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, Sa m ple file ) 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 file 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 Sa m ple EN- 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. ple m Sa file 8 I Copyright 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 - ple I m t '1 file ) 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. ple file 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! Sa m 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 ple m Sa file
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