View Full Version : Twilight Tangents 1.0 - zombie and psychics rules
Pelorus
02-17-2022, 02:55 PM
The idea for this sourcebook is to add things that aren’t part of the standard world. You can take whatever you need from these rules.
http://www.lategaming.com/wp-content/uploads/2022/02/Tangents-Cover.png
These rules were inspired by LateGaming Company’s other books “Zombi” and “The 23rd Letter”. It was thought that adding rules for zombies and psychics even into the ‘canon’ Twilight:2000 background would be interesting.
Twilight:2000 4th Edition is an excellent “modern” campaign rules set everything that would be needed for a game in the modern era. Future supplements (especially those in the Free League Workshop) include rules for other weapons, vehicles, places and people.
These rules take a campaign in a different direction; a tangent.
Now on DriveThruRPG (https://www.drivethrurpg.com/product/387289/Twilight-Tangents-10)
pmulcahy11b
02-18-2022, 10:43 AM
Psionics could be a very rare, but existing phenomenon in the T2K v2.2 (as I think they are in this world, BTW). The talents could be easily modified from Dark Conspiracy, Dungeons and Dragons, and GURPS. Except for certain individuals who are rare in the extreme, no psionic individual should have more than one or two talents, and he may not even be aware that his abilities are psionic talents.
Enfield
02-19-2022, 12:27 PM
The idea for this sourcebook is to add things that aren’t part of the standard world. You can take whatever you need from these rules.
http://www.lategaming.com/wp-content/uploads/2022/02/Tangents-Cover.png
These rules were inspired by LateGaming Company’s other books “Zombi” and “The 23rd Letter”. It was thought that adding rules for zombies and psychics even into the ‘canon’ Twilight:2000 background would be interesting.
Twilight:2000 4th Edition is an excellent “modern” campaign rules set everything that would be needed for a game in the modern era. Future supplements (especially those in the Free League Workshop) include rules for other weapons, vehicles, places and people.
These rules take a campaign in a different direction; a tangent.
Now on DriveThruRPG (https://www.drivethrurpg.com/product/387289/Twilight-Tangents-10)
Wish I had had access to this a couple of years ago when I was running a zombie campaign with T2k rules.
pmulcahy11b
02-20-2022, 07:39 AM
Oh!! I didn't pick on the fact that it was an actual sourcebook! I withdraw my comments.
And of course, I used your link (which I didn't see at first) and went over to DriveThru RPG and picked it up...
Pelorus
03-06-2022, 02:32 AM
Psionics could be a very rare, but existing phenomenon in the T2K v2.2 (as I think they are in this world, BTW). The talents could be easily modified from Dark Conspiracy, Dungeons and Dragons, and GURPS. Except for certain individuals who are rare in the extreme, no psionic individual should have more than one or two talents, and he may not even be aware that his abilities are psionic talents.
I modded my rules from my crunchy psychic conspiracy game "The 23rd Letter".
In Twilight Tangents 1.0, you're not going to have more than one talent though the lack of awareness might be tricky, a good GM could introduce it. I wanted a feel, like in The 23rd Letter, that psychics can do the impossible but they're also fragile.
Pelorus
03-06-2022, 02:33 AM
Wish I had had access to this a couple of years ago when I was running a zombie campaign with T2k rules.
Ah, I didn't get inspired until I read the 4e rules. It's my favourite system at the moment (as evidenced by how frantic my two players got fighting a random Soviet soldier with a knife. There's real jeopardy).
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