Aurora vs Twilight: 2000
Compare Aurora and Twilight: 2000 side by side. See differences in complexity, dice, genre, and more.
| Aurora | Twilight: 2000 | |
|---|---|---|
| Genre | Sci-Fi | Post-Apocalyptic, Modern |
| Tags | Crunchy, Combat-Heavy, Skill-Based, Mission-Based, Base-Building, Deadly, Random Character Creation, Superpowers | Gritty, Survival, Combat-Heavy, Hexcrawl, Base-Building, Deadly, Inventory Management, Random Character Creation |
| Core Mechanic | Roll d100 equal to or under skill value for a standard success. Degrees of success scale with the margin: standard (full value), difficult (half value), very difficult (quarter value), legendary (01 only). Misfortune triggers on rolls of 96+ (99+ for skilled characters). Combat uses initiative based on Dexterity, with major actions, minor actions, and reactions (number limited by Dexterity / 30). Defenders choose to dodge, parry, counterattack, or maneuver as reactions. Superpowers cost energy points and risk destabilizing the dimension when used in front of witnesses. | Roll one attribute die and one skill die, each rated as a step die (d6, d8, d10, or d12). A result of 6+ on either die is a success; 10+ counts as two successes. Rolls can be pushed for extra dice at the cost of damage or stress. Ammo dice track ammunition expenditure during firefights, degrading with use. |
| Dice | d100 | d6–d12 |
| Complexity | High | High |
| Availability | Free quickstart | Paid |
| Runnability | 3 of 5 book tools | Book tools not listed |
| License | All Rights Reserved | Year Zero Engine FTL |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | GrubyBang | Free League Publishing |
| Year | 2024 | 2021 |
| Languages | English | English, Swedish, German, Polish, Italian |
| Best For | Groups who want a crunchy BRP-based sci-fi game where superpowered agents travel to other dimensions on tactical missions, build up a shared base between operations, and face detailed combat with location-based wounds. | Groups who want a gritty military survival sandbox where managing ammunition, fuel, food, and shelter matters as much as combat, set against a Cold War-gone-hot alternate history. |
| Highlights | Dimension-hopping premise supports any genre or historical period within a single campaign. 16 superpowers with leveled upgrades and a risk-reward discretion system. Base-building expands Facility 13 with modules like the Isomer Forge (iconic weapons) and Nanite Workshop. 120+ weapons spanning primitive, modern, and futuristic eras. Detailed wound tables by body location and weapon type. | Hex-based travel and exploration system with structured daily tasks (march, forage, scrounge, rest), detailed but playable firearms and vehicle rules with real-world military equipment, ammo dice mechanic abstracts ammunition management without individual round tracking, base-building rules for establishing and upgrading a home settlement |
| Considerations | 11-step character creation process is detailed but lengthy. Translated from Polish: occasional language inconsistencies. No free rules or SRD available. | Combat lethality can frustrate players attached to their characters, large core set with multiple booklets and maps to manage, narrow post-apocalyptic military premise limits campaign variety, step dice mechanic produces a flat probability curve with high variance on individual rolls |