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The Official Twilight: 2000TM 3.0Everytown
Dan Tkatch (order #1894493)

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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

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.

Dan Tkatch (order #1894493)

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Quality: Regular
Attributes: Awareness 7, Coordination 7, Fitness
6, Muscle 8, Cognition 9, Education 6, Personality 6,
Resolve 8, OODA 4, CUF 4
Skills: Mechanic/Machinist (Professional),
Fieldcraft (Competent), Longarm (Competent),
Construction (Novice), Mounts (Novice)
Wound Threshold: Slight 1/Moderate 8/Serious
11/Critical 15
Movement: Sprint 14m, Run 11m, Trot 8, Walk 4,
Stagger 2, Crawl 1, Travel 5km

Farmer loves the land, his family, and little else.

It is through him that the rest of the village survived
in these times. His was the seed, breeding stock and
knowledge. Mayor just stole the credit for his family’s
hard work. He continues to work with Mayor only
because to do otherwise puts the whole community
at risk.

So long as Mayor doesn’t put his hand out for
more, Farmer will not bite it off. His sons are the
best equipped of the militia after Hard Man. He may
seek military training for them and his field hands in
exchange for room and board.

Quality: Regular
Attributes: Awareness 6, Coordination 6, Fitness
8, Muscle 6, Cognition 8, Education 7 (Agriculture),
Personality 7, Resolve 9, OODA 3, CUF 5
Skills: Agriculture (Professional), Fieldcraft
(Competent), Longarm (Novice), Animal Husbandry
(Professional), Mounts (Competent)
Wound Threshold: Slight 1/Moderate 8/Serious
11/Critical 15
Movement: Sprint 14m, Run 11m, Trot 8, Walk 4,
Stagger 2, Crawl 1, Travel 5km

As his name suggests, Nightshade is one of the

nightshade collectors for the village.
He recently came here posing as a refugee without

goods or skills of value. As such, he was barely accepted
for the village’s protection. He represents outside
interests, using his position as the perfect explanation
for visits to each household. He gathers intelligence,
and survives. Soon the interests he represents may
make a move.

Quality: Veteran
Attributes: Awareness 10, Coordination 8, Fitness
7, Muscle 7, Cognition 8, Education 6, Personality 7,

Resolve 9, OODA 6, CUF 6
Skills: Deception (Expert), Fieldcraft (Professional),
Longarm (Professional), Sidearm (Competent),
Streetcraft (Professional), Hand to Hand (Competent),
Mounts (Novice)
Wound Threshold: Slight 1/Moderate 8/Serious
16/Critical 23
Movement: Sprint 14m, Run 10m, Trot 8, Walk 4,
Stagger 2, Crawl 1, Travel 5km

plACes of everytown

A) Observation posts:
An armed older child or adult is always manning

each of these small concealed positions. Each trench
has room for a pair of grown men to kneel or lie
down in cover, and are always manned by at least one

GM Notes: The watchers don’t have much to
see, and therefore aren’t the most astute observers.
They each have a device they can signal with, usually
a whistle. Not placed in the best possible positions,
they do provide fair observation of the approaches,
and are not easy for the untrained to see.

Most men are armed with rifles and shotguns,
but there are some assault weapons. All Everytown
males under forty-five are required to do one turn
of watch at an observation post every two days,
with no exceptions (aside from Holy Man, if the GM
determines this is against his religion, which would
provide another bone of contention).

Refugees and other newcomers to the village
are not allowed firearms until they have proven
themselves in some way. Thus far, very few have
been granted the privilege, and the great majority of
those that have are field hands working for Farmer
that he has come to trust. Traders are not permitted
near the observation posts.

1) Service Station:
This large service station dominates the

crossroads despite being set well back from
the intersection. The door of the large bay for
commercial trucks remains ripped open, some
looters having obviously already stripped everything
of value. Likewise the pumps, cafe and shop that
used to serve the truckers are similarly damaged
and emptied.

Dan Tkatch (order #1894493)

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GM Notes: Aside from one working heavy
hydraulic jack with no power and the building
materials that comprise the structure, the place
doesn’t appear all that useful. The emergency
generator was stripped to its constituent components
in a misguided attempt to discover why it isn’t
working and left to rust in the enclosure out back
but can be repaired with a few hours work and a
successful mechanics roll or two.

In a flash of impractical genius, Mayor had
Wrench and some of the other villagers drain the
gasoline reservoir, take the pipe covers marked diesel
and place them on the emptied gasoline reservoir.
Unmarked caps were put on the diesel reservoir and
an inch of concrete poured over top.

The emergency generator was fueled from this
source, and a hand pump can still be attached to
the pipe to extract what little fuel Mayor thinks
Everytown requires.

Gm mAp

Dan Tkatch (order #1894493)

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The farm supports a large family and even
more laborers and field-hands. Farmer has kept
a surprising number of his family alive through
the hardships, and is well-loved by them for his
leadership. He rarely leaves his land, but his male
family members are part of the militia and are often
coming and going from the place. No one goes about
the farm unarmed.

GM Notes: Farmer has a reloading bench, but
only has dies for hunting rifles and shotguns and has
recently ran out of primers. Third Man and Mayor
are kept carefully unaware of this important resource.
Farmer rightly fears they will confiscate it and thereby
rob his family of a sustainable defense against any
future tyranny planned by Mayor. His representatives
may approach PCs for either primers, dies or both.

Farmer is almost always here, as are the majority of
the just under twenty souls that call his place home.

15) The Dump
South of the village, the dump is home to those

refugees that have barely passed the Mayor’s criteria
for protection in the village. Huts and lean-tos are
the only shelter here, and the people are far from
comfortable. No one has a firearm, though all have
some kind of hand weapon to fight off the rodents, if
nothing else.

When the pumps serving the plumbing of the
village stopped working, there was no convenient
way to flush the waste. Farmer recognized that it
makes good fertilizer, if it’s carefully rendered safe.
This is the collection point for nightshade and other
waste from the homes of the villagers. The five
adults who live here go out each morning and collect
the food scraps, human waste and other material
left out by those that live in the village proper. They
then place the waste in the heaps, beginning the
process of composting. Almost all of the plastics
and scrap that could have been recycled or repaired
have already been mined from the old garbage
heaps. They are fed two meals a day in exchange for
their labor and told that if they prove themselves,
they be brought into the community proper. Very
few have been assimilated, and most of them from
the very first days.

GM Notes: The dump is Nightshade’s base of
operations. He’s buried his kit nearby. It includes:
a quality backpack, suppressed firearms and with
sufficient ammo, a radio, and additional rations to
keep his strength up.

16) The Collapsed Bridge:
A bridge of one sort or another has stood

on this site since the settling of the village. The
modern bridge was a few decades old when it was
destroyed by an air-strike a few months back. No
one knows who took it out, since it happened in the
middle of the night.

GM Notes: Mayor has considered fixing the
bridge, but without materials and heavy equipment,
has given it up for a lost cause. Farmer has the
heavy equipment, but no fuel. He’s not about to
ask Mayor for any, either.

If the GM wants, the river is passable by
civilian off-road and military vehicles equipped
with snorkels. Difficult, slow, but passable.

CustomizinG everytown

The custom job you do yourself is always the
best; that is the guiding principle behind both the
adventures and Everytown itself. Everything in it
is intended to allow the GM to tailor the content
to their players with a minimal amount of crossing
out, brainstorming, and name-changing. All that
having been said, we had more than a few ideas for
GMs running Everytown:

On the Player Characters Provided
We have provided player characters for five

players. They are American National Guard
soldiers, and as such, have a background reason to
be in just about any region of the world the GM
might decide to plunk Everytown into.

On Locations
Turkey, Czechoslovakia, Ukraine, Germany,

Eastern United States, Wales, Northern South
America, any of these places have areas that are just
enough off the beaten path that they could easily
be modified to your group’s desires. Symbol maps
(the ones with just a dot and a village or township
name are best to get a location that can be worked
to suit the map provided with this book.

A small bit of research on the part of the
GM can dig up some interesting factoids and
modes of behavior that will make for an evocative
atmosphere. If the Arab Imam takes the sergeant’s
hand in his own left hand to greet him, a subtle
message can be sent that will have smart players
responding harshly.

Dan Tkatch (order #1894493)

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On Language and Culture
Blanks are provided for the GM to select the

languages the PCs and major NPCs speak. GMs
should keep in mind other differences of behavior that
language is a part of. For example, it is not considered
unusual for Muslim Sudanese males that are friends
to hold hands as they walk through the market,
whereas that would of a indicate a whole different set
of relationships to a person growing up under another
set of norms.

On Names and Naming
There are many resources available on the internet

to choose names that both accurate and evocative
of the locale they choose. If you set up for a game
in Hungary, the first name of Zoltan for the Mayor
wouldn’t be out of place and helps to evoke a bit of the
foreignness for players with limited familiarity with
the region. Take a moment to look up what a name
means in that language and to that religion.

On Religion
The Holy Man and religion chosen for the House

of God will make a large difference in the feel of the
town. A Baptist minister of the American South is
going to deliver his rhetoric a bit differently from
a Turkish Imam or an Orthodox priest of Eastern
Europe. It might also be a good idea to be a student
of your players in this. Religion is an extremely hot-
button issue for most, and must be handled carefully.

In Summation
Have fun! If you want your Georgians (the nation,

not the state) to be the descendants of the Varangian
Guard that have kept to the old ways for nigh on two
thousand years, have fun! Viking out, bror!

Gm notes

Mayor came up with a plan when the village was
attacked by its first set of marauders: hide all the goods
the village could not produce for itself and only defend
the fields, livestock, and residents against predators.
They did some damage to their own homes and
made an attempt to make the village look as if most
everything of value had already been taken. His plan
was to concentrate the resources into a central pool to
be doled out on those projects deemed most beneficial
to the survival of the community.

Mayor held a meeting, having already gathered
the support of key members of the community for his
plan, which they accepted and quickly carried out.

Mayor’s plan did discourage marauders, and the

few raids they defended against since its adoption were
quickly stopped with few shots fired. They haven’t yet
been faced with a threat great enough that Mayor gave
an order for everyone to hide. It remains to be seen if
they could successfully avoid or resist a concerted and
well-trained effort to strip them of their livelihoods.

The plan has even discouraged refugees, who are
met at the bridge or the outskirts of town and told that
they will only be given a bit of broth and are refused
entry unless they claim a skill that no one else in town
has. Those who do not have such skills are told to
move along. Those that beg to differ are ordered again
at gunpoint.

Those with goods to trade or of obvious material
wealth are given an opportunity to discuss what they
wish to trade, and if they seem relatively low-threat or
are obviously capable of taking out a significant portion
of the village’s defenders are asked if they wish to stay
at the hostel and have a hot meal before entering into
more lengthy discussions.

The villagers gave up a lot when they gave Mayor
control of the tools and expendable resources they
possessed. In the villager’s fear and near panic, the
supplies they gathered up and hidden away. These
supplies were not carefully documented and only
Mayor and later Third Man, know how much is really
in Third Man’s house.

Mayor is not a despot, lacking the guts to truly run
roughshod over the residents, but he is high-handed
enough that other prominent citizens resent his
leadership quite strongly. Mayor managed to deflect
some of their anger by bringing Third Man in. The
man takes the blame for decisions Mayor knows will
be taken poorly. When he doesn’t want some project
taking priority, he tells Third Man to tell the people
there aren’t enough materials or tools for that job.

Farmer hasn’t pushed for a change in leadership
because his family is well supported and the Mayor
has not asked anything of him he did not feel he could
do without or that would benefit his family long-term.

Because of Mayor’s success, none but the most
religious in town even know about Holy Man’s dislike
of the Mayor. Holy Man knows that he doesn’t know
how to improve things and is smart enough to know he
hasn’t the present ability to take over, however much
he’d like to.

While these internal pressures dwell beneath the
surface, the community does its best to show a united
front when confronted by outsiders.

The balance is delicate, and easily upset.

And here come the U.S. National Guard.

Dan Tkatch (order #1894493)

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