Sunday, January 18, 2026

Character #18: Aftermath! round two


 This time I wanted to build an Aftermath! character more reminiscent of what I played back in the 80s. An experienced survivor with some good combat skills.

To that I picked the starting Age Group/Base Age and then went RAW after that. 

This is Carton Smith, age 36 (Base Age 31/Age Group 2). With the Collapse happening 20 years ago, he has some memories and knowledge of pre-collapse life. Having managed to survive the last 20 years post-ruin, he's obviously adept at the skills required to do so.

This Age Group gives him free starting skills in Literacy (English), Tech Use, Culture (I choose Post Ruin), and one non-firearm combat skill (I choose Single Weapon).

This age also gives him a roll on the Development Point Table (2D5=5). One great thing about doing this character creation challenge is getting back into games I used to play, where I have forgotten alot of the past 40+ years! I realized this time I had done Development Points wrong on my previous character. Each Development Point taken as Attribute Increase Points is 1D3 to roll for points!

So I have 5 Development Points from the Table roll, plus my Base Age (the base amount of Development Points) of 31, so a total of 36 Development Points.

Rolling for the Base for each Talent, I roll 6s or 10s, giving me either a 0 or a 3! Crazy rolls:

Charismatic 3
Combative 0
Communicative 0
Esthetic 0
Mechanical 0
Natural 3
Scientific 3

For Talent points to allocate, I roll 2D6 for 8 plus the base 15 equals 23.
 
Charismatic 3 + 0 = 3
Combative 0 + 14 = 14
Communicative 0 + 0 =0
Esthetic 0 +0 = 0
Mechanical 0 +6 = 6
Natural 3 + 0 = 3
Scientific 3 + 3 = 6

For Attributes, the base is 75 points to allocate. I used my 5 Development Points from the Table plus 6 base Development Points as Attribute Increase Points (11D3) giving me 25 additional Attribute Points to allocate (100 total).

I want high WT and WL for firearms, high speed for Bae Action Phase (initiative), and high health for damage resistance. I take advantage of the fact that attribute group 3 is 15-24. So strength 15 gives me a Strength Group of 3, just like a Strength of 23 would (although those additional points would go toward the score in a strength based skill. It's all trade-offs.)

Here's where I end up with Attributes and important derived mechanics:

WT 20
WL 15
STR 15
DFT 15
SPD 16
HLH 19

Base Action Phase 8
Phases Consumed in Action 2
Maximum Number of Actions 3
Combat Dodge Ability 2

Damage Resistance Total 24
Healing Rate 3
Shock Factor 13

I use the remaining 25 Development Points as Skill Points to buy skills. I buy some twice to increase my score and thus Base Chance of Success (BCS). Scores are calculated by a given formula, usually two attributes plus a talent. So here is Carlton's final skill list (skill/Score/BCS). For example, Pistol Modern is WT+WL+Combative. So Carl would have 20+15+14 = 49. Buying the skill twice gives 98. BCS is Score/5 rounded down, so Carl has a BCS of 19 in pistol and rifle.

Single Weapon - I buy once, but the skill is now doubled since I choose it as my free Age Group skill at the beginning. 88 17
Pistol Modern x2 98 19
Rifle Modern x2 98 19
Stealth x2 82 16
First Aid 41 8
Search 46 9
Lockpicking 41 8
High Tech Use 41 8
Electrician 41 8
Climbing 36 7
Rural Survival 40 8
Urban Survival 40 8
Brawling 44 8
Literacy, English 40 8
Tech Use 41 8

For initial clothing Carl gets the standard army surplus store outfit: shirt, fatigue pants, field jacket, combat boots. He gets twice his base age in Barter Points to purchase additional armor. With his 62 points, Carl gets

Tactical Ballistic Helmet
A plate carrier with steel plate (chest only)
Leather Gloves
Plastihide knee pads

Some skills have a chance for initial equipment, based on the Utility number rolled. A Utility number is the basic description of the quality of an item (1 thru 4). For initial equipment, a low utility number usually means not getting any equipment. 

Carl gets brass knuckles, quality lockpicks, and a Medikit 2 for his first aid skill (a good roll). A Medikit 2 can be thought of as an extensive First Aid kit. It gets additional rolls for more goodies, and I roll well this time. Carl's med kit has 14 bandages and 4 units med supplies (good for one point of healing). The bonus for a great Utility roll was additional medications: 5 units of antibiotic (panomycin) and 5 units Polycellulac-3 (heals 2D10 damage). Healing potions! I didn't remember that at all from 1980!

He has a match grade bolt action 223 rifle with 12 rounds remaining (it holds 5). And a nice Osprey 22L day pack.

He has an average armor rating of 3, and is well protected with his plate carrier with steel plate and ballistic helmet. He has survived, and can handle himself well in a fight, but has learned to avoid them if possible. He's runa  bit ragged at this point, and feeling a bit vulnerable with just 12 rifle rounds remaining. His last pistol finally crapped out, so he's looking to find a sidearm and more ammo, and maybe a bigger fixed blade knife.











#CharacterCreationChallenge

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