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  • #16
    Originally posted by Vespers War View Post
    I was just reminded of this while going through Enfield's Getting a Farm Going thread. Having some rules might help his campaign.
    I do have rules written for scavenging, building, and growing crops including a chart for variable yields by the acre based on crop type and skill roll. I also need to get posted the Advantages and Disadvantages for Tye and the refurbishing rules (which go hand in hand with the salvage rules) that are a blend from TW2K13 and V2.2.

    I need to sit down and just do a mega posting but my father passed away in January and left me something of a legal mess including... a retail business, a farm, and two completely furnished households with a vague will that left the State (of PA) requiring me to go to court repeatedly. I'm just now catching my breath from all of that and I STILL have two houses to clean out and put on the market.

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    • #17
      Originally posted by swaghauler View Post
      I do have rules written for scavenging, building, and growing crops including a chart for variable yields by the acre based on crop type and skill roll. I also need to get posted the Advantages and Disadvantages for Tye and the refurbishing rules (which go hand in hand with the salvage rules) that are a blend from TW2K13 and V2.2.

      I need to sit down and just do a mega posting but my father passed away in January and left me something of a legal mess including... a retail business, a farm, and two completely furnished households with a vague will that left the State (of PA) requiring me to go to court repeatedly. I'm just now catching my breath from all of that and I STILL have two houses to clean out and put on the market.
      Condolences. Obviously big responsibility and serious matter.

      When you have the time I would love to see that material. As you can see in my thread I'm trying to figure that stuff out.

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      • #18
        Originally posted by Vespers War View Post
        Heck, I'd go for a sourcebook that was actually about rebuilding. It's one of the gaps that I think would be interesting to fill - what can be salvaged from different places, and what do you need to (e.g.) grow enough crops for 100 people for a year
        I would like that too. One of the things I very much liked in the Pacific Northwest book was that the Cascadia movement is specifically about rebuilding.

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        • #19
          Originally posted by swaghauler View Post
          I do have rules written for scavenging, building, and growing crops including a chart for variable yields by the acre based on crop type and skill roll. I also need to get posted the Advantages and Disadvantages for Tye and the refurbishing rules (which go hand in hand with the salvage rules) that are a blend from TW2K13 and V2.2.

          I need to sit down and just do a mega posting but my father passed away in January and left me something of a legal mess including... a retail business, a farm, and two completely furnished households with a vague will that left the State (of PA) requiring me to go to court repeatedly. I'm just now catching my breath from all of that and I STILL have two houses to clean out and put on the market.
          My condolences. Pennsylvania can be difficult to work with. My grandfather passed away last April and it took almost seven months to clear up his estate, and it wasn't as complicated as your position is.
          The poster formerly known as The Dark

          The Vespers War - Ninety years before the Twilight War, there was the Vespers War.

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          • #20
            Here's a fairly practical military use for tractors, c/o the DPRK:

            Dogs, horses, and tractors towing anti-tank missiles were the order of the day during the bizarre spectacle in Pyongyang.


            -
            Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

            https://www.drivethrurpg.com/product...--Rooks-Gambit
            https://www.drivethrurpg.com/product...ula-Sourcebook
            https://www.drivethrurpg.com/product...nia-Sourcebook
            https://www.drivethrurpg.com/product...liate_id=61048
            https://preview.drivethrurpg.com/en/...-waters-module

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            • #21
              Originally posted by Raellus View Post
              Here's a fairly practical military use for tractors, c/o the DPRK:

              Dogs, horses, and tractors towing anti-tank missiles were the order of the day during the bizarre spectacle in Pyongyang.


              -
              I almost laughed when I saw the opening picture, but then I realized it's a decent post-TDM military vehicle...
              I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

              Entirely too much T2K stuff here: www.pmulcahy.com

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              • #22
                Originally posted by Vespers War View Post
                Would you be willing to share the modifications I don't grok the 2013 system well enough to feel comfortable adapting it to v2.2, which is my preferred edition.
                I looked at the ag rules, I found out it and the building/rebuilding rules use the "man hours" that have been around since "The Ruins of Warsaw". They should be easily adapted or adopted into a V2.2 game.

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