Twilight: 2000 – Jurassic Dawn

We got talking on one of the Discords about how there hasn’t been a Dinosaurs mod for T2000.

Well, here’s some stuff….

Velociraptor (Pack Hunter)

Small, cunning, lightning-fast predator. Attacks in coordination with its pack.
Size: Small
Strength: C
Agility: A
Wits: C
Empathy: –
Mobility: A
Recon: B
Close Combat: B
Armor: 1 (tough scales, fast movement)
Hit Capacity: 3
Speed: 2 zones/round
Special: Always attacks as a group. +1 initiative if in pack of 3+. (For cards: They pick two and use the best one)
Base damage 2, Crit 4.

Velociraptor Pack (2–5 creatures)

Behavior: Highly coordinated, uses flanking and feinting. Hunts in silence until strike. Attacks using AGILITY+CLOSECOMBAT.
Action/Reaction Table (d6):

  1. Pincer Ambush – Two raptors distract while a third leaps from cover (+2 mobility, surprise test).
  2. Disarm and Disorient – One raptor targets the weapon or limb, forcing a gear check or prone.
  3. Screech Command – The pack leader emits a shriek; all raptors gain +1 initiative next round (or again, for cards, draw twice).
  4. Feint and Withdraw – Raptors strike and retreat 2 hexes to lure prey into terrain trap.
  5. Pack Swarm – All nearby raptors coordinate a multi-attack (each targets a separate PC).
  6. Target the Wounded – Raptors shift focus to the bloodied or isolated.

Tyrannosaurus rex (Apex Carnivore)

Towering alpha predator. Territorial, loud, and catastrophic if engaged.
Size: Huge
Strength: A
Agility: D
Wits: C
Empathy: –
Mobility: C
Recon: D
Close Combat: A
Armor: 3 (thick hide, muscle mass)
Hit Capacity: 10
Speed: 1–2 zones/round
Special: Scent-based tracking; automatically locates bleeding or panicked PCs. Area knockback on hit.
Based Damage: 3, Crit 4.

Tyrannosaurus rex (Solo Apex Predator)

Behavior: Territory-based; attacks loudly and directly. Poor sight, but excellent smell and hearing. Uses STRENGTH+CLOSECOMBAT to attack.
Action/Reaction Table (d6):

  1. Roaring Challenge – T-Rex bellows; all non-vehicle PCs within 2 zones must roll Cool or Panic.
  2. Crush and Pin – Grabs one PC with jaws; next round it can throw or crush.
  3. Tail Sweep – Clears a 90° arc around it, knocking down everyone in melee range.
  4. Charge – Sprints 2 zones in a straight line; anything in the path must test Mobility or be trampled.
  5. Sniff and Roar – Spends a round sniffing; locks onto a wounded PC’s scent regardless of hiding.
  6. Rampage – If reduced below half HP, it enters a frenzy: two actions/turn for 1d3 rounds.

Triceratops (Defensive Tank)

Armored herbivore with territorial instincts. Will charge perceived threats or to protect herd.
Size: Large
Strength: B
Agility: C
Wits: D
Empathy: –
Mobility: C
Recon: D
Close Combat: B
Armor: 4 (frill shield, thick body)
Hit Capacity: 8
Speed: 1 zone/round
Special: Charge attack does double damage if it moves at least 1 zone before striking.
Base Damage: 2, Critical 4

Triceratops Herd (3–7 individuals)

Behavior: Defensive unless provoked or wounded. Will protect young aggressively. Uses STRENGTH+CLOSECOMBAT to ATTACK
Action/Reaction Table (d6):

  1. Form the Wall – Adults form a shield line; all ranged attacks suffer -2 unless flanking.
  2. Charge as One – All triceratops move 1 zone forward and attempt to gore.
  3. Retreat Circle – The herd begins a slow withdrawal; a baby or wounded adult may be left behind.
  4. Stomp and Bellow – A warning display; anyone who doesn’t retreat is charged next round.
  5. Flank Breaker – A single bull moves around the players to strike from behind.
  6. Blind Fury – A triceratops with 50% HP or less chooses the nearest PC and attempts to impale them, ignoring cover.

Twilight Tangents 2.0 – ZOMBI

So, we decided to change some things.

  1. Twilight Tangents is by far our best selling book. People just love zombies in Twilight: 2000. It’s probably been tempered by the release of The Walking Dead but it’s still a solid seller.
  2. I had a load of writing for Zombi stuff that I wanted to use but it seemed out of place in with the psychic powers stuff.
  3. Twilight Tangents is also my oldest supplement by a country mile. It was the first thing I put together for the Free League Workshop so its update was well overdue. I mean it’s been up there for about four years!

We’re splitting Twilight Tangents into two separate books – so if you previously got it you won’t lose access to anything Zombi-like or even the rules for Psychic Abilities. You’re getting the Twilight Tangents upgraded Zombi content for free and retaining all of the previous book.

Twilight Tangents: Zombi warps the cold realism of Twilight: 2000 into a fungal nightmare of paranoid aggression, plague-scarred survivors, and walking corpses born not of mysticism, but bioweapons. Set in a world where Agent INFERNO, an engineered mould, has twisted fear into fury and death into zombification, players navigate a crumbling civilisation where trust is deadlier than bullets and infection is only a breath away.

This sourcebook reimagines the apocalypse with horrifying biological plausibility: zombis driven by neural-hyphae infestations, panicked survivors clutching to faith, violence, or denial, and institutions turning to the dead as weapons of control. It’s not survival horror. It’s a war against your own instincts, played out across ruined cities, quarantined zones, and overrun compounds. With new campaign options, adversaries, factions, life paths, and grim narrative hooks, Zombi doesn’t ask if you’ll survive, only how much of your humanity you’ll lose before the end.

We will be following this up later this year with two new books. Twilight Tangents: Espers and Twilight Tangents: Lycanthropes. I’ve not started writing them yet but the summer is coming up and I’ll have plenty of time to put stuff together.

Twilight Tangents: Espers

The Mind Is a Weapon – But Who Pulled the Trigger?

Twilight Tangents: Espers tears back the veil on a secret war fought not with bullets, but with thoughts sharp enough to kill. Born from classified experiments and the shattered psy-ops of The 23rd Letter, these are the invisible soldiers of the Twilight War; remote viewers, psychic assassins, telepaths embedded in command bunkers, and precognitive assets burned out before their twentieth birthday.

The Twilight War didn’t just scorch the Earth. It ruptured the human psyche. This supplement brings full psychic warfare to Twilight: 2000 4th Edition, revealing how nations cultivated Espers to manipulate battlefields, undermine leadership, and rewrite reality one mind at a time. Players step into a world of neural blacksites, psionic backlash, mental conditioning, and conspiracies so deep they were never meant to be remembered.


Twilight Tangents: Lycanthrope

We didn’t create them. We just stopped giving them a reason to hide.

In the smoke and chaos of the Twilight War, something older than humanity emerged from the forests, the mountains, and the ruins. Not a bioweapon. Not a myth. Something that had always been there, watching. Waiting.

Twilight Tangents: Lycanthrope is a savage expansion for Twilight: 2000 4th Edition, introducing werewolves not as fairy tale monsters, but as apex predators whose packs have turned warzones into hunting grounds. These aren’t cursed peasants or Hollywood beasts. They are strategic, feral, and organized and they remember what humanity has forgotten: how to stalk, how to kill, and how to survive.

From black-ops werewolf handling units to insurgent packs tearing through the last enclaves of civilisation, this sourcebook explores lycanthropy as a battlefield reality. Inside: new lifepaths, rules for transformation, hunting instincts, and feral politics. The beasts are real. And they’re not hiding anymore.

Support Indie RPGs

In response to this post on Reddit.

Please don’t take this as any more than a spirited devils advocate in the spirit of debate and jocularity. I’m not disagreeing with you per se or saying you’re wrong.
This isn’t a defence of that other thing but it is maybe being a little honest about what it means to be an indie. It’s not all roses and buttercups and problems won’t be solved by putting away a few dollars every week.

Services like Fiverr are pretty terrible for sourcing art…particularly because there’s a good chance that when you pay your money, you’re just getting a “prompt engineer” anyway. I had a long relationship with an artist from around 2001 and just last year he switched to using AI to do the “groundwork” and allow him to focus on the specifics of what clients wanted. Why? Because he wanted more clients. So, I found a different artist.

Art is easily the single highest cost of my books and that includes my time in the commissioning process for free. It’s much more expensive than the writing. I mean, a small book might require 10 pieces of art – with very little re-use available to you. The next book might require another 10. By your numbers that means a cost of between 750 and 3000 per book on art. (it’s usually higher because commercial licenses tend to be higher for some reason and ten is a low amount of art).

For the indie (lets say the hundreds of one-person-bands out there bringing their RPG heartbreaker to life) that art cost is paid out before the book is finished; so before the book has a chance to earn a cent. Even if you’re not printing physical copies, you’ve months of writing and editing and planning and commissioning and hoping it delivers. You hope you’ll make back the investment in art alone because for many it is something they do after a day processing Excel sheets, or stacking shelves or backbreaking outdoors work – the real work which pays the bills. They would love to create and just live on the proceeds but that’s not going to be for everyone; the industry, like most industries, can only support so many rockstars and getting that right vibe isn’t for everyone.

Sure, you can spend months on a crowdfunding plan but knowing some folk who had successful kickstarter campaigns personally, one quipped after a few beers – “failure is better than success if you don’t make it big”. His kickstarter was enough to deliver the product to backers as long as nothing went wrong. And maybe he should have absolutely flooded Facebook/Insta/Reddit with adverts (as I saw some other company do recently).

And then, to top it all, you get a sense of how much you can charge. I am well aware that I self-limit – but that’s because I abhor fame and recognition (this isn’t my therapy session, dammit). So, you build the book over a few months, engage with people for testing and readthrus. commission and pay for art, then do the layout and post the finished product. 30-50% of cover price goes to the aggregator (meanwhile Apple is being hit for charging 30%). And out of what’s left you hope to cover the art for the next book. Which means probably 1000 sales. Probably more if you engage in promotions. Meanwhile you’re already to writing the next one while fielding piracy and people who think, without reading it, the book you’ve poured passion into isn’t worth a cup of coffee. Even better when they use a public forum (like Reddit) to tell a million people their opinion based on not reading it.

And that’s if you’re just trying to break even on cash. Survival wages in my part of the world are about €25,000. I’d have to be selling literally 20 times more books to earn that. (hey…and that’s the dream, right? I’d love to be able to sit here and hallucinate wildly onto paper every day). And the art costs would go up. Actually it might be cheaper to literally hire an artist with a salary than do commissions. And selling 20X more books? That means targetting one of the bigger markets like D&D or CoC. (and I don’t want to do that). D&D would seem to the obvious one – but everyone thinks that – so being specialised into a little niche kinda works. The D&D market is 20x bigger easily….but there’s 100x more competition for those precious leisure dollars. That would mean much more time spent on promotion – the bit I don’t like.

I’m very glad my TTRPG sales are funding artists and not my life.

Nothing more demoralising than seeing the proportion of gamers who think “artists should be paid” (oh, 90%?) and the proportion of gamers who set the PWYW amount on DTRPG to “zero” (oh, probably 95%). That’s some slap-in-the-face irony right there. One of the nice things about a little credit on DTRPG is that when someone in my creative community makes a new book, I have no problems dropping $10 on it even if it’s PWYW ($4).

To give a concrete example; in the last six months I sold 145 copies of one of my PWYW books…bringing in a grand total of $26.27, of which I saw…$18.30. The art cost for that book was about $300. A sunk cost because it’s an into to a later book (the one I just dropped more cash on art for) and I figure that’s 145 people I can send an email to and tell them about the next book, right?

Piracy is absolutely rampant in the industry as well. Never mind that web site that was eventually taken down (one of my early RPGs was on there and was evidently painstakingly scanned) but Scribd too? I don’t know how that site survives. And it’s not that pirates wouldn’t have bought the product – one of them did – but they also thought it was better that others didn’t have to. Kick in the nuts there.

Just this week I spent about $1000 on art. Not enough art for the books in the pipeline but then I needed a new laptop and so I’ll find the cash a little later. That will bring the total for art spend this calendar year (first six months) to around $2000 – that includes two stock art/photography subscriptions. The sales for books in the same period brought in $1514. Now the obvious response is “make better books” (which is pretty insulting) or get better at sales (which I have no interest in doing). That does include a Promo by DTRPG which sold one of the best books at a significant discount.

So that was $2000 to support art sources, and about $1000 in fees to DTRPG.

Buit I’m also running at -500 for the year. Whoops. Maybe I suck at business.

I’m not even going to address printing. A lot more work and you make even less. And the main sites for distributors take 80% of cover price. Out of the remaining 20% you commonly have to commission the art, lay it out, print the book and ship it to them at your cost. (and this is why I’m not on IPR – not their fault…but I was royally screwed by Key20 back in the day when they sold my books, kept the money and to get any remaining stock returned, I had to pay for shipping it back). Paper is bloody heavy.

So, it’s not easy….but it is enjoyable. As long as I’m not relying on it for the mortgage or to put kids through college then it’s a creative outlet that pays an artist a chunk of cash every few months. Maybe it helps them not have to have a dreary office or shelf-stacking job or goes into their kids college fund.

That’s worth it.

Also. Buy indie RPGs. Sermon over. Welcome to my TED Talk. etc

VTT woes

So, someone asked about a T2000 game today but specified they weren’t interested in paying. Odd request, I thought, but I could run one.

“So, it’s not apocalypse sorrow, the theme is about building and restoration. About 20 years after the Fall. Someone has the idea of setting up a centralised postal service so it’s a “limited sandbox”. PCs are the first recruits. Inspirations would be the movies “The Postman” and “News of the World”. Some episodic play and some development in-game.”

Then I revealed it’s on Discord and with Discord dice rolling and using a Whiteboard for some TOTM.

“Oh? It’s not on Foundry?”

“No, I don’t like Foundry.”

“Well, never mind then. I don’t think I could play a game that wasn’t on Foundry”

So, I’m a bit gobsmacked.

I don’t like Foundry. Some people love it; I just find the setup to be tedious. And then the implementation to be buyggy. I was something simpler. Something that can run on a tablet without complaining.

New books!

We released two books this month.

PERMAFROST for Twilight 2000. – the horrors of the nuclear winter d66 Horrid Things in an Abandoned Storage Unit
Permafrost is a battlefield where the cold itself is the deadliest enemy. In a world stripped of sunlight and warmth, survival is a desperate dance with the elements. Every step leaves a trail in the snow that can lead to rescue or betrayal. Soldiers fight not just the enemy but the creeping numbness in their fingers, the exhaustion that sinks into bones, and the isolation that whispers doubts into every sleepless night.

In this frozen world, every choice matters. The line between survival and surrender is as thin as the ice beneath your feet. Trust is a luxury. Supplies are lifelines. Every day the wind grows stronger, the silence deeper, and the darkness colder. This is the world of Permafrost, where the cold always wins.

In this system-neutral supplement, you’ll find:

  • 66 meticulously unnerving items, from taxidermy mistakes and coded journals to whispering hearing horns and boxes of cadaver teeth.
  • Creeping lore that unfolds across entries—clues, contradictions, and recurring figures like the forgotten doctor J.H.T.
  • In-world artifacts, notes, and final confessions that suggest something in the unit is waking.
  • A perfect resource for horror RPGs, investigative campaigns, or unsettling one-shots.
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