Through Free League Workshop on DriveThruRPG, two genre-bending tangents for Twilight:2000 4th Edition. The first, bringing ZOMBI to the war torn theatre of operations, introduces the players to fast and slow zombies and the fungal bio weapon which caused it all and accelerated the collapse. The second, bringing the paranoid world of The 23rd Letter as military combatants in the third world war, allows players to be fragile psychics in a world that cannot tolerate weakness.
The book includes rules for zombies (new critical and attack tables) as well as for psychic powers (telepathy, mind control, telekinesis, fire starting, healing and psychometry) all ready for use in Twilight:2000 4th Edition.
Download here on DriveThruRPG: https://www.drivethrurpg.com/product/387289/Twilight-Tangents-10
Now available through the Free League Workshop, four mysteries for Twilight: 2000 referees who want something mysterious in their game. Ready to slot into an existing campaign or you can use the places (and maps) provided.
This does the work of expanding the environment of post-apocalyptic Europe from military missions and bleak survival to mystery, conspiracy and mythology. From the fertility gods of old, to a modern curse, from a lost child to revenge beyond the grave. In the lonely forests, there are things that move unbidden and mysteries that should remain mysteries.
The stats within are for Twilight: 2000 4th Edition but the scenarios and encounters can be used for any WW2 era or modern day mystery game
Includes high res maps of important locations and also a lower res doc for reference.
Download here on DriveThruRPG: https://www.drivethrurpg.com/product/385349/CZTERY–Mystery-Scenarios-for-T2K4
Zombi is a roleplaying game set in the world of the Zombi. The Dead walk the lands, killing and eating the living. Society has fallen and the only thing left now is to break out, find an island somewhere, live a little…before then end. But there must be more than just static and deserted cities out there? Sometimes you hear the radio talk for a while, sometimes you see lights in the sky and they remind you that even as the streets are haunted with shambling, rotting monsters, humanity is out there waiting for a chance to reclaim everything.
Hot on the heels of “Nor Gloom of Night”, we just released the first version of the ERIS Modern rules. This is the ruleset behind The 23rd Letter and perfect for using with any modern game. It’s crunchy, detailed guns yet designed with narrative games in mind. You’ll need 3d10 to use it and some pens and paper.
Nor Gloom of Night is a post-apocalyptic setting of hope made for your favourite modern RPG. Become a horse-riding agent of the Reformation States twenty years after the fall of the United States of America. The dangers out there are many; from self-proclaimed warlords to diseases long thought eradicated by modern medicine, from the people themselves to the harsh winters of the North West of North America.
You, and your compatriots, as Greycaps, are the line drawn between the rebirth of civilisation and the fall into a dark age. It’s up to you to uphold the ideals of the past and propel us into the future.
Testament is a description of the last days of Earth. The game begins with the world ending. It doesn’t end in a day but rather over a period of time. Devils and angels walk the Earth picking out the last of the virtuous and the damned and helping or hindering where they can. People will not see winged beings plucking people from the street but they will notice people going missing and the world being seemingly populated by strangers.
The Players commonly take the roles of normal people who are still on Earth during this tumultuous period. The actions of the player characters will decide whether or not they are to be saved or damned and they may also perform a role in the judgement of those they meet. Common themes within the game are isolation, alienation, self- gratification, exploitation, retribution, redemption and damnation. These can be explored within the confines of the game using fictional characters.
Creed is a description of the last days of Earth. It picks up where Testament left off to a certain degree but also looks at the world of Testament from a different angle. The sun still shines but your character may know for how long. When he sees the shadows lengthen on an evening he may know if it is to be the last. Despite evidence to the contrary, the End is nigh.
They are the few who know what is going on – those who may have a pipeline into the Divine or a hotline into the Abyss. How this is revealed is different for every character. For some it will be pillars of salt, for others a burning bush. Some might see the truth in the morning dew while others must seek visions in the embrace of the lash. They are both blessed and cursed with a terrible foresight of coming events.
The actions of the player characters may actually make a difference in the grander scheme. They have the knowledge to take action, the will to stand firm, the faith to make a difference. Common themes within the game are fear, ambition, deception, conflict, revelation, redemption and damnation. These can be explored within the confines of the game using fictional characters.
The 23rd Letter
The 23rd Letter is the definitive psychic conspiracy RPG. Includes a huge amount of information on psychic powers. Character sheet PDFs and the Wild Talents supplements are available free.
A self contained game set in a world filled with beautiful cyborgs, cute robots, superfast cyberbikes, powered exoskeletons, giant mechanoids, speed lines, comical pets, strange aliens, maniacal villains and demons with amazing groinal powers. The perfect bound A5 book is introduced by a four page comic drawn by the artist is P.J.Holden, known for professional comics work (DNA Swamp, Caliber Comics, 200AD, Judge Dredd Megazine, Fearless).