Sample file

Actual Age
Recog. Fanor
looks
Personal ENC
Talents (15 + 2D6 = -points
to allocate
Charismatic
Combattve
Communlcatlve
Esthetic
Mechanical
Natural
Scientific
I
Encumbrance
Maximum value carried with status
In Pack or Bag (Capacity
Enter Armor Value on Location covered
Bus
ltlocmrd
Current
-
-
__
-
-
-------
ISkills
BCS
Off-hand Dexterity
Brawling
Survival,
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Item
Caveroae Farmnt
fade AV E N C I
Weapons
Type
I
A
Worn
ENC Carried
Total
length
Formal
Survival
Value
WDM
ENC
I
ATTRIBUTE GROUP CHART
Attribute Ratlng
0
0
GroupNumber
EffectDls none
1-4
1
1D3
5-14
2
1D6
15-24
3
lDlO
25-34
4
2D6
I
35-44 45-54
55-64
65-74
5
6
7
8
2D10 2D10+1 2D10+2 2D10+2
REACTION TABLE
01.
6
This is a very hostile reaction It usually indtcates the mtiation
of action if the overall reaction is unfriendly Iftheoverall reaction
is friendly it lends to indicate a lack of interest in continuing to
deal with the Player Characters
This is a negative reaction It can indicate growing hostility
This 1s a negative reaction
relationship
Negative Indifference
-
It signals a deteriorating
An undecided reaction with leanings t o the negative
i reaction indicates no leanings i n one direction or t
In negotiations. it might call for a Deriod l o consider t
uaiton
An undecided reaction with leaninqs t o the positive
This is a positive reaction
ationship
This is a positivr -"ction
willingness to a
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offered free'
i
0.1
0.3
0.6
1.o
3.5
7.0
ltindicatesgrowing fri--*'..
--j before it is requested
Sm
Med
The mosi common mount for a man IS the horse The
statistics for an average horse are given here.
eAP MNA PCA CDA DRT
STR DFT SPD HLH
6
2
60
30
14 24
24
12
2
AV
SF
ENCCAP MASS
3
12
12
32
Attack modes. WDM Length BCS Notes
Teeth
15L
S
7
minus1 STR Group
Hoof, unshod 1.5C
2 attacks when used
Hoof, shod
1.7C
and a WDA equal
to 3
. . medium..
Lg ....I
.
VLg . .very large
....
.. .
HVY
able to be hidden in a hand,
such as a coin, gem, smatl
jewelry, etc.
can be held and used with one
hand and does not project far
from the hand, such as knives,
candles, clubs, lanterns, etc.
held and used in one hand but
significantly larger than the
hand, such as short swords,
torches, etc.
usable in one hand and up to
about a meter in length, such as
swords. large tools, bundles,
etc.
able to be held or carried in one
hand but usually requiring two
hands to use properly, such as
HG1 mattress, small giant.
2: horses, carts, small car,
etc. and so on
VLt
.. . very light
Lt ..... light
Hvy .
VH'
MS
.........
. . heavy .. . . . . ..
very hear
massive,
.
wood, paper, feathers, cloth,
etc
flesh, IeRther. water, heavy
woods, etc
stone, gemstones, iron, brass.
etc.
lead, silver, etc
MS1. aold. Dlatinum. etc.
MS2 iranium. plutonium. etc
and so on
ENCUMBRANCE STATUS
Status
Unencumb
I
up to 1/2 ENC CAP
Partially Encumbered
up to 314 ENC CAF
Fully Encumbered
up to full ENC CAF
Frontal
Rear
es, iongoows, poiearms,
isbows, rifles. etc
greater than 6 feet long and
bulky, usually requires two
h
VARIATION IN CHARACTER STANCE DUE T O POSITIONING
Presented
linaness
- ._
e aid is
01
06
1.o
15
35
50
10 0
BULK
VSm . .very small
.,
---3ANCE VALUE CHART
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It can signal an in
Rear
Deftness
Speed BCS
* * no modifications ***
-25%
-50%
-25%
-1
.2
A character may carry:
1 "thing" on his back.
1 "thing" up to Very Large in each hand.
1 "thing" slung over each shoulder.
10 "things" on a belt.
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INHERENT ACCURACY TABLE
Weapon
Inherent
Uaed
Size
Accuracy
-1
SNUB
SHT
+0
STD
+1
LNG
+2
XLNG
+2
Shotgun
Rifle
Slug
Shot
Gun Actions and Rates
Gun Action Shots per Action
1 Shot and reload for n $t sho
ss
1 Shor per Action
SA
1 Shot per Action
BA
LA
PA
1 or 2 Shots per Action. Firer's choice
DA
1 , 2, or 3 Shots per Action. Firer's choice
AL
Variable number of Bursts' per Action
FA
AB
1 , 2, or 3 Bursts' per Action
&
+ 4
+2
+4
2 a weapon for aut1
Aulofiie
lnherer
xracy normally accoroea rne weapon Dy 2
I Burs1 fired add 1 to the Inherent Accuracy
For eat
Malch Weapons I1 the Feature is used then Match Weapons
add 3 to the normal Inherent Accuracy of Ihe weapon
In automatic fire, Bursts are fired rather than individual
rounds as with other Gun Actions. The majority of
weapons fire Bursts of 3 rounds each. Some of the new
"super-automatic" gunsfireBursts of 6. See Autofire rules
below for details
y Robert N. Charrett
and Paul R. Humt
Damage Capability
The number of damage dice a round will do against the
3T if it penetrates, is
Armor Value of a struck target, and t
)r a bullet strike are
based on the BDG. The Damage D
calculated as follows:
number of D10 of Damage equals dDG/'^
"p.
plus Damage Points equal BDG/lO. near
*
MISSILE SPECIAL EFFECTS TABLE
D100
RESULT
1-20 N o special effect
21-30 Flesh wound: damage is adjusted to
only if the Armor Value on the target location is
exceeded
31-45 Minor wound: 1 point of damage caused.
supercwes any normal results. This effect GII a
Critical Hit results in normal damage.
46-65 Normal damage and Stopping
66-75 As 46-65 plus a Daze effect (see Critical Hit Effect
Explanations).
76-85 As 66-75 plus a Stun effect (see Critical Hit Effect
Explantions)
86-95 As 76-85 plus s roll on the Critical Effect Table
96-00 As 86-95 but add 30 to the roll on thecritical Effects
Table
Range 1 ita
SHT
1BL : SNUB
SHT
STD
LNG
XLNG
FF
LNG
EXT
io
n
100
19')
2-3
320
!
Long Guns
IO00
!OOO
STOPPING
Au
500
Shotguns
Slug Load
Shot Load Full Choke
Modified Choke
BCS Modifiers
BDG Modifiers
C.-l
BASE BDG TABLE
I
CENTERFIRE PISTOL
AMMUNITION
Caliber
BDG
22 Jet
4
221 Fireball
8
25 ACP (6 35mm) 1
256Magnum
10
30 (765mm)
6
32 Short
2
32 Long
32 ACP
32-20
3
357 Magnum
11
9mm Parabellum 5
9mm Short
2
38Long
5
38 Special
10
38 Short
380 ACP
38 SuperAuto
38-40
41 Magnum
44 Special
44 Magnum
44-40
45LongColt
45 ACP
11
RIMFIRE AMMUNlTlOL
22 Short
22 Auto
22 Long Rifle
22 Stinger
22 Long
22RF Magnum
5mm Magnum
1
2
4
6
2
6
5
minus 2
....,.-" ,-Oh
50
minus 5
minus 25% minus 50%
* Unless weapon is specified as having another
Sa
To use the Range Table, simply note the range to the target
in meters on the combat display Locate the Range Step
under which this figure fails on the Table This is the Range
Step for that shot
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The effect number for Stopping is equal to the Adjusted
BDG (used to determine if a Special Effect would occur) or
the Damage Potential for muscle powered missile weapons
and Impalements divided by the Mass of the target.
IF>l Knock back for 203 meters. A Deftness Ability
Saving Throw is required to prevent being knocked
down. Each two meters of knock back will drop a
target one category for purposes of stopping
forward motion.
IF>5 As above but a Critical Saving Throw is required for
the character to keep his feet.
IF>lO As above but knock down is automatic.
IF< 1 The % chance of getting a result as if the effect
number were equal to 1 is the Adjusted BOG (used
t o determine if Missile Special Effects would occur)
divided b y the Mass of the target multiplied by 100.
barrel length
CENTERFIRE LONG GUN
SHOT SHELL AMMUNITION
AMMUNITION
Shot
Shotgun
Size
Gauge 10 12 16
20
,410
2Caliber
BDG
22 Jet
8
222
13
6
4
2
223 (5 56m11)
20
10
8
6
222 Magnum
14
16
22-250
18
243
21
6mm
24
22 18 18
18
4-3 Buck
25-06
25
28 24 22
20
2-1 Buck
1
25-20
6
36 32 30
x
00 Buck
X
25-35
15
250
18
Slug
X
7
23
17
X
256 Magnum
20
* These are very fight. small shot pellets. often rererred to a:
257
18
"birdshot." Ony any target massing over 2 Enc, they do E
6 5mm Magnum
25
type damage (half lethal. half subdual).
31
264 Magnum
* * Again. these are fairly light loads. At any range beyond
270
28
SHT. they also do B damage.
280
28
284
28
x Indicates that no Shot Shell of that type is made for the
7mm Mauser
25
Gauge in question.
7mm Magnum
36
Note that certain rounds appear on both the Centerfire
12
30 Carbine
Pistol and Centerfire Long Gun Tables. The are: 22 Jet,
30-30
21
32-20, 38-40, 44-40. and 44 Magnum. These are identical
30-06
26
rounds. but are widely popular both as Pistol and as Long
30-40 Krag
24
Gun loads. They are entered on each Table for easy
300 Magnum
38
1 reference. Some Players may favor usino
303
23
weapons which all chamber the same
BDG
308 (7.62mm NATO: 27 Caliber
caliber. as such standardization can
21 375
32 Special
45
offset
some of the problems in maintain32
17 358
28
ing an ammo supply
32-30
6 38-40
8
The Encumbrance of cartridges is also
8mm Mauser
25 44 Magnum 42
8mmMagnum
40 444 Marlin
36 based o n their Caliber All Pistol ammo of
30 0: less, and all Rimflre ammo, has an
338 Magnum
41 44-40
12
ENC value Of 01 Other Pistol ammo (32
35
20 45-70 GOVt
16
350 Magnum
35 458 Magnum, 51 Caliber or larger). Long Gun Ammo, and
351
15 460Magnum 81
Shot Shell, has an ENC value of 02
CRITICAL MISSES
FIREARMS, BLACK POWDER
DlOO RESULT
1-10
. .- .Nn
.- affect
-. .- - ..
11-40 Primer flash. Primer is expended but the round is
still good.
41-70 Main load is a dud. Primer and powderforroundare
expended. Gun must be reloaded.
71-85 Cook-off. Appears to beadud round. It will gooff on
the bookkeeping phase. There is a 50%chance of it
going off if there is an attempt t o remove it before
Action Phase 0. If it goes off, treat as if it were a
chamber explosion as below.
86-95 Chamber explosion. Burst effect of BDG of the
round/30, nearest. Burst effect minus the Durability
of the weapon is the number of DlOs of Lethal
Damage done to the character's Location that is
nearest to the breech of the gun. If the number of
DlOs is less than 1 , reduce the Durability of the gun
by 1 and treat as if the main load was a dud. If the
number is greater than or equal to 1 (the chamber
actually doesexplode). thegun is Disrepaired with a
chance (equal to the number of DlOs) in 6 of it being
Junked.
96-00 Chamber explosion as above but burst effect is BDG
of the round/20. nearest.
41-70
71-85
86-95
96-00
Action to manually clear the round. Other types
clear with the next round, no special action is
necessary.
Jammed round. Requires 2 Actions to clear
manually. A weapon with an extractor will clear in 1
Action.
Cook-off. See Black Powder firearms.
Chamber explosion. Burst effect is BDG of the
round/30, nearest.
Chamber explosion. Burst effect of the round is
BDGI20. nearest.
The sun hangs low on the horizon illuminating the ruins of
civilization with a bloody light. Is it the sunset of the earth o r
the sunrise of a brave new world? You can decide as you
boldly stride the rubble strewn streets of the
The Game is for 2 to 6 players and a referee i n search of a
different kind of adventure. It is a role-playing excursion into a
post-holocaust world.
The Players create characters, designed by themselves, to face
the challenges and dangers of life after things fall apart.
The Referee is provided with everything he needs to detail the
world in which the players will adventure.
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Aftermath! is not a game for the faint at heart. Ruined cities,
dread diseases, despair and broken dreams are a part of the
characters' daily lives. Still hope survives, for mankind still
survives. Rise up, meet the challenge and overcome!
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Aftermath! contains:
Basic Rules book with multiple examples
and illustrations of play.
Players' Handbook detailing construction
of characters, equipment and life after the Ruin.
Referee's Handbook detailing construction of the
environment and running the game.
Introductory Scenario to allow you t o start play easily.
Aftermath! provides a solid basic play mechanic that has been over2 years in playtesting. Rules are provided
l o r m o d e r n firearms, NBC weapons a n d protections, mutations, survival, h i g h technology a n d more. T h e
game is structured to allow the referee t o decide the nature of the holocaust that destroyed the w o r l d In
w h i c h play will occur. Aftermath! is a step forward in the art of role-playing games.
P.O.BOX 1082
GILBERT, ARIZONA
85234
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