Translating Half-Life into Twilight 2000

 https://gamingpastime.com/wp-content/uploads/2023/04/halflife2_3.jpg

So with all the buzz of Half-Life 3 lately, plus me seeking some sort of RPG to do for a Solo game (I love playing Solo Traveller, and may detail a campaign of that here at some point), I decided I wanted to do another game that is easy to run Solo, Twilight 2000, but in the Half-Life universe. 

Specifically I'm aiming for something set in the era of Half-Life 2. Instead of plucky and rugged NATO-aligned soldiers and civilians fighting Soviets in apocalyptic Poland, I'm looking for plucky and rugged human and Vortigaunt Resistance members fighting the Combine in... apocalyptic Poland, probably. City 17 is in Eastern Europe after all, so it lines up.

You will obviously need to own Twilight 2000's 4E Players Manual to understand what any of this means. 

Character Creation

Twilight 2000 4E has a pretty simplistic lifepath chargen system, but it's still a bit too in-depth for me to be bothered homebrewing the whole thing. As such, I'll go with the Archetype character creation method, which basically just includes picking an archetype, nationality (most characters will probably be 'City 17' or just 'European'), branch (Resistance for everyone), rank (unnecessary), and then choosing some skills. 

I want a party of 3 characters, but I want some variety in case someone dies or I recruit someone out in the game, so I'll create 5 Archetypes. I'll put them in a d6 list for random selection, with the '6' result being 'choose your own'.

  1. The Freedom Fighter - Inspired by Random Resistance Members
  2. The Vortigaunt - Inspired by Resistance Vortigaunts
  3. The Scientist - Inspired by Kleiner and Eli Vance
  4. The Infiltrator - Inspired by Barney
  5. The Scrapper - Inspired by Alyx Vance
  6. Choose from the above options. 

The Freedom Fighter

It takes courage to stand up against an overwhelming force, and even more when that force is the Combine. Freedom Fighters need to be ready to strike fast and get out before heavy reinforcements show up. Even their best are only really equipped to fight Civil Protection, and struggle against the Combine proper.

Specialties

  • Load Carrier
  • Runner
  • Rifleman

 Gear

  •  Submachine Gun or Shotgun
  •  D6 reloads for your weapon
  •  Resistance armor
  •  Personal medkit
  •  Backpack
  •  Civilian clothes
  •  D6 rations
  •  D6 clean water 
  •  D6 frag grenades

 Key Attribute: STR
 Key Skills: Survival, Stamina, Ranged Combat
 Coolness Under Fire: B
 Special: The Freedom Fighter knows Cities well, and can pass for a normal Citizen with relative ease, as long as they aren't wearing resistance uniforms or visibly armed. In a pinch, a Freedom Fighter can pass a random Civil Protection check unscathed -- though not too often.

The Vortigaunt

While the main bulk of the Resistance is made up of humans, Vortigaunts brought to Earth by the Resonance Cascade have found their way into the Resistance and serve as valuable allies. Former slaves of the Nihilanth, Vortigaunts serve as cooks, cleaners, technicians and even fighters if needed.

Specialties

  • Ranger
  • Cook 
  • Electrician

Gear

  • Vortigaunt attire or Lab coat (Treat as civilian clothes either way)
  • Personal medkit
  • Backpack
  • D6 field rations
  • D6 clean water
  • Cooking pot or Basic tools

 Key Attribute: AGL
 Key Skills: Tech, Survival, Stamina
 Coolness Under Fire: C
 Special: Vortigaunts possess some limited telekinetic effects via gravity manipulation, and should be allowed to perform basic feats using this out of combat. Additionally, Vortigaunts can perform an energy discharge from their hands -- This can be used to charge batteries (takes 5 minutes), an HEV suit (takes 30 minutes) or as a potent weapon (ROF 1, DAM 3, CRIT 3).

The Scientist

 The Scientist is part specialist, part repair monkey. While they generally don't want to be placed in charge, humanity is low on intellectuals, and the Scientist is thrust into the spotlight, even if they often lack leadership skills. They're more comfortable in a lab than the field, but necessity often dictates that they go out into the wild for research or to aid the Resistance's goals.

 Specialties

  • Chemist
  • Computers
  • Teacher

 Gear

  •  9mm pistol or Crowbar
  •  D6 reloads if you chose the pistol, D6 frag grenades if you chose the crowbar 
  •  A lab coat (Treat as civilian clothes)
  •  Personal medkit
  •  Backpack 
  •  Sample collecting kit or surgical tools
  •  D6 field rations
  •  D6 clean water 

 Key Attribute: INT
 Key Skills:  Tech, Recon, Persuasion
 Coolness Under Fire: C
 Special: The Scientist is a master at creative solutions to problems. Provided time, tools and materials, a Scientist can jury-rig a simple device or gadget to help with an upcoming problem, within reason.

The Infiltrator

The Infiltrator has managed to worm their way into Civil Protection, and wears the uniform of the enemy to siphon intelligence, supplies and even people away from the clutches of the Combine. It's a dangerous job that more often than not ends with the infiltrator on a torture rack, but it's vital to the Resistance's efforts.

Specialties

  • SERE Training
  • Psy Ops
  • Combat Medic 

 Gear

  • Submachine Gun or Pulse Rifle
  • D6 reloads for your chosen weapon
  • Civil Protection armor and helmet
  • Civil Protection radio
  • Personal medkit
  • D6 field rations
  • D6 Combine-modified water 

 Key Attribute: EMP
 Key Skills: Persuasion, Medical Aid, Recon
 Coolness Under Fire: A
 Special: Infiltrators can exist within Civil Protection's ranks for long periods of time, provided they don't do anything that risks their cover. As long as their cover isn't blown, they can navigate the system and pull bureaucratic tricks. If their cover gets blown however, the Combine knows everything about them -- including how to find them. Their armor also contains Combine tracking devices!

The Scrapper

 Scrappers exist both within and without society. They work on the fringes, hauling old tech out of junkyards and refurbishing things the Combine would prefer stayed forbidden in dusty attics. When the time comes, they venture into cities and out into badlands to help the Resistance acquire things and perform objectives that call for stealth and cleverness.

Specialties

  • Infiltrator (Why doesn't the Infiltrator have this? Mostly just 'cause of what it does. Sub in if you want!)
  • Scrounger
  • Combat Engineer 

Gear

  • Crossbow or Zip Gun
  • 2D6 Crossbow bolts or D6 reloads for the Zip Gun
  • Civilian clothes
  • Backpack
  • Basic tools
  • Personal medkit
  • D6 field rations
  • D6 clean water
  • Knife or D6 hand grenades

 Key Attribute: AGL
 Key Skills: Recon, Tech, Mobility
 Coolness Under Fire: C
 Special: The Scrapper can manage to salvage up useful materials much faster than others. Provided they have a full day to search, the Scrapper can readily and easily acquire, without a test, D6 reloads for a specific weapon, a charged battery, D6 field rations or D6 clean water. 

 https://www.gamespew.com/wp-content/uploads/2024/11/half-life-2.jpg

Weapons & Gear

Okay, the part that required balancing and thought is over. Now, the fun part that requires very little thought! Balance out the window!

Blogger doesn't have built-in support for tables, so this may get a bit cluttered, as I can't be bothered to figure out HTML tables. Instead of America, Poland and the Soviets, let's divide our gear into 3 new factions: The Resistance, The Combine and Black Mesa. 

Resistance Gear will all have a REL of 3, while Combine and Black Mesa gear has a REL of 5. Black Mesa gear is very rare, and can only be found as a reward from Resistance leaders or rarely in hidden caches, or, of course Black Mesa itself, but I'm definitely not going there!

I won't bother with prices as there isn't really an economy in Half-Life, and I won't list item weights, both for clutter reasons and because I just kind of eyeball weight based on what seems reasonable anyway. So let's get started with weapons.

Resistance Weapons

Crowbar
The ever-iconic crowbar. We'll say it has REL 5, despite the above. 
DAM 3, CRIT 3, ARMOR +1

9mm Pistol
A simple double-action combat pistol for civilian use. Once ubiquitous, now prized for its compact size, making it easily concealed.
AMMO 9mm, ROF 2, DAM 1, CRIT 2, ARMOR +1, MAG 18, RANGE 2

Zero Point Energy Manipulator (Gravity Gun)
An incredible useful but incredibly unpredictable weapon capable of manipulating gravity. Telekinetics in the palm of your hands!
Conservatively impossible to stat in any reasonable amount of time, so we're gonna say 'DM Discretion' and call it at that. Gravity responsibly.

.357 Magnum
A powerful long-barreled sidearm capable of punching through even the mightiest of armor. The ammo is rare, though.
AMMO .357, ROF 1, DAM 3, CRIT 4, ARMOR -1, MAG 6, RANGE 4

Shotgun
A fairly common pump-action shotgun that is seen in the hands of both the Resistance and even some Combine personnel. Shotgun shells are common, but the weapon's high spread makes it less effective at longer ranges.
AMMO Shotgun Shells, ROF 1, DAM 3, CRIT 4, ARMOR +1, MAG 6, RANGE 2

Crossbow
A stupid powerful makeshift crossbow that fires superheated rebar bolts. Punches through almost anything, somehow! Has a scope on it. Bolts are kinda rare.
AMMO Crossbow Bolts, ROF 1, DAM 5, CRIT 4, ARMOR -2, MAG 1, RANGE 10 

Frag Grenades
A surprisingly bouncy, lightweight frag grenade that can be chucked a good distance.
Use the rules for Frag Grenades in base T2K 4E.

Rocket-Propelled Grenade Launcher (RPG)
A long-range laser-guided high-explosive rocket capable of taking down gunships and striders, or blowing apart infantry!
AMMO Rockets, ROF 1, DAM 7, CRIT 2, ARMOR -1, MAG 1, RANGE 10

Combine Weapons

Stun Baton
It is essentially a reinforced metal rod with a tazer prod on the end. The tool of alien fascists!
DAM 2, CRIT 3, ARMOR +1

Submachine Gun (SMG)
A not-very-powerful but fast-firing machine gun, which is common among Civil Protection officers and has found its way into the hands of many Resistance members.
AMMO 9mm, ROF 5, DAM 1, CRIT 3, ARMOR 0, MAG 45, RANGE 3

Overwatch Standard Issue Pulse Rifle
A terrifying, powerful weapon carried by Combine soldiers and some Civil Protection officers, capable of mowing down unarmored foes with ease. Has a secondary fire mode that dispenses bouncing energy orbs.
Primary Fire
AMMO Pulse Rounds, ROF 3, DAM 4, CRIT 5, ARMOR -1, MAG 30, RANGE 6
Secondary Fire
AMMO Combine O r b s, ROF 1, DAM 6, CRIT 6, ARMOR -1, MAG 1, RANGE 10
Note: Secondary Fire's orbs bounce around at DM's discretion. Roll on the scatter chart to see if it smacks someone unexpected after the first hit, unless time was spent aiming it first.

Emplacement Gun
A heavy machine gun pulse rifle usually mounted on a tripod or emplacement for stability. Can be taken off its emplacement, but is very heavy!
AMMO 12.7mm, ROF 4, DAM 4, CRIT 3, ARMOR 0, MAG 100, RANGE 20

Black Mesa Weapons

Tau Cannon
A particle accelerator cobbled-together in the depths of Black Mesa, also known as the Gauss Gun. The ammo is quite rare.
AMMO Depleted Uranium, ROF 1, DAM 4, CRIT 2, ARMOR -1, MAG 100, RANGE 10

Gluon Gun
An experimental energy weapon that fires a particle beam capable of disintegrating people. The ammo is quite rare.
AMMO Depleted Uranium, ROF 1, DAM 5, CRIT 3, ARMOR 0, MAG 100, RANGE 10

Armor

Resistance Armor
Padded leather, ballistic cloth and whatever metal plates can be cobbled together into armor.
1 ARMOR to Torso

Resistance Helmet
A steel helmet made of... Well, steel. Resembles old army helmets, because it is.
1 ARMOR to Head

Civil Protection Armor
Armor worn by metrocops. It's mostly heavily padded leathers, sometimes a plate carrier for riot police.
2 ARMOR to Torso

Civil Protection Helmet
A full-face helmet which contains a gas mask and radio suite.
1 ARMOR to Head

HEV Suit
An impressive suit of armor from Black Mesa, which provides extreme protection. 5 ARMOR to Torso when Charged. Contains 12 hour charge, reduced by 30 minutes for every hit that impacts it. If charge is reduced to 0, ARMOR is reduced to 2. 

HEV Helmet
For some reason, only rarely seen with the armor? Provides 2 ARMOR to Head on its own. When an attached HEV Suit is charged, that becomes 5 ARMOR.  

Gear

Most basic gear from T2K 4E will work in this, since they're both based off the real world. Pull from there as needed.

Rations: The same as in T2K 4E. However, let's also add a 'Combine-modified Water' ration. They put something in the water. Makes you forget. Forget what? Exactly. Best to avoid drinking it. 

Similarly, Combine Standard Ration packs are vacuum-sealed MRE's that are rather poor quality, but they do give you enough calories (barely) for the day. They are water flavored!

Long Jump Module: Installed in an HEV suit, this jetpack-like device lets you perform a standing 10-meter jump. It does not cancel momentum when you land however, so good luck if you miss whatever platform you're aiming for.

 https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/220/ss_47b4105b396de408cb8b6b4f358c69e5e2a62dae.1920x1080.jpg?t=1745368545

Enemies

For the most part, enemies are gonna be either Combine soldiers or Civil Protection officers, and for those I can use some standard NPC stats. We'll also quickly create some Combine armor, making it extra beefy to really reinforce how deadly Combine soldiers are to normal Resistance soldiers:

Combine Body Armor
Worn by Overwatch soldiers, this armor is partially fused to the soldier. It consists of a helmet and full body armor that can take a pretty significant amount of punishment from small arms.
3 ARMOR to Torso and Head

Easy! Tone down or up, YMMV. 

Now, I do want some creatures to break the mold a bit, so let's make some of those. T2K 4E creatures are pretty simplistic, so this should be easy. Should.

Zombie
The result of a headcrab latching onto the head of a human and taking control over its victim's body. 
STR C, AGL D, INT D, EMP D
Hit Cap 2, Movement 2
Attack: Claws (Damage 1)
Close Combat C, Recon D

Headcrab
Freaky little parasitic aliens from Xen. They're an invasive species on Earth.
STR D, AGL A, INT D, EMP D
Hit Cap 1, Movement 2
Attack: Leap (Damage 2)
Close Combat B, Recon C, Mobility C

Antlion
Large, hungry insectoids that have become an invasive species on Earth. Vortigaunts can domesticate some of them.
STR B, AGL C, INT D, EMP C
Hit Cap 3, Movement 2
Attack: Mandibles (Damage 2)
Close Combat B, Recon C, Mobility B

Bullsquid
A highly aggressive bipedal monster native to Xen, which exist in limited numbers on Earth after the Cascade Resonance. They like sewers and other wet places.
STR B, AGL C, INT C, EMP C
Hit Cap 3, Movement 2
Attack: Toxic Spit (Damage 2, Armor -1, Range 4)
Close Combat D, Ranged Combat B, Recon C

Houndeye
Annoying little tripedal dog-things from Xen, which act as pact-hunters after the Cascade Resonance. They release sonic attacks.
STR D, AGL B, INT C, EMP C
Hit Cap 2, Movement 4
Attack: Sonic Blast (Damage 2)
Close Combat B, Recon C, Mobility B 

https://www.pcgamesn.com/wp-content/sites/pcgamesn/2022/08/half-life-2-sequel-released-on-steam.jpg 

Conclusion

This is obviously not everything you could do, but critically it's enough for a start. 'Good enough' is what I usually aim for for personal projects, and writing it all out like this was time-consuming enough. As I play I can create new weapons, gear, vehicles and foes on-the-spot, obviously. 

Hopefully this is of use to someone besides me, potentially even my players if I end up running this as a group game at some point. 

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