/>Coordination (CDN):  Kinesthetic sense, hand-eye coordination, and fine motor skills.  Used for any delicate manipulation, from surgery to ranged attacks.<br/><br/>Fitness (FIT):  Endurance, immune system strength, and resistance to physical injury.  Rarely used for skill checks, but key avoidance of premature death.<br/><br/>Muscle (MUS):  Physical strength, muscle tone, flexibility, and gross motor skills.  Used for any full-body athletic action, from swimming to hand-to-hand combat.<br/><br/><br/><br/>Mental Attributes<br/><br/>Cognition (COG):  Capacity for abstract thought, logical reasoning, creativity, intelligence and cunning.  Used for tasks involving analysis or creative inspiration.<br/><br/>Education (EDU):  Amount of “book learning” as measured by early 21st century academic standards. The number of years of formal schooling is approximately equal to twice the EDU value.  Used for the recall of facts and figures.<br/><br/>Personality (PER):  Capacity for human interaction and empathy, whether real or feigned.  Used for most social tasks, as well as detecting social clues and cues.<br/><br/>Resolve (RES):  Psychological stability and mental endurance.  Used for social interaction that requires a display of aggression or determination, such as intimidation or leadership) and to resist attempts by other characters to change behavior.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Explanation of Skills</div><div class="spoiler_body"><br/>There are 37 skills, as shown in the following list.<br/><br/>Skills have Skill Ratings (Expert, Professional, Competent and Novice), which act as broad tiers of competence. <br/><br/>The cascade skills (Artisan, Language, Performance, Special Equipment and Special Vehicle) must have specific areas associated with them.  For example, Language (English) is a separate skill from Language (Russian).<br/><br/><br/><br/>Skill List<br/><br/>Administration: Using, abusing, organizing, and bypassing bureaucracies.<br/><br/>Agriculture: Planting, tending, harvesting and storing crops, and making fuels (methanol, ethanol and biodiesel).<br/><br/>Animal Husbandry: Breeding, raising, feeding, and slaughtering and storing animals. Also includes basic knowledge of veterinary medicine.<br/><br/>Aquatics: Maneuvering on and in the water, including swimming, SCUBA diving, and handling small boats (anything up to 20 meters in length).  Also includes an understanding of survival techniques for the open water.<br/><br/>Archery: Creation, maintenance, and use of bows and crossbows.<br/><br/>Artillery: Use and maintenance of modern indirect fire weapons, including howitzers, rocket artillery, and mortars.  Calling in artillery strikes and air strikes.<br/><br/>Artisan (cascade): Creation of works of physical or literary beauty or of simple functional objects. Each cascade represents a different area of a craftsman’s focus. Sample cascades: Basketry, Blacksmithing, Bowyery, Brewing, Carpentry, Cinematography, Fiction Writing, Fuel Synthesizing, Gemcutting, Glassblowing, Glasscutting, Gunsmithing, Knitting, Leatherworking, Locksmithing, Machining, Painting, Photography, Poetry, Sculpture, Silversmithing, Tailoring, Videography, Watchsmithing, Welding, Woodcarving.<br/><br/>Aviation: Controlling standard vehicles in powered flight, as well as related tasks like air navigation and basic meteorology.<br/><br/>Climbing: Ascending and descending vertical surfaces and solid objects.<br/><br/>Command: Organizing groups, delegating tasks, and issuing orders that social or organizational subordinates (and, on occasion, superiors) will obey.<br/><br/>Computing: Use of computers and related information technology.<br/><br/>Construction: Creation, maintenance, repair, and destruction of structures, including demolitions.<br/><br/>Deception: Intentionally distorting the truth for purposes other than entertainment.<br/><br/>Driving: Controlling standard ground vehicles, street and highway navigation, and basic maintenance.<br/><br/>Electronics: Repairing, maintaining, and modifying electrical and electronic devices.<br/><br/>Fieldcraft: Basic wilderness survival, overland navigation, and stealth in a wilderness (or deserted urban) environment (blending into the environment).<br/><br/>Forensics: Analysis of physical evidence to understand the past. Also includes forging documents or art objects and detecting other people’s forgeries.<br/><br/>Freefall: Maneuvering while falling – most commonly while skydiving. Also encompasses maneuvering (deliberately) unpowered aircraft.<br/><br/>Gunnery: Using and maintaining any direct-fire weapon that doesn’t have a human hand on the actual weapon itself. Usually, this means vehicle-mounted weapons with a control interface of some sort.<br/><br/>Hand-to-Hand: Hurting people using your bare hands, feet, knees, elbows, head, teeth, etc.<br/><br/>Hand Weapons: Hurting people using knives, nightsticks, etc.<br/><br/>Instruction: Imparting skills and knowledge to other people.<br/><br/>Intimidation: Gaining social dominance and eliciting compliance through implicit or explicit threats.<br/><br/>Language (cascade): Speaking and reading a specific language. Each Language cascade is a separate language.<br/><br/>Longarm: Marksmanship with any firearm designed for two-handed, shoulder-fired operation such as assault rifles, submachineguns, shotguns, squad automatic weapons and light machineguns.<br/><br/>Mechanics: Maintaining and repairing mechanical equipment.<br/><br/>Medicine: Maintaining and repairing people and animals.<br/><br/>Mounts: Caring for, feeding, training, and riding animals.<br/><br/>Performance (cascade): Delivering an entertaining or informative performance. Each cascade is a separate performing art. Sample cascades: Ballet, Broadcast News, Ceremonial Drill, Comedy Acting, Country and Western Singing, Disguise (opposed by an observer’s Awareness if used outside an entertainment context), Dramatic Acting, Guitar, Opera, Pantomime, Public Address, Rap, Saxophone, Stand-Up Comedy, Stunts, Torture.<br/><br/>Persuasion: Convincing another individual that a different perspective or course of action is in his own best interest. This includes therapy.<br/><br/>Seamanship: Controlling seagoing vessels too large for use of Aquatics (i.e. over 20 meters long). Also encompasses navigation on or under the open water.<br/><br/>Security: Installing, bypassing, or disabling mechanisms that restrict physical access to a place or item.<br/><br/>Sidearm: Marksmanship with any firearm designed for one-handed operation such ad pistols, revolvers and machine pistols.<br/><br/>Special Equipment (cascade): Use of specialized technology that does not readily fall under any other skill. Sample cascades: Astronomy Instruments, Blast Furnaces, Chemical Plants, Commercial Radio Transmitters, Deep-Space Radar, Firefighting Gear, Intercontinental Ballistic Missiles, Medical Diagnostic Instruments, Military Communication Gear, Mining Equipment, Nuclear Power Plants, Oil Drilling Platforms, Stills, Television Broadcast Equipment.<br/><br/>Special Vehicle (cascade): Use of specialized vehicles that don’t readily fall under any other skill. Sample cascades: Apollo Capsule, Caspian Sea Monster, Hot-Air Balloon, Hovercraft, Space Shuttle, Train, Zeppelin.<br/><br/>Streetcraft: Locating goods and services ina  populated environment (or the ruins of one), urban navigation, stealth in a populated environment (blending into a crowd).<br/><br/>Support Weapons: Marksmanship with man-portable direct-fire heavy weapons, including grenade launchers, medium and heavy machine guns, flamethrowers, and rocket and missile launchers.<br/><br/>Tactics: The study of combat above a personal scale, as well as common military tasks and protocol.  Calling in artillery strikes and air strikes.<br/><br/></div></div><br/><br/><br/>The levels of skill mastery from highest to lowest are:<br/><br/>Expert<br/>Professional<br/>Competent<br/>Novice<br/><br/><br/><br/>Step 1:  Military Specialty.<br/><br/>From the following, choose one specialty.  This will determine necessary Attribute requirements and potential Expert and Professional skills.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Armor - Armored Reconnaisance</div><div class="spoiler_body"><br/>Armored recon serves as the forward scouting screen of any major ground offensive.  These units are often the first to make contact with the enemy, relying on speed and cunning rather than firepower to survive in the face of heavy hostile fire.  <br/><br/>Armored recon soldiers must know how to drive and maintain Humvees (Driving), move stealthily in the wilderness or deserted urban environment (Fieldcraft), use mounted weapons such as medium/heavy machineguns and grenade launchers (Support Weapons) and communicate observations (Tactics).<br/><br/>Prerequisites:  Awareness 8+, Fitness 7+<br/><br/>Skills:<br/>Driving/Heavy, /Tracked<br/>Electronics<br/>Fieldcraft<br/>Gunnery/Guided<br/>Longarm<br/>Mechanics<br/>Sidearm<br/>Support Weapons<br/>Tactics<br/><br/>Benefits:<br/>Driving has the /Heavy and /Tracked qualifications.  Driving can be used for heavy vehicles and tracked vehicles.<br/>Gunnery has the /Guided qualification.  Gunnery can be used for guided munitions.<br/><br/>Requirements:  <br/>Driving, Fieldcraft, Support Weapons or Tactics must be Expert or Professional.<br/>Driving, Fieldcraft, Support Weapons and Tactics must be Expert, Professional or Competent.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Artillery - Forward Observer</div><div class="spoiler_body"><br/>Forward observers direct artillery missions and liase with attack aircraft.<br/><br/>Forward observers must be able to communicate over radios (Artillery or Tactics).<br/><br/>Prerequisites:  Awareness 8+, Cognition 7+, Coordination 6+, Fitness 6+<br/><br/>Skills:<br/>Artillery/Guided<br/>Computing<br/>Driving/Tracked<br/>Electronics<br/>Fieldcraft<br/>Longarm<br/>Tactics<br/><br/>Benefits:<br/>Artillery has the /Guided qualification.  Artillery can be used for guided munitions.<br/>Driving has the /Tracked qualification.  Driving can be used for tracked vehicles.<br/><br/>Requirements:  <br/>Artillery or Tactics must be Expert or Professional.<br/>Artillery or Gunnery must be Expert, Professional or Competent.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Engineering - Combat Engineer</div><div class="spoiler_body"><br/>Combat engineers construct and destroy trenches, traps, bunkers, bridges and roads, as well as lay or clear landmines (Construction).<br/><br/>Prerequisites:  Fitness 7+, Muscle 8+<br/><br/>Skills:<br/>Aquatics/SCUBA<br/>Climbing<br/>Construction/Demolitions<br/>Driving/Heavy, /Remote, /Tracked<br/>Gunnery<br/>Mechanics<br/>Sidearm<br/>Special Equipment (any cascade)<br/>Special Vehicle (any cascade), /Remote<br/>Support Weapons<br/><br/>Benefits:<br/>Aquatics has the /SCUBA qualification.  Aquatics can be used for SCUBA gear.<br/>Construction has the /Demolitions qualification.  Construction can be used with demolitions.<br/>Driving has the /Heavy, /Remote and /Tracked qualifications.  Driving can be used for heavy vehicles, remote-controlled vehicles and tracked vehicles.<br/>Special Vehicle has the /Remote qualification.  Special Vehicle can be used for remote controlled vehicles.<br/><br/>Requirements:<br/>Construction must be Expert or Professional.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Infantry - Assault Infantry</div><div class="spoiler_body"><br/>Assault infantry are trained and equipped for rapid deployment to engage critical targets.<br/><br/>Assault infantry must be able to shoot assault rifles (Longarm) and hide (Fieldcraft).<br/><br/>Prerequisites:  Awareness 6+, Coordination 7+, Fitness 8+, Muscle 8+, Resolve 7+.<br/><br/>Skills:<br/>Aquatics<br/>Climbing<br/>Driving/Heavy, /Tracked<br/>Fieldcraft<br/>Freefall/Tactical<br/>Hand-to-Hand/Grappling<br/>Hand Weapons<br/>Longarm<br/>Medicine<br/>Sidearm<br/>Streetcraft<br/>Support Weapons/Guided<br/>Tactics<br/><br/>Benefits:<br/>Driving has the /Heavy and /Tracked qualifications.  Driving can be used for heavy vehicles and tracked vehicles.<br/>Freefall has the /Tactical qualification.  Freefall can be used for HALO, HAHO, vehicle and cargo drops.<br/>Hand-to-Hand has the /Grappling qualification.  Hand-to-Hand can be used for subduing targets.<br/>Support Weapons has the /Guided qualification.  Support Weapons can be used with guided munitions.<br/><br/>Requirements:<br/>Longarm must be Expert or Professional.<br/>Fieldcraft must be Expert, Professional or Competent.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Infantry - Military Police</div><div class="spoiler_body"><br/>Military police provide basic law enforcement in military communities and security for rear areas.  They are often called upon to function like infantry forces, particularly during urban fighting.<br/><br/>Prerequisites:  None<br/><br/>Skills:<br/>Driving<br/>Fieldcraft<br/>Forensics<br/>Hand-to-Hand/Grappling<br/>Hand Weapons/Grappling<br/>Intimidation<br/>Language<br/>Longarm<br/>Persuasion<br/>Sidearm<br/>Streetcraft<br/>Support Weapons<br/>Tactics<br/><br/>Benefits:<br/>Hand-to-Hand has the /Grappling qualification.  Hand-to-Hand can be used to subdue targets.<br/>Hand Weapons has the /Grappling qualification.  Hand Weapons can be used to subdue targets.<br/><br/>Requirements:<br/>Forensics, Hand-to-Hand, Hand Weapons and Intimidation must be Expert, Professional or Competent.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Medical - Combat Medicine</div><div class="spoiler_body"><br/>Prerequisites:  Cognition 7+<br/><br/>Skills:<br/>Command<br/>Deception<br/>Driving<br/>Fieldcraft<br/>Instruction<br/>Longarm<br/>Medicine<br/>Persuasion<br/>Sidearm<br/>Special Equipment (any cascade)<br/>Streetcraft<br/><br/>Benefits:<br/>None.<br/><br/>Requirements:  <br/>Medicine must be Expert or Professional.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Support - Maintenance</div><div class="spoiler_body"><br/>Prerequisites:  None<br/><br/>Skills:<br/>Computing<br/>Driving/Heavy, Tracked<br/>Electronics<br/>Instruction<br/>Mechanics/Aviation, /Industrial, /Machinist, /Nautical<br/>Persuasion<br/>Seamanship<br/>Special Equipment (any cascade)<br/><br/>Benefits:<br/>Driving has the /Heavy and /Tracked qualifications.  Driving can be used for heavy vehicles and tracked vehicles.<br/>Mechanics has the /Aviation, /Industrial, /Machinist and /Nautical qualifications.  Mechanics can be used to fix aircraft, fix industrial machines, craft machine parts and fix watercraft.<br/><br/>Requirements:<br/>Mechanics must be Expert or Professional.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Support - Transport</div><div class="spoiler_body"><br/>Prerequisites:  None<br/><br/>Skills:<br/>Driving/Heavy, /Tracked<br/>Fieldcraft<br/>Mechanics<br/>Persuasion<br/>Seamanship<br/>Streetcraft<br/>Support Weapons<br/><br/>Benefits:<br/>Driving has the /Heavy and /Tracked qualifications.  Driving can be used for heavy vehicles and tracked vehicles.<br/><br/>Requirements:<br/>Driving must be Expert or Professional.<br/><br/></div></div><br/><br/><br/>Step 2:  Attributes.<br/><br/>Distribute 60 points over the 8 attributes.<br/><br/>Each attribute must be between 6 and 10.<br/><br/>The attributes are:<br/><br/>Awareness (AWA)<br/>Coordination (COO)<br/>Fitness (FIT)<br/>Muscle (MUS)<br/>Cognition (COG)<br/>Education (EDU)<br/>Personality (PER)<br/>Resolve (RES)<br/><br/><br/><br/>Step 3:  Skill package.<br/><br/>The levels of skill mastery from highest to lowest are:<br/>Expert<br/>Professional<br/>Competent<br/>Novice<br/><br/>Choose one of the following skill packages:<br/><br/>Focused skill package:<br/>1 Expert skill<br/>2 Professional skills<br/>5 Competent skills<br/>8 Novice skills<br/><br/>Balanced skill package:<br/>0 Expert skills<br/>3 Professional skills<br/>6 Competent skills<br/>12 Novice skills<br/><br/>Generalist skill package:<br/>0 Expert skills<br/>1 Professional skill<br/>9 Competent skills<br/>16 Novice skills<br/><br/><br/><br/>Step 4:  Expert skill.<br/><br/>If granted by the skill package, choose an Expert skill.  The skill must come from the skills in the Military Specialty selected in Step 1.<br/><br/><br/><br/>Step 5:  Professional skill(s).<br/><br/>Choose Professional skill(s).  The skill(s) must come from the skills in the Military Specialty selected in Step 1.<br/><br/><br/><br/>Step 6:  Language (English) skill.<br/><br/>Add the Language (English) skill.  It must be Expert, Professional or Competent.<br/><br/><br/><br/>Step 7:  Required skills.<br/><br/>Add skills according to the Requirements in the Military Specialty selected in Step 1.<br/><br/>Add all of the following required skills if they have not already been chosen in a previous step.  These skills reflect what learned during military indoctrination (basic training, boot camp).<br/><br/>Climbing<br/>Fieldcraft<br/>Hand to Hand<br/>Hand Weapons<br/>Longarm<br/>Medicine<br/>Sidearm<br/>Support Weapons<br/><br/><br/><br/>Step 8:  Other skills.<br/><br/>Choose any other skills to complete the skill package.<br/><br/><br/><br/>