So here I am, post-apocalypse, geared up and ready to go. Already in hindsight I should have taken one of my other ARs with a red dot or 1-8 scope. Oh well, I'll look cool with my shorty AR!
#CharacterCreationChallenge
So here I am, post-apocalypse, geared up and ready to go. Already in hindsight I should have taken one of my other ARs with a red dot or 1-8 scope. Oh well, I'll look cool with my shorty AR!
#CharacterCreationChallenge
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:
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
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
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:
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.
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).
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.