Aftermath!, by Fantasy Games Unlimited, is 'A Role Playing Game set in a Post-Apocalypse World' published in 1981. My buddies and I had played mostly AD&D 1E and Traveller, but once this hit our teenage hands it was game over. This was what we had been looking for: guns, armor, and vehicles in a world without laws.
'Many people that came across Aftermath! claimed it was too crunchy, with exhibit A being this combat flow chart:
Like any system, we took the rules as a guide, and only used the detail we wanted, so I don't remember it being overly burdensome or slow.
Aftermath is skill based, so the character you roll is the character you play with and 'advancement' means getting better gear. You can train to improve skills (solo study) and also Learn by Doing if you used the skill in Detailed Action Time and/or to significantly deal with a situation. I think we used this at the end of each session. But success adds just 1 point to the score in the skill (1%), so it's slow going.
We' (at least 50% of the time it was just me and one other, Craig, my best friend since first grade) weren't much into any kind of character development, so it didn't really matter. With just the two of us, and as the Forever DM/GM, I usually ran a DM-PC or multiple party NPCs. I let Craig dictate the basic tactics usually, and then just rolled for my guy. We had fun 'running and gunning', so that was all that really mattered.
I haven't played in over 40 years, so I'm sure I've forgotten many details. And we were all about fun, so as DM I went with rulings over rules and kept things flowing.
Since this is probably a more obscure RPG, I'm going to walk through the character generation process in a little more detail. One valid criticism is the character generation rules are spread out a bit between Book 1 Basic Rules, and Book 2 Survivors of the Aftermath. The Process is defined in Book 2, but the items are defined in Book 1. So I'll be doing a lot of back and forth behind the scenes!
The first step is to roll an Age Group (d20 table), which also gives a Base Age. I rolled a 4 which gives Age Group 0 and a Base Age of 13. Adding 2D5 gives my actual Age, 17 (the dice are cold tonight!). I also get 2D5 Attribute Increase Points, and my cold dice give me a lousy 3 points.
Every character gets Development Points equal to their Base Age, 13 in my case. These can be used as either Attribute Increase Points or Skill Points to buy skills. Characters in older Age Groups get to roll on a table for possible additional Development Points and Attribute Increase Points. I'm keeping all 13 points for Skill Points.
Age Group 0 and 1 (ie, under age 32) require a roll on the Origins Table to define the source of training and upbringing of one born near or after the fall. The character generation process is set for a campaign 20 years after the fall of civilization. The GM can adjust that if they wanted of course, but that was fine with us Cold War-age kids. I rolled Adopted by a Survivor, Raised in Seclusion. So I have a 20% chance of a Technical Skill being unavailable, and 40% for a High Tech Skill to be unavailable.
Next up are the Psychological Profile and Talents. The Psychological Profile is a D10 roll on a table to provide an Initial Talent Rating (base) of -2 to +3 for each of 7 Talents. I then allocate 15+2D6 points to the Talents. The Talents are 'a measure of the character's aptitude and raw ability', factor into Skill Scores, and can also be used as a Skill Score when the character does not have an applicable skill. The maximum score in a Talent is 20, and since a skill Base Chance of Success (BCS) is the Skill Score divided by 5, the maximum Talent BCS would be 4.
The Talents are:
Combative (Aggressiveness, raw fighting ability)
Communicative (facility with languages, ability to communicate an idea)
Esthetic (appreciation and performance of artistic endeavors)
Mechanical (affinity for technology)
Natural (affinity for the natural environment)
Scientific (reasoned analysis)
I rolled 2D5 for 9, giving me 24 points to allocate. This table captures the base I rolled, allocated points, and total for each Talent, and is replicated on the Character sheet.
Charismatic 0 4 4
Combative 1 10 11
Communicative 1 0 1
Talents greater than 10 provide special abilities, with the Talent score divided by 5 being a chance of success. For Combative, this is an ability to gauge an opponents Skill Score in the weapon he is currently using.
Outside the random base for each Talent, Talent point allocations are a cool mechanic to customize a character to his environment, upbringing, or desired character, since the Talent score factors into Skill Scores. I found here I quickly reverted to my 15 year old self for a Combat-focused character. I'll roll up another Aftermath character later and see if I can create a character a little less combat oriented. Wish me luck!
Finally we get to the Attributes. The Attributes are Wit (WT), Will (WL), Strength (STR), Deftness (DFT), Speed (SPD), and Health (HLH).
Will - Strength of the character's mind, including drive and determination.
Strength - Self explanatory
Deftness - Manual dexterity and reaction time
Speed - Agility and rapidity of action
Health - Constitution, resistance to disease, and recuperative powers
One core mechanic in Aftermath! is the Attribute Group. This is a number based on the magnitude of the attribute, and a resultant Effect Die. One quickly learns that Group 2 (1D6 effect die) is 5-14, and Group 3 (1D10 effect die) is 15-24. Other mechanics are based on Attribute Groups, which I will cover soon, and you will see it is advantageous to allocate one more point to get to 15 (or 25 if you're really Min/Maxing).
Each character starts with 75 points to allocate to the six Attributes, plus any Attribute Increase Points, or Development Points used as Attribute Increase Points. I only had 3 Attribute Increase Points, and was saving all my Development Points for Skill Points, so I had 78 points to allocate. An Attribute Saving Throw (AST: /2 round down)) and Critical Saving Throw (CST: /3 nearest) are then calculated for each Attribute.




No comments:
Post a Comment