Thursday, January 1, 2026

Answers to 20 Quick Rules Questions: Twilight: 2000 Free League (4th edition)

 


1. Ability scores generation method?


Referred to as Attributes, there are two methods to generate the six scores as per page 18:

Random Generation: In this method, each attribute is determined by rolling 2d6-2 (re- roll any roll that would result in a 0 attribute score). This gives a range of from 1 to 10 for each attribute.

Allocation: Players who choose the allocation method have a total of 32 points to be distributed among their attributes in any com- bination they wish. No attribute may have a value of 0 or more than 10.


When generating the various pregen characters I mostly used the "allocation" method but most averaged out at 32-34 (some build choices increase the scores and therefore the total - put simply, the "allocation" method allows every character can have an average score of 5 and two Attributes with a score of 6, two Attributes with a score of 8 and four with a score of 4, or else some other combination with a wider spread such as two scores of 8, two scores of 5 and two scores of 3 etc.


2. How are death and dying handled?


All editions of Twilight: 2000 are comparatively deadly, particularly fire combat.

  • critical head injury causes immediate death. A critical injury to any *other* body part causes immediate loss of consciousness and requires medical attention within 10 minutes, or the character will die from loss of blood (page 211). Strangling can lead to death once "total control" at grappling is achieved and head wounds occur each turn (page 201).

A character can die in the following additional ways:

  • Ammo hits in vehicle combat that cause ammunition explosions kill all the crew (page 219).
  • Starvation. Eventually, a character on less than half rations will starve. This takes about a month of no food or several months of half rations (page 148). Technically a character can't die from Fatigue alone despite the Attribute penalties.
  • Disease. A character can potentially die if they fail their "recovery roll" against a disease and then roll less than the "Death Probability" number on 1d10 (page 245).
  • Radiation can kill a character that has accumulated 300+ rads (page 243).
  • Drowning after a water vessel explodes occurs unless a character makes a FOR Swimming check (IMP Swimming check if the character is below decks).


3. What about raising the dead?


This isn't a fantasy game, once a character dies that's it, they're permanently dead.

Sorry. Not sorry. The Twilight World really isn't that kind of place.


4. How are replacement PCs handled?


By the usual character creation process, there is no provision for multiple starting characters and even if this was suggested for many reasons isn't common practice in most RPGs. Twilight: 2000 can be relatively lethal so creating some extra "backup" characters or using pregens for the "secondary roles" (combat engineermechanicmedic etc) is probably worthwhile.


5. Initiative: individual, group, or something else?


Individual - it's initially a calculated characteristic from character generation modified by conditions such as fatigue and wounds then increases as if it were a skill, there's no random dice roll per round or turn. Wounds can decrease a character's initiative.

Animals have a set Initiative of 6.

Characters act in order starting at the highest Initiative "step":

The number and order of actions that a character may conduct in a turn are determined by the character's Initiative number. This number usually ranges from 1 to 5, but this limit can be exceeded by player charac- ters with large amounts of experience. The Initiative number can also be temporarily reduced in the course of combat as a result of panic or wounds... (see pages 194-195).


Characters (and animals) with an Initiative greater than 5 receive an extra action at the "step" equal to half their total initiative (rounding down) - animals have two actions and act at "step 6" and "step 3".

Initiative is also linked to a character's chance of Panic - a character knocked down by wound damage or surprised panics if they roll greater than their Initiative on 1d6 (see page 197).


6. Are there critical hits and fumbles? How do they work?


Yes, they're a big part of the game.

The task resolution mechanics for combat are skill based (page 135).

An outstanding success occurs when a character rolls 10 lower than the required roll for any given task including combat eg. if they needed a 12 and roll a 2, they achieve an outstanding success. A catastrophic failure is similar in reverse, so if a character needs a 4 or less to succeed and rolls a 14, they check again and if they fail a second time it's a catastrophic failure - if they succeed it's just a normal failure. The rules state no specific rules for either of these except in fire combat when an outstanding success *doubles* damage (page 209).

In addition, successful shots on an NPC target's head or chest can trigger a "Quick Kill" automatic death if the firer rolls *under* the damage inflicted (except on a natural 20). Player characters are exempt from this rule and suffer damage instead although it is recognised as unrealistic (page 210).


7. Do I get any benefits of wearing a helmet?


Yes, the two types of helmets (steel or kevlar) provide an Armor Value (AV) of 1 when worn for Head hits and so reduce the chance an attack will penetrate and cause damage. The only mechanical difference between the two types of helmets is their weight and (relative) cost.


8. Can I hurt my friends if I fire into melee or do something similarly silly?


Yes, when using automatic fire you can definitely hit your friends or other targets in the "Danger Zone" (an area 5m to either side of the firer to the target and within the same range band, unless at short range - see page 203). If using area of effect weapons (grenades, RPGs, HE rounds etc), there's a good chance of hitting unintentional targets.


9. Will we need to run from some encounters, or will we be able to kill everything?


You will definitely need to run sometimes and preferably avoid some encounters altogether.

In Poland in particular, there are large cantonments and moving lines of troops of hundreds and even sometimes several thousand men. Although tanks and other armoured vehicles are rare or difficult to operate through lack of fuel, ammunition or other parts some of these groups have sufficient firepower to be relatively untouchable. Non-human threats such as disease and radiation can also be very difficult to "defeat" without the appropriate protective equipment or medicine.


10. Level-draining monsters: yes or no?


This isn't a fantasy game.

In any case, there are no "levels" as such, task success or failure is "Asset" based (Attribute or Attribute+Skill) modified by Difficulty multipliers. There is Attribute loss "damage" however whether it be from Fatigue, wounds or other hazards (disease, radiation, starvation), so in a sense, these are the equivalent "monsters".

Alt T2k Q: What threats can reduce my character's effectiveness?


11. Are there going to be cases where a failed save results in PC death?


There are no saving throws per se, task success or failure is based on Attributes or Attribute+Skill checks referred to collectively as "Assets", modified by Difficulty multipliers.

Disease and radiation each have their own mechanics / mini-games where death can result from a failed roll, this is probably the closest to a saving throw. You can drown from a failed Swimming check also, but that's a Skill check, not really a saving throw in the traditional sense.


12. How strictly are encumbrance & resources tracked?


Very strictly - all editions of the game are very resource management intense and detailed. Time is measured in 4 hour periods, encumbrance is tracked and heavy loads penalised, carrying capacity is a calculated score based on Attributes and resources such as ammunition, food and fuel are tracked by the round, kg and litre respectively.


13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for downtime?


There are no levels but Experience is accumulated per session. Skills are increased on a point for point basis - raising a skill requires a number of Experience points equal to the next skill level eg. if a character has a Small Arms: Rifle level of 3, they need 4 Experience points in that skill to increase it to the next level of 4.

Instruction is the equivalent of training and dependent on the Instruction skill, with a teacher spending one period a day for a week with either a single or multiple students with Skill levels less than the teacher.

Improving skills by assimilating Experience occurs *between* sessions not automatically.

Initiative is improved similar to the above but specific Experience is tracked separately.

Alt T2k Q: How do I improve my character's capabilities? Training? Is downtime needed?


14. What do I get experience for?


Experience is gained at least 1 point per session plus additional points for particularly dangerous or skilled use of a Skill and/or stating well in character (see page 138-139). A character can also learn from close observation if the observer's skill level is less than half that of the character they are observing. Instruction (see 13. above) grants either 3 or 1 Experience points depending on the number of students being taught (see page 139).

For Initiative, a character gains one Experience point per session and then potentially an additional point for either a particularly difficult shot or feat of hand to hand combat (see page 139).


15. How are traps located? Description, dice rolling, or some combination?


Probably some combination, but mainly using the Observation (INT) skill which is used to detect ambushes or spot enemies. A Geiger counter is probably needed for anything involving radiation although not technically a trap per se. There are no specific rules about setting/creating or disabling traps compared to most fantasy RPG games but the same principles hold and ideas from other sources could be readily adapted with some work.


16. Are retainers encouraged and how does morale work?


NPCs are readily generated according to 4 ranks (Novice, Experienced, Veteran, and Elite) with a few relevant corresponding Assets (Skill + corresponding Attribute), Initiative, Unarmed Combat Damage, and primary Attribute scores. NPC "Motivations" determined by drawing from a deck of playing cards. There are also some "stock" NPCs, making it simple enough to create retainers and other "expert" hirelings (pages 139-143).

There's no morale system and retainer loyalty is left up to the Referee to adjudicate.

Every character has a chance of panic in combat (freezing for a number of rounds) depending on their initiative score - each rank of NPC therefore has a set Initiative score.


17. How do I identify magic items?


This is not a fantasy RPG so there are no "magic items" as such, but invoking Clarke's Third Law, their equivalents are advanced technology and equipment that are now in limited supply and/or damaged in need of repair. This question and the next two probably, are more of a "campaign" question - see my other post of Poland campaign answers based on Jeff Rient's list of questions.

So identifying such items isn't difficult and does not require a skill check but *using* the equipment may require levels in the relevant skill eg: Aircraft Mechanic, Computer, Electronics, Pilot (any), Scuba, Tac Missile, Warhead and others.

Alt T2k Q: How do I find advanced technology, weapons and vehicles? 


18. Can I buy magic items? Oh, come on: how about just potions?


See 17 above - technically no, but advanced technology while rare and expensive is available for purchase or barter in the more civilised areas such as the larger towns and free cities. You can't just choose your pick from a showroom of tanks and pay cash drive away - there's no technological equivalent of the "local magic shop", most advanced items will require almost an adventure in themselves to track down and earn.

If by potions you mean medicines (antibiotics, antitoxins, vaccines) then these can potentially be bought from larger towns and cities who may even have limited manufacturing capability.

Alt T2k Q: Can I buy advanced technology, weapons and vehicles?


19. Can I create magic items? When and how?


See answers to 17 and 18 above. Technically no, never and not applicable...

Some characters can at least attempt to *repair* advanced machinery and technology using Computer, Electronics, Gunsmith, Mechanic, Warhead or similar skills. This includes electronics/computing equipment, heavy weapons and armoured vehicles.

Crafting from scratch will be difficult without the dedicated tools, a machine shop and the correct parts, which may well be in short supply and/or expensive. Manufacturing medicine is very difficult and likely beyond the reach of a travelling group given the general lack of facilities, although not impossible if a dedicated laboratory could be established perhaps in one of the major cities.

Alt T2k Q: Can I construct advanced technology such as computers/electronics, heavy weapons and armoured vehicles? 


20. What about splitting the party?


Never split the party. It's always a bad move.

OK, all jokes aside the main issue is the meta-game issue of player boredom while one group or player sits out while the Referee concentrates on the others but this is better discussed elsewhere (such as here, or perhaps here).

However, splitting up the group makes a lot of tactical sense in many situations - scouting, foraging/hunting, maintaining vehicles and other "down-time" activities are often better split up between members of the group given the emphasis on resource tracking including time. So using some of the suggestions in the links above will be useful as it's not an uncommon occurrence.


Saturday, November 26, 2022

Assault on Pillbox 12: an OWB "Trial by Fire" Funnel attempt

This post is based on a recent "one-shot" session I ran my group through using the "Trial by Fire" rules from OWB and the "Assault on Pillbox 12" scenario from the "Normandy Breakout" supplement. We were a regular player down (the one that is the designated group leader), so it made for an interesting diversion and helped me with some of the individual personality dynamics... 

Into the Jaws of Death...

So Why a D-Day Scenario? 

So when I start a new group of players or a new campaign arc for existing ones, I like to throw the action straight at them - not always a combat situation, but often something dangerous - they begin in media res and need to quickly sort themselves out - it's one of The Lazy DM's tactics I like to use repeatedly. I thought this would work even better for a one-shot and the nature of a funnel is that things move fast and improvisation is the name of the game...

Assault on Pillbox 12 is an almost scene-by-scene simulation of the Omaha beach landing scene from the film "Saving Private Ryan", so I thought it would be ideal, if somewhat intense... (trigger warning)

I mean the first few minutes really kick things off and get the adrenaline going - I recommended the players watch that extended scene from Saving Private Ryan if they could to get into the mood.

Amusingly, only one of the three players had actually seen the film, which I think amplified the whole effect and created a very compelling sense of confusion and urgency.

How to Play OWB "Trial by Fire" 

Effectively the rules on pages 42-43 of the OWB Corebook are a type of funnel, well at least a "mini-funnel" in the spirit of DCC or similar. A bunch of unskilled 0th-level characters are thrown into a dangerous situation and the survivors develop relationships, back stories, and an idea of their skill aptitudes and personality quirks during the "funnel session".

Character Names 

Rather than actual proper names, I just asked the players to pick the appropriate style first names (and optionally surnames) starting with the same letter in the sequence. So for instance we first had:

    Aaron
    Bob
    Colin

Then as each character dies, moving down the alphabet:

    Dave
    Eliot
    Fred
    George

... and so on, cycling through the letters. 

This prevented interruption of play, and to further keep up the momentum I had each new character appear as a new grunt running up to the spot the player's last character died or near enough (emulating respawning in FPS games eg Call of Duty and similar) and falling in.

The only hesitation was choosing the weapon loadout from the three choices (Large Rifle (M1 Garand) + 4 grenades / SMG + 4 grenades / Heavy Weapon + only 2 grenades) and the preferred Physical Stat (STR or DEX or CON). This rolled through pretty quickly after the first few "changeovers".

After a player had three characters die, as a variant rule given the lethality of Assault on Pillbox 12 for zero-level characters, I allowed for 4th and subsequent characters but restricted the weapon choice to Large Rifle but players could scavenge from their fallen comrades.     

In the session I ran with my group as a "one-shot" , only the character that started with Colin had a surving character (Leonard) from his three initial "lives", the other players had one surviving character (Mike) with 4 dead, and no surviving character and 7 dead. So in total, 13 dead and 2 surviving 0th level characters from the "funnel", one who stood out as a possible Tactician, the other was played more as a Grunt than anything (survived jumping on a grenade with a helmet).

Using Allied NPCs 

I used a similar strategy with any Allied NPCs, using their first names A, B, C ... etc, but in retrospect, it would have been better to use surnames for realism, and will do that for any subsequent sessions. An alternative would be to use a name generator such as this one (in advance) and have a ready-made list

So I didn't use any officers, because I wanted to let the players attempt to rally the remnants and didn't want to railroad them, but unfortunately, they just randomly headed off in a group by themselves... LOL. 

However, I did throw in a brief encounter with a combat medic moving along the lines, healing up the troops and any wounded player characters, and some combat engineers with Bangalores. I left it pretty freeform and let the chaos reign.

For a future session, I'd run these a bit more developed (see below).

Running the Beach Landing

Just like in the movie, there's a lot going on during the beach landing and it can be confusing... this is inherent to the chaos of the assault but can make it difficult to run easily even with the "mass combat lite" approach used in the scenario, so I broke things down into a couple of actions I needed to do. 

I first decided to push the dice rolling back onto the players to increase their buy and in and provide a sense of urgency and hopefully retain agency... this worked so well though that it resulted in the players running off in different directions without coordination - somewhat less than optimal, but led to amusing outcomes and I think truly reflective of the potential for panic.

To achieve this I made each character roll TWO d6s each "round" (preferably different colours unless using Discord or Roll 20 etc) while moving to the base of the cliff. Depending on their choices and the Bangalores, a given character can reach the cliff base in as little as 6 "rounds" but it will most likely take longer than that to cross the distance into the relative safety of the  

The first d6  is to check if they were hit by "enemy fire" - on a 1, that is the main event for that round and the second d6 is used to determine what they are hit by (Normandy Breakout, p4). 

If I'd thought of it, I would have added a d20 save as most of the time they ended up having some sort of cover they could use or flong themselves towards - one of the players worked out how to make a short macro for Roll 20 which we used, so that would be the way forward I suspect.

                Use this string:     /roll 2d6+d20     (copy and paste)

Secondly, I created a "DM Playsheet" from the map that had all the main information to hand:

DM Playsheet for Assault on Pillbox 12

This has everything I need in the scene but is not covered by the basic OWB rules.

I also found this elevation plan that gives an idea of the beach terrain for better visualisation and can be handed to as a printout for players or sent as an image over Discord / Roll 20 or other VTT:


And a nifty diagram and photo of a Landing Craft (aka "Higgins Boat") to help evoke the initial moments:



Ideas for Repeat Playthrough


I plan to run this again, as it really was a lot of chaotic fun!

It was a great "one-shot" filler for when a player or two is missing, and I can see adding in WW2 style variations (Nazi Super Science, Nazi Occult, etc) or shifting it into a different setting or game system even with a bit of jury rigging. There are definitely a few elements and structural parts that could fit into say a T2k 2nd edition or 4th edition (Free League) game - adjusting some of the "atmospheric" rules for the initial breakout from Escape from Kalisz...

Added Details and Encounters while Crossing the Beach

For future plays, I'll be making it so that if they roll another number than 1, other events happen based on this optional expanded table next time, using the second die to help determine the exact scene the player witnesses:

Table A: Stray Fire & Additional Beach Scenes

1.        Hit by Enemy Fire (1-4 stray fire, 5 MG, 6 explosion) as per p4 
2-3      Just missed by enemy fire (use 2nd die to determine type of enemy fire)
4.        Soldier falls in front of you to enemy fire (use 2nd die to determine type of enemy fire)
5.        Come across a dead body (can use as partial cover for stray fire only) with gear
           + Wire clippers (1-2) / Rocket grapple (3-4) / Weapon upgrade (5-6)
          6.        Officer (1) / Radioman (2) / Sniper (3) / Medic (4) encounter OR soldier falls (5-6)

Officer: will attempt to rally the players and push them towards the next objective by barking orders.  
Radioman: busy trying to communicate about conditions on the beach, characters will hear snatches of communication but be aware that few officers have survived. 
Sniper: can ask to lay down covering fire on an MG nest to avoid if rolls next turn 
Medic: will heal character 1d3 hit points of wounded. If the character is not wounded, the Medic will ask them to help drag a wounded soldier to the closest piece of cover and assist for 1 round. 

This is roughly based on the script of the beach landing scene and the brief encounters of Tom Hank's character, Captain Miller, plus a few other ideas to help the meta-game progress and give the players some hints and the potential to pick up some specific equipment or weapons.



 



Wednesday, November 24, 2021

"Monk" v4.0 - Free League edition Conversion of an Iconic T2k Character

 “Me, I’m a grease monkey. That’s why they call me “Monk” – I keep the Hum Vee purring and the LAV-25 limping along (so far). I guess I’ve always loved engines, which is why I’m so good at them…” 

– T2k v1.0 Play Manual, page 7.

I think Monk is a good place to start for conversion because although every group needs a mechanic and backup driver, it's not necessarily a role that many players are going to jump at in a military-based game. I've also noticed there's a subtle nod to Monk in the nicknames suggested for the Mechanic Archetype, so it seems to almost be a sign. And who doesn't have a soft spot for the kid... right?

So let's convert him, falling back on that Archetype when necessary as we're not going the full Lifepath route.

Converting "Monk" to Free League / 4th edition


Basic nationality, rank, and other core aspects are easy enough to decide on. Monk is technically only capable of being a Specialist if we follow the Mechanic archetype guideline but is described as being a sergeant, which is likely just possible with lifepath development. I'm not fussed too much, rank also has very little bearing in the latest edition.


American, US Army Specialist


Moral Code:                    TBA, this isn't really called out in the original narrative

Buddy:                            TBA and/or pick one of the other "iconic" v1.0/2.2 characters (TBA) 

Big Dream:                      Keep the Humvee and the LAV-25 running until we get back home 


Attributes and skills are converted using the guidelines from the Referee's Manual pages 107-110. 


This is his starting converted Attribute & Skill breakdown:


Attributes & Skills


Strength (STR)                B    1d10 
    CLOSE COMBAT          D   1d6     Martial Arts       


Agility (AGL)                    A    1d12    

    DRIVING                       D    1d6    Racer
    RANGED COMBAT       D    1d6    Rifle
    MOBILITY                     D    1d6    Diver, Pitcher
    

Intelligence (INT)            C    1d8  

    TECH                           C    1d8    Computers, Mechanic

    SURVIVAL                    D    1d6    Scrounger


Empathy (EMP)              C    1d8    

    PERSUASION             B   1d10   Linguist


My initial version of Monk converts across to a character with a lot of low-level skills and specialties compared to a character built with the Archetype method. Also, as the primary attribute for various skills shifts in Free League edition (notably STR and AGL swapping around for Ranged Combat and Mechanic moving from STR based to INT based), Monk's attribute spread doesn't make a lot of sense actually. 


Compared to an Archetype build, the conversion translates into the same 1 A, 1 B, and 2 C level attributes. The suggested primary attribute for his closest Archetype is INT, however, not AGL or STR. Sure, AGL makes sense if he's more a driver than a mechanic (potentially a useful option as mechanic skill seems to be somewhat downplayed in this later edition - see later post), but I think STR and INT need to be swapped to align with the original concept - as the attributes stand, this initial attempt at conversion seems more of a brawler style of character who is less mechanic and more a traditional "Wheelman" however.


Monk seems to have one extra skill due to Language: English converting to PERSUASION B (Linguist) which doesn't really fit and is outside the Mechanic Archetype's suggested cores skills. In addition, he has only one level C skill which is TECH, although he does have two specialties for it and overall seems to have a lot of specialties - a total of 9 compared to a starting Archetype-based character's usual single specialty. Sure, I can see PERSUASION being useful for haggling but I'd suggest switching the B with the C of TECH at least, if not dropping it to D or losing it entirely and bumping up DRIVING or SURVIVAL (Scrounger) to C instead. 


In terms of the specialties, if I had to choose only one I'd stick to Mechanic, but otherwise, it seems reasonable to drop to only 3: Mechanic, Racer, and Scrounger seem the most applicable. Of course, this is a converted character, so it's not unreasonable just to keep all the specialties if your Referee is not worried about balance.


So revised to fit the Archetype better this becomes:


Attributes & Skills


Strength (STR)                C    1d8 
    CLOSE COMBAT          D   1d6        


Agility (AGL)                    B    1d10    

    DRIVING                       C    1d8    Racer
    RANGED COMBAT       D    1d6   
    MOBILITY                     D    1d6    
    

Intelligence (INT)            A    1d12  

    TECH                           B    1d10  Mechanic

    SURVIVAL                   C    1d6    Scrounger


Empathy (EMP)              C    1d8   


So with the attributes reordered and skills added, it's easy enough to sort out the Hit and Stress Capacity. Given we're basing him on the Mechanic archetype, his CUF (Coolness Under Fire) is only a D (1d6). I'm not going to delve into this further now, maybe in a later post dealing with combat and/or survival. 


Hit Capacity:                    5

Stress Capacity:              5        

Coolness Under Fire:      D    1d6

 

So now equipment and gear, previously a big part of v2.2 and earlier editions. Like most other military characters, Monk starts with a standard helmet and flak armor so let's add those and then roll 1d6 for radiation or take the average rounded down. Again, let's leave Radiation for now and return to it in it's own post as compared to my previous article analysis it seems a lot simpler than in earlier editions. 


Armor


    Head    Kevlar Helmet    1
    Arms
    Torso    Flak Jacket        1
    Legs

Radiation


    Permanent                   3

That's actually mostly done now, let's just add his specific gear, weapons and make a note of any group equipment he carries or has been assigned - it's worth noting at this point that earlier edition T2k characters can have a lot of gear/resources compared to their Free League / 4th edition counterparts.


Gear


  • Fatigues
  • Backpack
  • Thermal fatigues
  • Personal medkit
  • Vehicle tools
  • Flashlight
  • Protective mask (gas mask)
  • Small tent


Weapons 


  • M4A1 Carbine with 6 reloads 
  • 6 frag grenades
  • 2 smoke grenades 
  • Large wrench (as a club)


Group Equipment


  • Case of 5.56N ammo (840 rounds in magazines) & 180 loose 5.56N rounds 
  • Dirtbike with half a tank of fuel
  • AN/PRC-77 portable backpack radio 
  • Small alcohol still

There's nothing extraordinary here, except noting that a converted Monk has quite a few more pieces of equipment than an archetype-generated character, and the extra reloads, the whole case of ammo, and the bulk of loose rounds provide him with an equivalent small fortune in Free League terms. His original concept has an M117 carbine, but this converts across easily enough to an M4A1 without needing specific treatment so I haven't looked at the weapon conversion rules yet. I've thrown in a dirt bike because I gave Monk a motorcycle in one of my earlier worked examples for the v2.2 travel rules. 


First Thoughts on Free League / 4th edition Conversion 


Like the v2.2 version, this Monk is intended as a pretty green / “Novice” level support character – he’s a decent mechanic and capable driver but not very skilled at much else except standing watch while the grunts sleep. Without additional development, he may be better used as a somewhat just more than generic background NPC to streamline play or a backup or sidekick character if the part splits and you want to keep the players involved.

A few general observations to test for future conversions:

  • Core Attributes don't necessarily correlate - the most obvious change from T2k v2.2 is that whereas in the earlier edition a lot of essential skills relied on STR, this has been evened out in the FL / v4.0.
  • The LANGUAGE skill doesn't really covert across well and just seems to create a glut of patients with skill in PERSUASION for no real reason. I'd consider dropping this unless the patient is multilingual and or has more of an intelligence background or "Face" role.  
  • Specialties are differently geared in FL / v4.0 - their role is similar but they seemingly cost a lot more XP (equivalent to increasing a skill from D to C). It looks like v2.2 characters are likely to have a lot more Specialties because of how the long skill list translates across to the simpler FL / v4.0 equivalents. I've reduced this character's options a lot which streamlines things, but there's a significant drop in characterisation and to some extent capability.
  • Not sure how the combat-relevant characteristics convert across so let's come back to that.
  • v2.2 can seemingly have a *lot* more gear than their FL / v4.0 counterparts - as one poster on the Fria Ligan forum has noted, the standard character whether Archetype or Lifepath has very little in the way of "standard gear" although there are perhaps a few reasons for this. Added to this, the excess cash equivalent that can be pooled amongst the group to purchase additional soft-skinned vehicles and supplies is notably absent. I like the shift to small arms ammo as a barter currency, however.   

"Monk" FL / v4.0 Conversion Complete 


I'll link to a Google Drive final character sheet for "Monk" FL / v4.0 - this is based on the fillable PDF by Fenhorn over on the Fria Ligan forums and will paste in an image version here for reference.

Suggested Variants


"Tank"

This is essentially "Monk" re-envisaged as a tanker or self-propelled artillery crewman, not dissimilar to the way he originally converted and an amalgam of the artillery and armor variants for the original v2.2 version. Big Dream needs to be changed to something more protective of the group as a whole and I'd suggest dropping his rank down to Private First Class. He's more a driver than a primary gunner and only a passable mechanic. I've recalculated HIt Capacity & Stress Capacity included but increase CUF to C as this shifts across to more of a Gunner archetype but is really more a hybrid. Let's keep the same accumulated Radiation for simplicity.


Strength (STR)
                A    1d12 
    HEAVY WEAPONS      C    1d8     Any one specialty other than Launcher Crew
    STAMINA                      D    1d6    


Agility (AGL)                    B    1d10    

    DRIVING                       B    1d10    Tanker
    RANGED COMBAT       C    1d8    
    

Intelligence (INT)            C    1d8  

    RECON                        D    1d6    Forward Observer

    TECH                           D    1d6    


Empathy (EMP)              C    1d8    


Hit Capacity:                    6

Stress Capacity:              4        

Coolness Under Fire:      C    1d8


Basic gear and weapons can stay as a crewman the same unless you want to have a character hefting around a dismounted MG in which case the HEAVY WEAPONS specialty is obvious, but this concept is more a driver or loader hence the Forward Observer specialty. Easy enough to tweak to be an M113 APC and/or mortar carrier driver if the group has that vehicle or an M2/M3 Bradley crewman likely now dismounted.

"Abbot"


An older, grimmer but necessarily wiser version of the younger "Monk" above, perhaps one that made it back home to the US after escaping Poland. Bump him up to Sergeant earned in the field, but notice the reduced STR, lower EMP, and frailty from age and burnout to compensate for the extra experience and gain in CUF. This is a more world-weary field mechanic who has picked up a lot of decent tricks as a survivor (reflected in the additional Specialties closer to the initially converted version above), evolving past a mere "grease monkey" to become an expert able to keep anything vital to the group running. His dreams have changed and his moral code may well have shifted from his experiences as a survivor...


Strength (STR)                 D   1d6 
    CLOSE COMBAT          C   1d8     Martial Arts        


Agility (AGL)                    B    1d10    

    DRIVING                       B    1d8    Biker, Racer
    RANGED COMBAT      C    1d6    Rifleman
    MOBILITY                     C    1d6    Pitcher     
    

Intelligence (INT)            A    1d12  

    TECH                           A    1d12  Computer, Electrician, Mechanic

    SURVIVAL                   B    1d6    Scrounger


Empathy (EMP)              D    1d6   


Hit Capacity:                    4

Stress Capacity:              4        

Coolness Under Fire:      B    1d6


I'd leave his gear unchanged overall although perhaps replace the ammo crate with a collection of spare parts bartered or more likely scrounged from his travels across the ruined landscape. Easy enough to advance "Tank" above similarly accounting for age in terms of attributes and capacities but maybe more of a focus on a second Heavy Weapon specialty (probably Machinegun for use when dismounted) and then Blacksmith / Gunsmith than Computer / Electrician. Cook and Quartermaster might suit better than Scrounger.