TEXT: The Official Twilight: 2000
  TM 3.0
  First Contact
  Everytown Scenario #1
  
  Credits
   
  G-1 (AdministrAtion)
   
  Design: J. Griffin Barber
   
  G-2 (intelliGenCe)
  Copyright © 2009 by 93 Games Studio. 
   Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly 
  forbidden. No part of this publication may be reproduced, by any form or by any means, without the prior written 
  permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for 
  personal use. All characters, names, places and text herein are copyright by 93 Games Studio.
  Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention 
  of or reference to any company or product in this product is not a challenge to any trademark or copyright concerned.
  G-3 (operAtions)
  Written By: J. Griffin Barber
  Additional Writing: Team NPC (Michael “Max” McGloin and Max Messina)
   
  G-4 (loGistiCs)
  Layout, Typesetting, Editing: Keith Taylor
   
  Art: Tyler Windham, Rick Hershey, Max Messina (Maps) & some photos courtesy of U.S. Army
  G-5 (Civil AffAirs)
  Playtesters: Michael “Max” McGloin, Derek Klein, Greg Brance, John Eisenberg, 
  Jake Flannery, Eric Good, and Josh Neely
   
  G-6 (CommuniCAtion)
  Additional downloads can be found at the 93 Games Studio website
  http://www.93gamesstudio.com
  The following characters can act as ready-made PCs or as supporting roles as star NPCs for a GM to use in any number 
  of scenarios.  Most location and event details are intentionally left vague to allow for their introduction into a number of 
  storylines taking place within the USA or storylines requiring an American character or two.
  
  1
  introduCtion
  Opportunities for disaster are abound the first 
  time a group of armed wanderers encounters a 
  population of survivors protecting their resources.  
  Therein lies adventure that is particular to 
  Twilight 2013, where there isn’t a tavern or inn with 
  a welcome sign out front, and no merchant willing to 
  part with his goods for cash. It’s all about nerve and 
  driving the hardest bargain possible without getting 
  ripped off. If negotiations go sideways for the player 
  characters, gun play may occur. This can end badly in 
  many ways.
  Designer’s Assumptions:  
  A) The GM is using the Everytown setting 
  provided, but can be easily adapted to any 
  The shrill whistle scared the shit out of Lewis, who took a knee and leveled his M4 in the direction the 
  noise had come from.  Hernandez went to ground behind and to his left.  As the sergeant searched for threats, 
  he heard an answering whistle from the village. 
  His point of aim shifted to a clump of brush before his brain consciously recognized the threat and 
  processed the details.  At least one occupant, armed with a long gun. Overriding reflexes from too many 
  ambushes Lewis stopped his weapon’s arc of travel. It wouldn’t do to start a shoot out with the people he 
  needed to trade with. 
   “We’re peaceful, here to trade and then move along!” he called out in the local language.  Mostly true; 
  he just doubted the tiny berg would have the food and fuel he and his men would need to make it to safety, 
  wherever that might be found.
  “Stay there, then,” the voice, high and young, came from the figure Lewis had already made out in the 
  OP.
  “I make it one. One only, in the OP to our ten o’clock,” Hernandez said, looking at the ground and speaking 
  quietly. Hernandez might not be the brightest bulb in the string, but the guy could soldier.
   “Affirm. Keep looking for others,” he muttered for Hernandez, then raised his voice and yelled to the kid 
  in the OP, “Will do.”
  He signaled the HMMWV with one hand, motioning them to continue to stay put and cover. 
  They sat still for a few moments, the silent tension stretching Lewis’ nerves. The kid hadn’t stopped aiming 
  his rifle at him just because the sergeant had done as he was asked. People got killed when inexperienced kids 
  started pointing guns at stranger’s melons.  
  The thought spurred memory, and he found himself reliving one such event from his first tour:  The taste 
  of head-blood in his mouth from his squad leader’s shattered skull drowned everything now out.  
  He was so far gone into memory he nearly started rocking and rolling when the kid shouted again, “There’s 
  some people coming up to talk to you. From the village.”
  He came to himself and took his finger off the trigger, then moved his aim point away from the kid.
  Hernandez snorted, “Bit jumpy, sarge?”
  “Shut. It.” 
  Hernandez did as he was told.
  More silence. 
  More waiting.
  Fearing the memories would return, Lewis cursed and let the muzzle of his weapon point to earth, riding 
  easy on its sling. He muttered a brief prayer and called out, “My knees hurt, and I’m standing up.  I won’t 
  come closer.  Do you understand?”
  The kid digested that a moment, “Go ahead.  Just keep your hands where I can see them.”
  Lewis stood up, wondering why the kid sounded like a cop. He stretched a bit and took a sip of stale 
  water, the taste clearing his mouth.
  “How long they gonna take?  I gotta piss,” Hernandez asked.
  “I don’t know,” Lewis grated, watching the village. 
  After several more minutes, a party of armed men started up the road in their direction, weapons pointed 
  skyward. 
  Lewis took that for a good sign and put on his most friendly face. He’d always hated the civil affairs pukes, 
  but almost found himself wishing for one now. Almost.
  
  2
  other first contact situation. If the setting is not 
  used, the people of whatever settlement is used 
  should not be directly aligned against the player 
  characters or the armed forces members might 
  represent.
  B) The player characters are reasonably well-
  equipped but in need of consumables like food, 
  fuel and bullets.
  C) The players have no base of operations that 
  can provide them with support.
  D) That they have some social skills, but aren’t 
  diplomats.
  E) The players are the least bit interested in 
  avoiding armed conflict. 
  BACkGround
  The PCs are coming to Everytown in need of 
  consumables: Medical supplies, food and fuel. 
  Everytown has those things. The PCs just need to 
  convince them to part with it [or “their stuff”].
  Everytown has been very lucky so far.  Most of 
  their needs are not critical and none of the bands that 
  have attacked have posed a significant threat.   
  They could do with more medical supplies and 
  training in that regard. 
  Everytown has a militia, but it is woefully 
  undertrained with regard to tactics, their observation 
  posts are too close to town, understaffed, they have 
  no set reaction force, and their method of signaling 
  leaves a lot to be desired.
  The PCs have skill sets that could be of use to the 
  locals, if they recognize the need and capitalize on it. 
  They don’t have a great deal of equipment they will be 
  willing to give up.
  plAyer setup
  These pregenerated characters were carefully 
  designed to maximize each player’s participation in 
  this and the following scenarios.  If the GM decides 
  to allow the players to create their own, feel free, 
  but several of the skills each character possesses are 
  necessary to successful completion of the scenarios.
  [Character Stats are at the end of the document]
  stAff serGeAnt ABrAhAm lewis 
  Lewis grew up in a staunchly middle class 
  household, got good grades, seeming on course for 
  joining his father at work.  Surprising his family and 
  friends, Abraham joined up as soon as he graduated 
  high school. Deployed to the sandbox, Lewis was 
  quickly promoted.  
  He found the stress of combat something he could 
  deal with, but as the years passed and he was sent on 
  deployment after deployment, he found the miles 
  racking up and problems popping up.  It wasn’t the 
  memories of combat that prevented him going to sleep, 
  it was the responsibility of command.  Eventually Lewis 
  decided to let his enlistment lapse and get out before 
  he made a big mistake and got one of his men killed.” 
  The theme behind his insomnia is his responsibility of 
  command. It makes more sense (to me at least) that he 
  would get out to avoid getting someone he is responsible 
  for killed and not so much himself.
  Discovering that his insomnia made it harder 
  to live a regular life as a civilian than it had while 
  in service, Lewis decided to get back in, at least in 
  the National Guard. He has regretted the decision 
  repeatedly over the last years. The unit was almost 
  immediately deployed to this garden spot, and things 
  went downhill from there, for everybody, everywhere.
  Lewis counted himself blessed when he learned 
  that the Army had screwed up and given him a team 
  that actually had skills that could do some real good. 
  Of course, Army being Army, they’d have better served 
  the nation assigned to units that could capitalize on 
  their special skills.  
  
  3
  Crawford has impressed him, repairing the 
  HMMWV several times over the past weeks with almost 
  no tools. Paulson seems solid, but they’ve all been glad 
  they haven’t needed his help yet.  Hernandez ain’t all that 
  bright, but he generally does what he’s told.  Tomlinson is 
  just plain reliable and can keep his mouth shut.
  They’d all been a little hesitant at first. Their old 
  sergeant, a man they’d known for years, died in a mortar 
  attack.  Once Lewis showed them he knew his ass from a 
  hole in the ground, they came around. 
  The first time he led them through a firefight, 
  they knew who to follow. The same couldn’t be said of 
  company commander.  The guy was a twit, and Lewis 
  was just as happy to have been dispersed by individual 
  vehicles 
  Roleplaying Abraham Lewis
  Combat Situations
  Lead, order, fight.  If you are playing Lewis, you need 
  to think tactically and reach for every advantage you can 
  get.  Lead by action, give orders to your subordinates, then 
  fight. If you aren’t spending ticks on giving commands, 
  your squad had best be dead.  Your sole advantages over 
  any opposition are the unit’s standard of training, team 
  cohesion, and experience.  
  Non-combat situations involving civilians
  Walk softly and carry a big stick.  While your supply 
  situation is far from nominal, your team has a broad 
  range of capability to enhance anyone’s chances of 
  surviving and prospering in the new era.  Or you can kill. 
  A lot of them.
  Going Home
  Never married and childless, returning home 
  doesn’t sound like much of an option for you. The 
  others might feel differently, but you haven’t had the 
  down time to poll the others on what they want to do. 
  You figure it’ll be ugly, and think it best discussed at 
  some future, nebulous date.
  serGeAnt wAde tomlinson
  An orphan, Tomlinson has always been on his 
  own, always trying to catch up to where it seemed 
  everyone else was.  Raised in a series of foster homes, 
  it seemed to him that stability was a dream that would 
  remain forever out of his reach.
  In high school he scratched out a living working 
  for a contractor.  The man brought Tomlinson into his 
  life, giving him a leg up.  Wade even started dating the 
  boss’ daughter. His senior year, he got her pregnant. 
  Tomlinson did the right thing and proposed to her.  
  Wade and his future father in law decided he 
  needed more of a steady income to prepare for his 
  new family, Wade joined up and was excited to 
  become a combat engineer.  Wade’s girl lost the baby 
  while he was at AIT.  
  He returned home for the services, only to learn 
  she’d already shacked up with her ex-boyfriend. Far 
  worse than that betrayal was the fact that his lone 
  father-figure had nothing to say to him, and even 
  refused to see him.
  The event crushed a bit of Tomlinson’s soul. 
  He let his enlistment lapse, moving to Louisiana 
  and starting a contracting company. He joined the 
  National Guard when 9/11 hit, and was actually able 
  to do some good on deployments to both Afghanistan 
  and Iraq. He was surprised to find that he feels most 
  at home on deployments in the field.  Everyone is an 
  orphan in combat, when only family you have are 
  your squad mates.  He feels kind of conflicted on that, 
  like there is something wrong with him.
  Roleplaying Wade Tomlinson
  Combat Situations
  Follow up on Lewis’s orders, making sure that 
  everyone is doing their part. Tear ‘em down, don’t 
  piss on them.  Watch out for Crawford walking away 
  from cover to get a shot.
  Non-combat situations involving civilians
  Let Lewis take the lead, and don’t step on his 
  decisions in front of the troops or, god forbid, in front 
  of civilians.  Back him but don’t be a nut about it. 
  
  4
  Going Home
  That world is gone.  If you can get back and do 
  some good and still soldier, then fine.  If this family 
  wants to stay and do good here, then you are fine with 
  that too. You are pretty sure Lewis just doesn’t think 
  about it.
  speCiAlist JeAn-mArC CrAwford
  Jean was the smartest kid in his northern 
  Louisiana classrooms, but a love of cutting up and 
  playing around left him little time for taking his 
  classwork at all seriously.  The behavior was as more 
  a studied art of self-defense than a reflection of some 
  desire to be the center of things. He learned early and 
  fairly brutally that it didn’t do to upstage the bigger, 
  slower kids with his smart mouth.  
  He got involved in a little trouble in high school, 
  but nothing major. The slacking off was enough to 
  keep him from acing all the tests he needed to if he 
  wanted a scholarship anywhere.  His mother passed 
  away two months before graduation, and he moved 
  in with his grandmother.  The old Creole witch 
  put paid to his misbehaving, threatening him with 
  righteous retribution of the Powers if he continued in 
  his ‘feckless stupidity.’ 
  Desperate to escape his frightening grandmother 
  and the dead-end reality of life in a small town after 
  high school, he decided on the Army as a way out. 
  He’d have gone Navy, but he puked on fan boats, let 
  alone some ship at sea.
  It was a good choice.  The discipline and 
  technical training provided a good living, and the 
  National Guard unit he went into was all right.   He 
  got deployed a few times over the years: mostly sunny 
  spots that were just as hot as Louisiana, only not as 
  humid. The motor pool and maintenance yards were 
  pretty much all the same, regardless. The constant 
  call of duty and long separations did cause his first 
  marriage to fall apart.
  As things started to really shake apart he kept 
  getting deployed over and over again.  He was 
  considering getting out after this tour, thinking the 
  constant deployments were the reason he wasn’t 
  hearing from his second wife.  When the mail caught 
  up with them he found out she’d died of the flu. 
  He went a bit off the deep end then, asking his 
  CO for assignments out in front.  He was placed in 
  Lewis’s squad, and that’s all right by him. He’s too 
  grounded to be truly suicidal, but he’s got a lot of rage 
  on board, and is ready to deal it out.
  Roleplaying Jean-Marc Crawford
  Combat
  Start shooting at the people you’re told to.  
  Shoot till they are all dead. Don’t worry too much 
  about cover. What happens, happens.
  Non-combat situations involving civilians
  Crawford, as a wheeled vehicle mechanic, 
  seeks out things to fix.  Busy hands keep his mind 
  from dwelling on what he’s never had. He’s not 
  rude, but he doesn’t make much effort to make 
  nice, either.
  Going Home
  The current situation sucks swamp water, but 
  while you want to go home, you aren’t really sure 
  why.  Grandmother might still live, but you’re not 
  sure you want to go anywhere near her.  There 
  being little else to draw you home, you figure it’s 
  your destiny.
  privAte rodriGo “BABy fACe” 
  hernAndez 
  Rodrigo was a hard charging little kid, bullying 
  most of his classmates and getting his ass kicked 
  by those he couldn’t push around.  Then he 
  discovered console gaming, and his school career 
  really took a nose dive.  Suspended a lot, he still 
  managed to graduate high school with a fair degree 
  of knowledge, mostly having to do with computers 
  and consoles.
  
  5
  Using the handle Baby Face Rod racked up 
  quite the impressive series of wins playing first 
  person shooter, gaining national standing and 
  invites to compete in tournaments. The summer 
  after graduating he got into a pretty bad brawl 
  at the national championships for his favorite 
  game. When he lost, he accused his opponent 
  of using cheat codes to win. Baby Face won the 
  fight, but his smacking the reedy twelve year old 
  around was televised.  After an arrest and rather 
  lengthy legal battle, his parents gave up working 
  their asses off at two jobs each so junior could go 
  to college and ‘play games’.
  Without any real resources and banned from 
  console events for life, Baby Face joined the army.  
  He was assigned to a recon battalion while active 
  duty, and only recently moved to the National 
  Guard, having had enough driving through hot, 
  dusty towns waiting for the next IED to go off.  
  The National Guard promptly sent him off 
  again, and he landed in Lewis’ squad.  The man 
  can soldier, and the other guys ain’t all that 
  sorry for weekend warriors either.  They don’t 
  play, though, so they’re a bit of a mystery to 
  Baby Face.
  Roleplaying Rodrigo Hernandez
  Combat
  Cover your sector, cover it well.
  Non-Combat situations involving Civilians
  There are no civilians, only red and blue 
  forces.  Let Lewis figure it out, he’s the boss.
  Going Home
  You want to, but mom and dad already let you 
  know how little they care. If they are still alive. For 
  now, fighting is alright.  You’d kill for a monster 
  bottle of high-fructose caffeinated soda beverage, 
  a couch, and a console to lose yourself in for a few 
  days. 
  speCiAlist tommy pAulson
  Tommy was born an Army brat, the son of Army 
  brats. Dad was an Army physician, and Tommy 
  joked that he’d lived in more countries than he 
  could remember by the time he graduated secondary 
  school.  
  Raised to revere his country and service to it, 
  there wasn’t any question as to whether Tommy 
  would join up, just when. Doctor Thomas Paulson, 
  a ring-knocker, wanted him to continue the family 
  tradition and enter West Point and get his medical 
  license.  Tommy had his own ideas about how to live 
  life and do his duty to his fellow man.
  Tommy enlisted in the National Guard.  His 
  father pitched a fit. Paulson not only didn’t care, he 
  found it refreshing to not be addressed as Junior by 
  everyone.  Dad disowned him.  Mom didn’t quite 
  climb out of the bottle to argue with Dad or her son.  
  Tommy took his National Guard training and 
  used some connections cultivated in basic to help him 
  get a job as an Orleans Parish EMT. Tommy found 
  he had a gift for field-expedient medicine.  He loved 
  the rush of going in, often while the cops were still 
  securing the area, and stabilizing the injured.  The 
  post 9/11 world proved a vast arena for his skills, and 
  even when he was home from deployments, events 
  like Katrina gave him more than his share of work.
  He continues to do his duty to god and country, 
  but the miles are starting to wear, and he knows he’s 
  reached the upper limit of his capacity for seeing 
  what human beings can do to another.
  Paulson gets along with all the guys in the 
  squad, and they with him, and it’s not just because 
  he’s the guy going to patch them up. He’s pulled his 
  weight every time they’ve required it.
  Roleplaying Tommy Paulson
  Combat
  You do keep your cool about you, and often find 
  yourself acting when others cannot. Lewis knows 
  his stuff, and following his orders will most likely 
  keep you from having to treat one of your squad 
  mates.
  
  6
  Non-Combat situations involving Civilians
  You still think it your duty to help people, and 
  you’re skills are in demand.  You won’t hesitate to 
  take Lewis or Tomlinson on if they might do civilian 
  noncombatants harm or deny them care.
  Going Home
  You just need things to stop so you can breathe 
  for a while.  You’d like to help everyone, but that just 
  can’t happen.  You’re sure that if you can make it 
  home, you would be able to make more of a difference 
  there.
  squAd BACkGround
  Starting Leadership Information
  You are on your own.  The movement order 
  had included a two-day wait period meant to give 
  any stragglers a chance to catch up.  If no one did, 
  command wished any survivors luck and Godspeed.
  You were on time.  You were at the proper place. 
  After the first day, you were sure no one else was 
  going to show.  You gave anyone an extra day, just 
  to be sure, and then picked a town on the map some 
  distance from the main line of resistance (MLR) in the 
  hopes it might have some food, fuel, and intelligence 
  you could beg, borrow, or steal for the trek home.
  The village ahead needs to provide you and the 
  men with food, fuel, and intelligence on the lay of the 
  land. Hopefully they are willing to trade. 
  General Player Information
  Things are grim.  The remains of your company 
  were dispersed in penny packets to provide screening 
  for the task force.   You all had heard the heavy fighting 
  some distance away, but had your orders.
  The next morning, command sent new orders. 
  No radio message was sent, the unit’s vehicle-
  mounted unit had been a casualty of the RPG strike 
  that had made the HMMWV available for requisition 
  at the battlefield reclamation unit.  No, the order had 
  been delivered by a messenger.  Not one in a military 
  vehicle or a motorcycle, not even a bicycle, a private 
  on a god-damned horse.
  You made the movement in good time, arriving 
  at the map coordinates you were given.  Having four 
  days of rations and a full tank of fuel, you waited three 
  days.  No one showed.  
  Sarge finally decided to try and find some way out 
  of the area. The HMMWV has been grinding a bit at 
  each change of gear, a sure sign it needs maintenance, 
  and soon. As the fuel gauge wanders down to E, the 
  lack of food is weighing on everyone’s mind.
  The team begins crest a rise when the man in 
  the turret thumps the top.  The driver recognizes the 
  signal and the vehicle rolls back a bit before coming 
  to a full stop. The team dismounts and looks down 
  on the valley, the river and village slowly revealed by 
  the dawning light. An occasional person can be seen 
  moving from a building to the fields.
  Player Motivations
  Food, Fuel, intelligence
  Roleplaying
  This scenario can be very intensively role-played, 
  and should be. There are serious issues for the PCs. 
  They could choose to be bandits and simply take 
  what they want by force of arms, but such a choice 
  will severely limit what they get from the community 
  and probably get one or two of them killed.
  enCounters
  These encounters are fairly linear, but players 
  being players, they may decide to sneak into 
  Everytown, or do any number of things to derail the 
  orderly plan laid out for them.  So long as they don’t 
  pop rounds off, feel free to work around any attempts 
  at stealth that are discovered.  Screaming villagers 
  and tense moments are fine, as are penalties to any 
  eventual attempts at bartering with Third Man and 
  the village. 
  
  7
  1) Gathering Intel
  If the players decide to scout the town before 
  making contact, let them to do so but inform them 
  that any scout discovered sneaking around will 
  most likely be shot on sight, and any return fire will 
  disincline the locals to deal.
   
  If they choose to sit tight and observe 
  activities in the valley, a smart move, allow them to 
  do so for as long as they choose.  They may observe:  
  • The OPs are difficult to observe Fieldcraft 
  (AWA, TN-3) unless the players manage to see 
  a change of watch – Fieldcraft (AWA, TN+3), 
  which take place at approximately 0800, 1200, 
  1600, 2000, 2400, 0400.  At change of watch the 
  replacement comes out and takes over, sending 
  the watch-stander home after a minute or two of 
  quiet conversation.  Hard Man will stop by each 
  of the OPs during the night, checking that the 
  sentries aren’t sleeping.
  • Some of the village buildings have signs of battle 
  damage Awareness (TN) or Streetcraft (AWA, 
  TN+2).
  • Those characters familiar with farming and or 
  herding may Agriculture or Animal Husbandry 
  (AWA) notice that the valley seems naturally 
  fertile and well situated for agriculture.  Most of 
  the visible people visible are hard at work in the 
  fields or with the stock.  
  The GM may wish to determine what other 
  observations are possible from whatever position the 
  PCs choose to watch from. Have the PC leadership 
  roll Tactics (COG) to advise the manner and time 
  when it would be best to make contact, most likely a 
  group of the PCs approaching armed and in the open 
  while the rest remain in over watch at the vehicle, 
  ready to come heavy if needed.
  2) Making Contact
  If they come down from the heights overlooking 
  the village in their HMMWV, even those working the 
  farms will see and hear them coming and raise the 
  alarm.  
  The sentry closest to them will observe their 
  approach Awareness (TN) or Fieldcraft (AWA, TN+2) 
  and signal shortly thereafter.  The reaction force from 
  town will start to form as soon as they hear the signal. 
  Hard Man will lead it if at all possible. 
  If the PCs do not offer violence to the sentries 
  (Cruel GMs may require CUF (TN+3) to avoid 
  automatic muscle-memory responses of violence to 
  the signal), the villager manning the OP will shout 
  out an order to halt in the theater language.  If the 
  PCs comply, the villager will order them to state their 
  business. Assuming the PCs say they wish to trade, 
  the sentry will yell at them to wait, that some folks 
  will be coming up to talk to them.
  Reaction Teams
  If no shooting is heard after the signal, the 
  reaction force takes about five minutes to form up 
  in the morning and just under ten in the afternoon 
  as the men come in from distant locations.  At night, 
  it can take as long as fifteen minutes, though Hard 
  Man may decide to move up on his own or with just 
  a few villagers.  The plan is to form up at the House 
  of God and move to respond to the signal. 
  The reaction force forms up in half the time 
  if the residents hear shots being fired, down to a 
  minimum of five minutes.  Five minutes after the 
  first team forms and moves, a second group forms 
  and responds.  While they do not have much tactical 
  skill, these men are used to working with one 
  another, each team has a TN+1 Team Intergration 
  Bonus.
  Reaction Team #1 (Five angry Militiamen):
  Quality:  Regular
  Attributes: Awareness 6, Coordination 6, Fitness 
  7, Muscle 7, Cognition 6, Education 5, Personality 7, 
  Resolve 7, OODA 4, CUF 4
  Skills: 
   
  Fieldcraft 
  Professional, 
  Longarm 
  Competent, Command Competent
  Wound Thresholds:  Slight 1, Moderate 8, 
  Serious 12, Critical 16
  Movement:  Sprint 14m, Run 10m, Trot 8m, Walk 
  4m, Stagger 2m, Crawl 1m
  Town Militia #2 (Five more angry Militia-
  men)
  Quality:  Green
  Attributes: Awareness 7, Coordination 6, Fitness 
  7, Muscle 7, Cognition 6, Education 5, Personality 6, 
  Resolve 7, OODA 4, CUF 3
  Skills:  Fieldcraft Novice, Longarm Competent, 
  Hand-to-Hand Novice
  Wound Thresholds:  Slight 1, Moderate 8, 
  Serious 12, Critical 16
  Movement:  Sprint 14m, Run 10m, Trot 8m, Walk 
  4m, Stagger 2m, Crawl 1m
  
  8
  3) Hard Man Cometh
  Assuming the PCs don’t shoot it out with the locals, 
  Hard Man will lead a group of villagers out to meet 
  them.  His men stop about twenty meters back and 
  Hard Man approaches.  He looks the PCs over, trying to 
  assess them.  If they appear to be military men, he will 
  not bluster or brag or make a real effort at intimidating 
  the PCs, instead he will stick to a scripted message that 
  Mayor insisted he memorize,   “If you’ve come to trade, 
  we’ll be happy of it. If you have some mischief in mind, 
  you’ll be sorry for it.”
  If the PCs respond positively to talk about trade, he 
  shakes his head and continues, “Mayor, our leader, is 
  not available until tomorrow.  I cannot negotiate.  We 
  will put you up, feed you, and let you recover a bit before 
  beginning any talk of trade.  You must all come in, but 
  you’ll need to leave your weapons in your vehicle.”
  Any attempt to negotiate with Hard Man is met 
  with stone-faced refusal.  If the PCs push it, Hard Man 
  informs them that if they continue to push him, they 
  will not be welcome in the village. 
  4) Walking In
  If the PCs are willing to do as directed, Hard Man 
  and his men will escort them to the Hostel.  Four men 
  take up positions around them while Hard Man walks 
  beside them.
  If they approached during the day they have an 
  opportunity to take a look at the portions of the village 
  that lie along their line of approach: 
  • It will be possible for a PC with a construction 
  background to see Construction (AWA, TN) [(AWA, 
  TN+3) if the PC specifically asks] or Streetcraft 
  (AWA, TN-3) [(AWA, TN) if the PC specifically 
  asks] that the damage observed on the buildings 
  is intentional and not the result of battle damage.  
  There are true bullet marks, etc, but aside from the 
  bridge, none of the damage is the result of explosive 
  weapons.
  • Few people come out to see the visitors, but 
  they feel the eyes of the village on them.  With an 
  Awareness (TN) roll the PCs may notice that the 
  villagers look well fed for the times.
  • A more astute observer Awareness (TN-2) notices a 
  work party walking from house to house.  All appear 
  much less well off (the nightshade collectors).
  5) Getting Put Up
  Regardless of when the PCs approached during the 
  day, Gardener meets them at the door to the Hostel.
  Hard Man tells her in rapid theater language 
  Language (COG, TN-2) that, “The boss wants the usual 
  for them.”
  She doesn’t respond, but speaks past him, telling 
  the PCs to come in and make themselves comfortable 
  and eat something. Gardener will be putting them up 
  for the night. 
  Hard Man adds that they will be allowed run of 
  the building, but will not be allowed to walk into the 
  village.  Hard Man asks for any radio the PCs have.  If 
  they indicate they have none, he will politely ask that 
  the PCs submit to a search. He explains the request is 
  based on the fear that the group might be an advance 
  party for a raid.
  Regardless of the outcome of the search, Hard Man 
  also tells them to expect Mayor the next morning. He 
  departs soon thereafter, leaving four men behind to guard 
  the grounds and ensure the group doesn’t sneak around.
  The visitors will be well fed, given food at lunch and 
  dinner (if they arrive early enough for both).  The portions 
  aren’t small.  Indeed, they should find themselves eating 
  better than they have in weeks. Gardener expends quite 
  a bit of energy mothering the group and making them 
  feel at home, clucking on in the local tongue.
  She doesn’t let on that she speaks English, but a 
  Deception (AWA, TN-2) will allow them to notice she is 
  listening to any conversation taking place in her hearing. 
  If they arrive in the morning, they will have some time 
  to spend in and around the Hostel.
  Any experienced construction hand may see 
  Construction (AWA, TN+1) [or (AWA, TN+3) if the PC 
  specifically asks] an improvement they can make to the 
  gravity-fed shower attached to the rear of the Hostel, 
  potentially scoring them points with their host.
  There is little to be learned here, but the PCs may 
  give away much about their supply situation just by 
  moving their supplies from the HMMWV to the house 
  or engaging in conversation with Gardner.
  Let the PCs set up whatever arrangements they 
  feel they need to in order to feel safe.  They won’t be 
  attacked, but a bit of paranoia is not a bad thing.
  Before midnight, any guard staying awake Resolve 
  (TN) will notice the arrival of Hard Man and Mayor, 
  come to see Gardner and get any intelligence she may 
  have picked up during the day.
  If they attempt to listen in on the conversation, 
  the PC will have to sneak about a bit in the old house 
  Coordination (TN) or Streetcraft (CDN, TN+1) and then 
  it is in rapid fire theater language Language (COG, TN-
  2) and is mainly a regurgitation of what the PCs did and 
  said in the house that day. Detection will merely mean 
  that Mayor and Gardner lower their voices and indicate 
  to the listener that they are aware they are listened to.
  
  9
  6) The Next Morning
   
  The last watch will notice people heading out to 
  the farmland and their guards being replaced with fresh 
  people. Breakfast is cooking below, and the household 
  is waking.  
  A soft knock at the door heralds the nightshade 
  collectors, who Gardener sends upstairs to collect the 
  evening’s waste. An extremely astute observer might 
  notice Awareness (TN-3) that one of the collectors, 
  Nightshade, seems to be very alert and aware of his 
  surroundings.
  7) A Hard Bargain
   
  Once the PCs have eaten, Mayor and Third 
  Man arrive.  Mayor speaks English well, having studied 
  it.  He will introduce himself and Third Man.  Mayor 
  will ask for word of the military action that brings the 
  PCs to the area and any other intelligence.  He will try 
  not to reveal too much about the village’s capability, 
  and is all smiles and good humor.  He waves off any 
  immediate attempts at negotiations, saying that Third 
  Man will conduct those in his stead.
   
  Once he’s gotten all the information he thinks 
  the PCs will give for free, Mayor turns negotiations over 
  to Third Man.  Mayor remains, listening and observing 
  the process.
   
  Third Man takes out a small notebook and pen, 
  then fixes the PC tasked with the negotiations with a 
  hard eye before asking, “What you need? What do you 
  have?”
  Out of communication and supply the team will 
  have to have to find other ways to get what they need 
  to survive. Trading with others is one of the safest 
  ways. Trading is a an opposed Persuasion (Per) roll. 
  Each MOS giving a 5% improvement in price for the 
  winner. Language, pertinent knowledge skills or other 
  advantages may give skill bonuses to the persuasion 
  roll. The team can trade both goods and services. 
  Third Man strikes as hard a bargain as he can 
  [Persuasion (COG, TN) Opposed test] modified by good 
  roleplay [modifier should be no greater than TN+2]. 
  Relatively unconvinced of their tactical savvy, Mayor, 
  through Third Man, will devalue any offers of tactical 
  training.
  Having already received his instruction, Third 
  Man rarely looks at Mayor for approval, unless the PCs 
  reveal they might be able to repair a generator, at which 
  point he looks to Mayor, who nods. The technical expert 
  is asked what he would need to repair one.  The PC will 
  not be able to say without looking at the generator.  A 
  boy is sent for to have Wrench meet the PCs and party 
  at the service station.
  8) Power Plays
  Once general negotiations are completed, The PCs 
  will then be escorted by Third Man, Mayor and several of 
  the armed villagers through town to the service station 
  and the large generator there.  As the service station is 
  also the logical place for performing maintenance on the 
  PC’s vehicle, the PCs might think to take the HMMWV 
  with when they go to look at the generator.  Encourage 
  them to do so through the NPCs.
  On arrival at the service station, the PC checking 
  the generator may MECHANIC (COG, TN+2) discover 
  that a major part is damaged.  Fabrication is possible, 
  but not without materials that the village doesn’t 
  have.
  Just as the PC reports the time requirements and 
  part for repairing the generator, have them make 
  an Awareness (TN-1) to hear the distant sound of a 
  motor. 
  A moment later, the entire group hears the distant 
  signal whistle followed closely by gunshots. 
  Road Bandits
  These common criminals are not well armed 
  and not terribly skilled. The one thing they are is 
  truly violent. 
  Road Bandit Gunmen:
  Quality:  Green
  Attributes: Awareness 6, Coordination 6, Fitness 
  7, Muscle 7, Cognition 6, Education 5, Personality 7, 
  Resolve 7, OODA 4, CUF 4
  Skills:  Fieldcraft Novice, Longarm Competent, 
  Tactics Novice, Hand to Hand Novice
  Wound Thresholds:  Slight 1, Moderate 8, 
  Serious 12, Critical 16
  Movement:  Sprint 14m, Run 10m, Trot 8m, Walk 
  4m, Stagger 2m, Crawl 1m
  Road Bandit Leader
  Quality:  Regular
  Attributes: Awareness 7, Coordination 6, Fitness 
  7, Muscle 7, Cognition 6, Education 6, Personality 7, 
  Resolve 7, OODA 5, CUF 4
  Skills:  Fieldcraft Competent, Longarm Competent, 
  Tactics Competent, Command Professional
  Wound Thresholds:  Slight 1, Moderate 8, 
  Serious 12, Critical 16
  Movement:  Sprint 14m, Run 10m, Trot 8m, Walk 
  4m, Stagger 2m, Crawl 1m
  Road Bandit Vehicle: Bolt on armor added to 
  Technical in the core rules.
  
  10
  everytown BArter
  Everytown’s Goods
  Quantity/Supply
  Barter Value
  Notes
  Diesel Fuel
  10,000 Liters/
  Abundant
  2 GG per Liter
  Team needs 90 liters of diesel or bio-diesel to 
  fill the HUMV, 80 liters more to fill the team’s 4 
  20-liter Jerry cans.
  Bio-diesel Fuel
  Replenishable/
  Abundant
  1 GG per Liter
  Gasoline
  400 liters/
  Rare(x4)
  8 GG per Liter
  Fresh Food
  Replenishable/
  Abundant
  1 GG per Kilo
  The team needs food, especially packaged foods 
  limited preserved goods they will trade.
  Packaged Food
  80 Kilos
  /Scarce (x2)
  8 GG per Kilo
  Beer, Home Brew
  Replenishable/
  Abundant
  1 GG per Liter
  Mechanics Tools
  2 sets/Scarce(x2)
  250 GG per set
  Everytown will trade one set or rent the sets for 
  10% of the barter value per day but will want a 
  deposit of equal or greater value.
  Arc Welder
  1 sets/Scarce(x2)
  15 GG rent only
  Cylinder, Acetylene
  8 cylinders/Rare(x4)
  100 GG per tank
  Basic Hand Tools
  8 sets/Scarce(x2)
  20 GG per set
  Tools, Construction
  3 sets/Scare(x2)
  50 GG per set
  Tools, Electricians
  3 sets/Scarce(x2)
  125 GG per set
  Chainsaw, Gasoline
  4/Scarce(x2)
  50 GG per
  Bolt Cutters
  3/Scares(x2)
  50 CG per
  Everytown’s Needs
  Quantity/Supply
  Barter Value
  Notes
  Repair of Items
  Varies
  Varies
  Per the repair rules on p.184. Barter Value is 1% 
  of items value per hour.
  Repair of Generator, 
  Medium Fixed
  High(x2)
  325 GG to 
  Repair
  40 hours to repair with part, which is 
  unavailable They will go as high as 700 GG
  Improvement of Town’s 
  Defenses
  Standard
  50 per Outpost
  After the attack the demand for improved 
  defenses/training will go to High
  Training of Everytown 
  Militia
  Standard
  10 GG/day/man
  If  the team fights well,, Mayor will attempt to 
  recruit the team to stay on as members
  Antibiotics
  Extreme(x4)
  Varies
  Everytown is desperate for antibiotics.
  Medical Supplies & 
  Pharmaceuticals
  High(x2)
  Varies
  They are also looking for any other medical 
  supplies.
  Weapons
  Standard
  Varies
  Everytown will buy military weapons, but will 
  pay with replenishable goods or services.
  Ammo
  Standard
  Varies
  Demand is high for ammo for weapons owned 
  by Everytown militia.
  Body Armor
  Standard
  Varies
  Radio
  High
  Varies
  Mayor wants a long range radio
  Repair of items. Per the repair rules on p.184. Barter Value is 1% of items value per hour.
  Rental of items. To rent an item is around 10% of the items value per day. 
  
  11
  The shots result in bedlam, with the militia men 
  assigned to the PCs running in the direction of the 
  House of God.  Mayor and Third Man crouch in place, 
  both barely controlling their fear. The PCs are left to 
  their own devices, and given an opportunity to show 
  the village what real soldiers can do.  
  As they move to respond, the PCs hear a dull 
  ‘whump’ that they immediately recognize as a distant 
  hand grenade detonating in an enclosed space.
  Now might be a good time for an OODA Check, 
  and anyone who heard the initial car motor gets a 
  TN+2 to their OODA roll.
  Once they get into position to see what is going 
  on, the PCs will see an SUV with appliqué armor 
  halted next to the southern OP.  
  Making a Tactics (AWA) roll (don’t forget the 
  range, which should start at about two hundred 
  meters or so) will reveal the following additional 
  information:
  • 1 MOS: Dirty smoke is curling up from the 
  OP and two armed men are hustling back to the 
  vehicle
  • 2 MOS: None of the attackers wear uniforms 
  or body armor.
  • 3 MOS: There is a third man collecting the 
  weapon of the sentry
  If the PCs engage at a long distance, the road 
  bandits do not mount up, instead returning fire from 
  their position.  If approached in the PCs armored 
  HMMWV, they beat a hasty retreat.  Their leader is at 
  the front door and begins aiming as soon as he sees 
  a uniform.
  This is meant to be a probe, so as soon as they 
  determine the speed of response from Everytown or 
  one of their own goes down, the road bandits pull out 
  and retreat.
  If pursued, a running gun battle ensues, with the 
  bandit firing from the back of their SUV at the PC’s 
  vehicle. As ever, the GM needs to track what ammo 
  the road bandits expend in their actions and what 
  damage their equipment takes if the PCs should come 
  into possession of it.
  If the PCs are getting beat down, then the arrival 
  of some militia as backup (meaning: additional 
  targets) would be appropriate.
  After ACtion report
  A) Spoils of War: Assuming the PCs acquit 
  themselves well, they may have just come into 
  possession of a number of rifles and ammo, possibly 
  even an SUV and radio.
  B) Allies: The fight will impress on the locals the 
  need for better tactical locations of their OPs and some 
  sound advice as to how to set up better defenses. It may 
  be time for new negotiations. Regardless, Everytown 
  locals will be impressed with any combat skills displayed 
  and the PCs will eat free for the next day or two (TN-2 to 
  all social checks for the next week).
  C) Prisoners:  All of them are from the region, 
  and have no specific identifying marks or tattoos that 
  indicate participation in any group. 
  Questioning the Prisoners: Roll an Opposed 
  Intimidation or Persuasion (MUS or PER, TN) vs 
  target’s Resolve (TN) modified.
  • 2 MOS or less: They will admit only to ‘doing 
  what was necessary to survive.
  • 3 MOS: They admit to being road bandits, and 
  committing various crimes, and hint that they 
  were paid to attack today.
  • 4 MOS: They tell the PCs that they were allowed 
  to raise hell in the areas uncontrolled by the 
  OpFor, and got a radio call last night indicating 
  where to attack. 
  • 5 MOS: Given a radio and a command code, 
  they were told to obey anyone giving the proper 
  code at the proper time.  They got a radio call late 
  last night, and did as the voice on the other end 
  told them. They know nothing more than this and 
  whatever the GM wants them to know regarding 
  the OpFor’s dispositions and location.
  D)  Enemy Action: The attackers are real 
  road bandits in the employ of the same people that 
  Nightshade serves.  The attack is meant as a test of 
  Everytown and the PC’s reaction times to a threat. 
  Nightshade was the voice on the radio. He contacted 
  them last night and told them what to do. He doesn’t 
  care if they survive or not, as they do not have any idea 
  who he is. If any prisoners are taken alive, Nightshade 
  will refrain from reporting in for a while, knowing it 
  might not be safe. When he decides it is safe to do so, 
  he will report in what he observed and his concerns.
  
  12
  Abraham Lewis
  Rank/MOS: E-6 Staff Sergeant, 11B (Infantryman)
  Age: 26
  Hair/Eye Color/Handedness: Blonde/Green/Right-handed
  Height/Weight/Build/Blood Type: 1.72m/68 kg/Athletic/O+
  Last Year: Twilight Warfare
  Attributes: Awareness 8, Coordination 7, Fitness 8, Muscle 8, Cognition 6, Education 6, Personality 7, Resolve 
  9; CUF 8, OODA 7.
  Degree(s): None
  Skills: Aquatics (Novice), Climbing (Novice), Command* (Expert), Computing (Novice), Construction 
  (Novice), Driving (Novice), Fieldcraft (Professional), Freefall (Novice), Hand to Hand (Competent), Hand 
  Weapons (Competent), Instruction (Novice), Intimidation (Novice), Language (English) (Competent), 
  Language (“Theater”) (Competent), Longarm (Professional),  Medicine (Novice), Persuasion (Novice), Sidearm 
  (Competent),  Streetcraft (Competent), Support Weapons (Competent), Tactics (Professional)
  Wound Thresholds (head/torso/limbs): Slight 1/1/1, Moderate 5/9/9, Serious 9/18/14, Critical 18/27/18.
  Fatigue Thresholds: Slight 4, Moderate 8, Serious 13, Critical 17.
  Carrying Capacity: CL 23.2 kg, ML 34.9 kg, EL 66.3 kg, DL 132.6 kg.
  Movement: Sprint 14m, Run 11m, Trot 8m, Walk 4m, Stagger 2m, Crawl 1m, Travel 6 kph.
  Nutritional Requirements: 2,400 calories per day
  Starvation Threshold: 8 days
  Rads: 76
  SP: 8 of 8
  Advantages: Natural Aptitude (Command) 
  Disadvantages: Code: Law Of War
  Equipment Dice: X
  Contacts:  Green (1 Reinforcement, 1 Service), Regular (1 Reinforcement, 1 Service), Experienced (2 
  Information, 1 Trade), Veteran (2 Reinforcement)
  Equipment: 
   
  1x Set BDUs (1.2kg.)
  1x Pair Boots, Combat (2.0kg.)
  1x Set Elbo and Knee Pads (.6kg.)
  1x Wristwatch, Complex (.2kg.)
  1x Compass (.2kg.)
  1x Helmet, Combat Kevlar (1.5kg.)
  1x Plate Carrier Vest (1.0kg.)
  1x F/B/S Level III Plates (5.2kg.) 
  2x Triple Mag Carrier with Six 30 round Magazines 
  (3.4kg.)
  1x Utility Pouch (.2kg.)
  1x 2km Radio and Pouch (1.6kg.)
  1x IFAK and Pouch (1.6kg.) 
  3x Hand Grenade Loop with Concussion Grenade 
  (3.6kg.)
  1x Grenade Loop with 4x 40mm HE, 2x 40mm 
  HEDP (2.6kg.)
  1x Dual Pistol Mag. Pouch with Two 15 Round 
  Magazines (.5kg.)
  1x Knife, Utility (.5kg.)
  1x Gas Mask and Carrier (1.2kg.)
  1x 3 Liter Hydration Bladder (Full) (3.2kg.)
  1x Multitool (.3kg.)
  1x Binoculars, Compact Mag-2 (.3kg.)
  1x Headlamp (.1kg.)
  1x Tape, 10m (.1kg.)
  1x Paracord, 30m (.2kg.)
  1x Lighter, Refillable (.1kg.)
  1x Field Pack with Frame (3.0kg.)
  1x Sleeping Bag, Temperate (1.0kg.)
  1x Mess Kit (.2kg.)
  1x Hexamine Stove (.5kg.)
  1x Personal Kit (.6kg.)
  4x MRE (4.0kg.)
  1x Gun Cleaning Kit (.25kg.)
  1x M-4A1 Carbine with M-203 G.L., REFLEX Sight, 
  30 round Mag. and Sling (5.3kg.)
  1x M-9 Pistol with 15 round Mag. (1.2kg.)
  
  13
  Wade Tomlinson
  Rank/MOS: E-5 Sergeant, 21B (Combat Engineer)
  Age: 30
  Hair/Eye Color/Handedness: Brown/Green/Right-handed
  Height/Weight/Build/Blood Type: 1.81m/76 kg/Athletic/A+
  Last Year: Twilight Warfare
  Attributes: Awareness 8, Coordination 8, Fitness 8, Muscle 8, Cognition 8, Education 6, Personality 8, Resolve 
  8; CUF 6, OODA 7.
  Degree(s): None
  Skills: Aquatics (Novice),Climbing (Competent), Command (Novice), Construction*/Demo (Expert), 
  Deception (Competent), Driving/Tracked (Competent), Electronics (Competent), Fieldcraft (Competent), 
  Hand to Hand (Competent), Hand Weapons (Novice), Instruction (Novice), Language (English) (Competent), 
  Language (“Theater”) (Novice), Longarm (Professional), Mechanics (Novice), Medicine (Novice), Persuasion 
  (Professional), Sidearm (Novice),  Streetcraft (Competent), Support Weapons (Novice), Tactics (Competent)
  Wound Thresholds (head/torso/limbs): Slight 1/1/1, Moderate 5/9/9, Serious 9/18/14, Critical 18/27/18.
  Fatigue Thresholds: Slight 4, Moderate 8, Serious 12, Critical 16.
  Carrying Capacity: CL 25.7 kg, ML 38.6 kg, EL 72.7 kg, DL 145.3 kg.
  Movement: Sprint 14m, Run 11m, Trot 8m, Walk 4m, Stagger 2m, Crawl 1m, Travel 5 kph.
  Nutritional Requirements: 2,400 calories per day
  Starvation Threshold: 8 days
  Rads: 76
  SP: 7 of 7
  Advantages: Natural Aptitude (Construction), Eagle Eyes 
  Disadvantages: Code of the Warrior, Irradiated, Methodical
  Equipment Dice: X
  Contacts:  Green (1 Reinforcement, 1 Service), Regular (2 Trade, 1 Service), Experienced (2 Information, 3 
  Trade), Veteran (1 Reinforcement),  Elite (1 Trade)
  Equipment: 
  1x Set BDUs (1.2kg.)
  1x Pair Boots, Combat (2.0kg.)
  1x Set Elbo and Knee Pads (.6kg.)
  1x Wristwatch, Complex (.2kg.)
  1x Helmet, Combat Kevlar (1.5kg.)
  1x Plate Carrier Vest (1.0kg.)
  1x F/B/S Level III Plates ( (5.2kg.) 
  2x Triple Mag Carrier with Six 30 round Magazines 
  (3.4kg.)
  1x Utility Pouch ( (.2kg.)
  1x 2km Radio and Pouch (1.6kg.)
  1x IFAK and Pouch (1.6kg.) 
  3x Hand Grenade Loop with Concussion Grenade 
  (3.6kg.)
  1x Dual Pistol Mag. Pouch with Two 15 Round 
  Magazines (.5kg.)
  1x Knife, Utility (.5kg.)
  1x Gas Mask and Carrier (1.2kg.)
  1x 3 Liter Hydration Bladder (Full) (3.2kg.)
  1x Multitool (.3kg.)
  1x Headlamp (.1kg.)
  1x Tape, 10m (.1kg.)
  1x Paracord, 30m (.2kg.)
  1x Lighter, Refillable (.1kg.)
  1x Field Pack with Frame (3.0kg.)
  1x Sleeping Bag, Temperate (1.0kg.)
  1x Mess Kit (.2kg.)
  1x Hexamine Stove (.5kg.)
  1x Personal Kit (.6kg.)
  4x MRE (4.0kg.)
  1x Gun Cleaning Kit (.25kg.)
  1x Filter, Personal and Spare Cartridge (.7kg.)
  1x Signal Mirror (.1kg.)
  1x M-4A1 Carbine with REFLEX Sight, 30 round 
  Mag.and Sling (3.3kg.)
  1x M-9 Pistol with 15 round Mag. (1.2kg.)
  
  14
  Marcus Jean “Crawdad” Crawford
  Rank/MOS: E-4 Specialist 4, 63B (Wheeled Vehicle Mechanic)
  Age: 32
  Hair/Eye Color/Handedness: Black/Brown/Right-handed
  Height/Weight/Build/Blood Type: 1.74m/70 kg/Athletic/AB+
  Last Year: Twilight Warfare
  Attributes: Awareness 8, Coordination 7, Fitness 6, Muscle 10, Cognition 8, Education 7, Personality 7, 
  Resolve 8; CUF 6, OODA 5.
  Degree(s): None
  Skills: Animal husbandry (Novice), Aquatics (Novice), Climbing (Novice), Computing (Novice), Driving/
  Heavy/Tracked (Professional), Electronics (Competent), Fieldcraft (Professional), Hand to Hand (Professional), 
  Hand Weapons (Competent), Intimidation (Competent), Language (English) (Competent), Language 
  (French) (Competent), Longarm (Competent), Mechanics*/Machinist/Industrial (Expert), Medicine (Novice), 
  Persuasion (Novice), Security (Competent), Sidearm (Competent),  Streetcraft (Competent), Support Weapons 
  (Novice), Tactics (Novice)
  Wound Thresholds (head/torso/limbs): Slight 1/1/1, Moderate 4/8/8, Serious 8/16/12, Critical 
  16/24/16.
  Fatigue Thresholds: Slight 3, Moderate 6, Serious 10, Critical 14.
  Carrying Capacity: CL 25.2 kg, ML 35.7 kg, EL 67.1 kg, DL 134.3 kg.
  Movement: Sprint 15m, Run 11m, Trot 9m, Walk 4m, Stagger 2m, Crawl 1m, Travel 5 kph.
  Nutritional Requirements: 2,400 calories per day
  Starvation Threshold: 8 days
  Rads: 74
  SP: 7 of 7
  Advantages: Natural Aptitude (Mechanics) 
  Disadvantages: Berserk and Aversion: Superstitious
  Equipment Dice: X
  Contacts:  Green (1 Reinforcement), Regular (1 Reinforcement, 1 Service), Experienced (2 Information, 1 
  Trade, 1 Reinforcement), Veteran (1 Reinforcement, 2 Trade), Elite (1 Trade)
  Equipment: 
  1x Set BDUs (1.2kg.)
  1x Pair Boots, Combat (2.0kg.)
  1x Set Elbo and Knee Pads (.6kg.)
  1x Wristwatch (.1kg.)
  1x Helmet, Combat Kevlar (1.5kg.)
  1x Plate Carrier Vest (1.0kg.)
  1x F/B/S Level III Plates ( (5.2kg.) 
  1x Quad Mag Carrier with Four 30 round Magazines 
  (2.2kg.)
  1x Utility Pouch ( (.2kg.)
  1x IFAK and Pouch (1.6kg.) 
  3x Hand Grenade Loop with Concussion Grenade 
  (3.6kg.)
  1x Knife, Utility (.5kg.)
  1x Gas Mask and Carrier (1.2kg.)
  1x 3 Liter Hydration Bladder (Full) (3.2kg.)
  1x Multitool (.3kg.)
  1x Flashlight, Hand (.1kg.)
  1x Tape, 10m (.1kg.)
  1x Lighter, Refillable (.1kg.)
  1x Field Pack with Frame (3.0kg.)
  1x Sleeping Bag, Temperate (1.0kg.)
  1x Mess Kit (.2kg.)
  1x Stove (, backpacking (.2kg.)
  1x Personal Kit (.6kg.)
  4x MRE (4.0kg.)
  1x Gun Cleaning Kit (.25kg.)
  1x M-16A4 Rifle with ACOG (Mag-1) Scope, 30 round 
  Mag., and Sling (4.4kg.)
  
  15
  Tommy “Doc” Paulson
  Rank/MOS: E-4 Specialist 4, 68W (Health Care Specialist)
  Age: 27
  Hair/Eye Color/Handedness: Brown/Green/Right-handed
  Height/Weight/Build/Blood Type: 1.68m/59 kg/Average/B+
  Last Year: Twilight Warfare
  Attributes: Awareness 8, Coordination 7, Fitness 7, Muscle 7, Cognition 10, Education 6, Personality 6, Resolve 
  8; CUF 8, OODA 5.
  Degree(s): None
  Skills: Administration (Novice), Aquatics (Competent), Climbing (Competent), Command (Competent), 
  Computing (Novice), Deception (Novice), Driving/Motorcycle (Competent), Electronics (Novice), Fieldcraft 
  (Competent), Forensics (Novice), Hand to Hand (Novice), Hand Weapons (Novice), Instruction (Competent), 
  Language (English) (Competent), Longarm (Competent), Medicine* (Expert), Mounts (Competent), Persuasion 
  (Competent),  Sidearm (Competent),  Streetcraft (Professional), Support Weapons (Novice), Tactics (Novice)
  Wound Thresholds (head/torso/limbs): Slight 1/1/1, Moderate 4/8/8, Serious 8/16/12, Critical 
  16/24/16.
  Fatigue Thresholds: Slight 4, Moderate 7, Serious 11, Critical 15.
  Carrying Capacity: CL 15.3 kg, ML 23.6 kg, EL 45.4 kg, DL 90.8 kg.
  Movement: Sprint 14m, Run 10m, Trot 8m, Walk 4m, Stagger 2m, Crawl 1m, Travel 5 kph.
  Nutritional Requirements: 1,800 calories per day
  Starvation Threshold: 7 Days
  Rads: 46
  SP: 8 of 8
  Advantages: Natural Aptitude (Medicine) 
  Disadvantages: Code: Laws of War 
  Equipment Dice: X
  Contacts:  Green (1 Reinforcement), Regular (2 Trade, 1 Service), Experienced (1 Information, 2 Trade), 
  Veteran (1 Reinforcement)
  Equipment: 
  1x Set BDUs (1.2kg.)
  1x Pair Boots, Combat (2.0kg.)
  1x Set Elbo and Knee Pads (.6kg.)
  1x Wristwatch, Complex (.2kg.)
  1x Helmet, Combat Kevlar (1.5kg.)
  1x Plate Carrier Vest (1.0kg.)
  1x F/B/S Level III Plates ( (5.2kg.) (
  1x Quad Mag Carrier with Four 30 round Magazines 
  (2.2kg.)
  1x Utility Pouch (.2kg.)
  1x IFAK and Pouch (1.6kg.) 
  3x Hand Grenade Loop with Concussion Grenade 
  (3.6kg.)
  1x Dual Pistol Mag. Pouch with Two 15 Round 
  Magazines (.5kg.)
  1x Knife, Utility (.5kg.)
  1x Gas Mask and Carrier (1.2kg.)
  1x 3 Liter Hydration Bladder (Full) (3.2kg.)
  1x Multitool (.3kg.)
  1x Headlamp (.1kg.)
  1x Tape, 10m (.1kg.)
  1x Paracord, 30m (.2kg.)
  1x Lighter, Refillable (.1kg.)
  1x Field Medic Kit (1.9kg.)
  1x Field Pack with Frame (3.0kg.)
  1x Sleeping Bag, Temperate (1.0kg.)
  1x Mess Kit (.2kg.)
  1x 2 Liter Canteen and Carrier (2.5kg.)
  1x Personal Kit (.6kg.)
  4x MRE (4.0kg.)
  1x Gun Cleaning Kit (.25kg.)
  1x M-4A1 Carbine with REFLEX Sight, 30 round 
  Mag., and Sling (3.3kg.)
  1x M-9 Pistol with 15 round Mag. (1.2kg.)
  
  16
  Rodrigo “Baby Face” Hernandez
  Rank/MOS: E-3 Private First Class, 19D (Cavalry Scout)
  Age: 26
  Hair/Eye Color/Handedness: Black/Brown/Right-handed
  Height/Weight/Build/Blood Type: 1.78m/66 kg/Average/A+
  Last Year: Twilight Warfare
  Attributes: Awareness 9, Coordination 9, Fitness 7, Muscle 7, Cognition 6, Education 6, Personality 6, Resolve 
  7; CUF 6, OODA 9.
  Degree(s): None
  Skills: Climbing (Novice), Computing (Competent), Deception (Competent), Driving (Novice), Electronics 
  (Professional), Fieldcraft (Competent),  Gunnery (Novice), Hand to Hand (Novice), Hand Weapons (Novice), 
  Instruction (Novice), Intimidation (Novice), Language (English) (Competent), Language (Spanish) (Competent), 
  Longarm (Professional), Medicine (Novice), Security (Competent), Sidearm (Competent), Special Equipment 
  (Communications)(Competent),  Streetcraft *(Expert), Support Weapons (Competent), Tactics (Novice)
  Wound Thresholds (head/torso/limbs): Slight 1/1/1, Moderate 4/8/8, Serious 8/16/12, Critical 
  16/24/16.
  Fatigue Thresholds: Slight 4, Moderate 7, Serious 11, Critical 14.
  Carrying Capacity: CL 17.3  kg, ML 26.5 kg, EL 50.3 kg, DL 100.7 kg.
  Movement: Sprint 14m, Run 10m, Trot 8m, Walk 4m, Stagger 2m, Crawl 1m, Travel 5 kph.
  Nutritional Requirements: 1,900 calories per day
  Starvation Threshold: 8 Days
  Rads: 89
  SP: 8 of 8
  Advantages: Natural Aptitude (Streetcraft) 
  Disadvantages: Antisocial Personality Disorder, Impatient
  Equipment Dice: X
  Contacts:  Green (1 Reinforcement), Regular (1 Service, 1 Reinforcement), Experienced (2 information, 1 
  Trade, 1 Reinforcement), Veteran (1 Reinforcement)
  Equipment: 
  1x Set BDUs (1.2kg.)
  1x Pair Boots, Combat (2.0kg.)
  1x Set Elbo and Knee Pads (.6kg.)
  1x Wristwatch, Complex (.2kg.)
  1x Helmet, Combat Kevlar (1.5kg.)
  1x Plate Carrier Vest (1.0kg.)
  1x F/B/S Level III Plates ( (5.2kg.) 
  2x Belted Ammo (small) Carrier with One 100 round 
  Belt (3.4kg.)
  1x Utility Pouch ( (.2kg.)
  1x IFAK and Pouch (1.6kg.) 
  3x Hand Grenade Loop with Concussion Grenade 
  (3.6kg.)
  1x Dual Pistol Mag. Pouch with Two 15 Round 
  Magazines (.5kg.)
  1x Knife, Utility (.5kg.)
  1x Gas Mask and Carrier (1.2kg.)
  1x 3 Liter Hydration Bladder (Full) (3.2kg.)
  1x Multitool (.3kg.)
  1x Headlamp (.1kg.)
  1x Tape, 10m (.1kg.)
  1x Paracord, 30m (.2kg.)
  1x Lighter, Refillable (.1kg.)
  1x Field Pack with Frame (3.0kg.)
  1x Sleeping Bag, Temperate (1.0kg.)
  1x Mess Kit (.2kg.)
  1x 2 Liter Canteen and Carrier (2.5kg.)
  1x Personal Kit (.6kg.)
  4x MRE (4.0kg.)
  1x Gun Cleaning Kit (.25kg.)
  1x M-249 Squad Automatic Weapon  with REFLEX 
  Sight, 200 round Box/Belt., and Sling (10.4kg.)
  1x M-9 Pistol with 15 round Mag. (1.2kg.)
  
  17
  teAm informAtion 
  Team Leader
  SSG Abraham Lewis
  Team Integration
  2
  Team Equipment
  FUEL/LIQUID CONTAINERS: 
  4x 20 L. Jerry Cans (For Fuel)- Empty 
  4x 20 L. Jerry Cans (For Water)- 2 Full 
  TOOLS AND FIXED BASE EQUIPMENT: 
  Basic Hand Tools 
  4 Man Civilian Tent 
  Small Still 
  Chainsaw 
  Military Vehicle Radio 
  Camo Netting, Vehicle 
  AMMUNITION: 
  200 rounds 5.56mmN FMJ 
  300 rounds 9mmP FMJ 
  300 rounds 5.56mmN FMJ/T Belted 
  SUPPORT WEAPONS: 
  M-249 SAW (Hernandez) with 5x 100 round belts (4 with Hernandez) 
  MISC. EQUIPMENT: 
  M-4A1 Carbine with 7x 30 round magazines (belonged to Hernandez)
  VEHICLE: 
  HMMWV (use stats from Core Rules for Truck, Tactical, Up-Armored)
  Turret hole in roof, missing turret
  Wear 8 (with 25 days of Moderate use)
  
SOURCE: textdata/thevault/Twilight 2000/Twilight 2013/Printer Friendly/Twilight 2013 - 93GS1602 Everytown - First Contact (printer friendly).pdf