Reworking of Classic Aftermath! mechanicsAHIII
Reworking of Classic Aftermath! mechanicsAHIII
Reworking of Classic Aftermath! mechanicsAHIII
Character Creation
Assuming you already know what sort of game Afterhack is, this allows you to roll a huge bunch
of d20 and produce the bones of a character in about 5 minutes.
The Summary
The Process
1 Attributes
There are six in total, noted below, including areas of your character that they directly govern.
These are called rates and are used as the basis for various actions or recoveries within the
game. Some Attributes also govern other aspects of the character.
The Attributes
Rate
Learning Rate The amount of and speed at which you lean things.
[Also Passive Notice]
Resistance rate The rate at which you resist and combat the effects of mind
affecting agents.
Damage Rate The amount of raw Fore you can apply to other things.
[Also Heft]
Healing Rate The rate at which you recover from wounds or disease.
Also covers ability to resist hostile environs/situations.
Action Rate Your ability to perform multiple complex actions sequentially.
(divide by two/Rup). Covers flexibility and body or hand eye coordination.
Initiative Your ability to act/react with conscious thought quickly.
Also covers your relative quickness in whole body or limb movement.
Effect Rate your ability to apply your psi power.
A Question of Scale
Scale
Attribute/ talent
descriptor
0
1
2
3
4
5
6
7
8
Feeble
Inferior
Low Average
Average
Increased Avge
Superior
Increased Sup
Heroic
Increased Heroic
Effect
die
d1
d2
d3
d4
d6
d8
d10
d10+1
d10+d2
d10+d3
2 Talents
Talents define the ease with with characters learn skills to do with discrete aspects of the
human psyche. They can be considered to be a combination of natural skill and learning in
different intelligences important to human understanding.
There are eight Talents in total. They govern how well you learn skills and can substitute as a
skil [Raw talent use] under certain circumstances.
Talents
Governs skills to do with
Athletic
Exertion, movement, physical skill
Charismatic
Presence, force of personality
Combative
Conflict , competition and dominance
Communicative Language, express and understand ideas.
Esthetic
Arts and creativity, intuition.
Mechanical
Tool and process use, conceptualisation
Natural
Environments, living things, interactions
Scientific
Logic and deduction, reason.
The human average is 2-3 [If you like, Average NPCs subtract their Attributes from 38).
a minimum knowledge for each age range in the setting. These can and should change for other
settings, such as one set 100 years after.
For our purposes, this particular game is set 16 years after The Change. In this game your age
also determines in what context you have been Changed
Age Scale: Choose and roll or add 1d10 to the base age.
Age
Age Group
Pre ruin origin
Post ruin origin
Scale
Bonus points
Bonus points
0
2+ [child]
+1 Dft, Spd. +1 TPt, 4 DevPts.
+1 Hlh, Dft, Spd 4 dev points
1
11+[youth]
+1 str, hlh . +2 TPts, 3 DevPts
+1 Str, Hlh, Dft, Spd 3 dev points
2
20+[prime]
+1 wt or wl, +4 TPts, 2 DevPts
+1 Str, Hlh, +3 talents, 2 dev pts
3
29+[adult]
+1 wt, wl, +4 talents, 1 dev pt
+1 Wt/Wl/Str or hlh, +3 TPts, 1 DPt
4
38+[mid-age] -1 Phys +2 wt, +1wl, +8 TPts
+2 Wt, Wl, -1 all phys +7 talents
5
47+[late M.A.] -1str,hlh,-2dft,spd, +2Wt,Wl.
+2Wt,Wl, -1 all phys +8 talents
+10 TPts
Age Scale: Rolling for Change effects. Roll the number of times indicated on the Change tables
[see Changes]
Age
Age Group
Survivor
Sleeper
Scale
0
2+ [child]
2 post ruin
1 post ruin
1
11+[youth]
2 post ruin 12-17, 1 pre ruin 18-21
1 post ruin
2
20+[prime]
1 pre ruin 21-24, 1 Post Ruin 25-29
1 pre ruin
3
29+[adult]
1 Post ruin 29-36, 1 Pre ruin 37-39
1 pre ruin
4
38+[mid-age]
1 pre ruin
1 pre ruin
5
47+[late M.A.]
1 pre ruin
1 pre ruin
While these are given in general terms, height, weight and looks can influence the game when
you choose to use them directly. Each one has a modifier, or Mod. This value has two uses it is
used as a modifier to skill or attribute checks in certain situations, and also as a measure of how
easily you are recognised. A short, unsightly, skin and bones bulk person is easier to remember
than Mr Average.
Rolling for characteristics. Roll a D20 for height, weight [or bulk], and looks. Check the chart
below and note the Mods. Add them together, ignoring +/-, for a Recognition Mod.
Physical Characteristics [Recognition Mod]
D20
Mod Height
Weight [bulk]
Looks
1
-3
V.Low 50- 52
V.Low
[ 2.5] 75-105lbs
Unsightly
2
-2
Low
53-55
Low
[3.0] 105-120lbs
Ugly
3-5
-1
Low Av 56-58
Low Av
[3.5] 120-140lbs
Plain
6-15
0
Average 59-511
Average [4.0] 140-160lbs
Av
16-18 +1
Ab Av
60-62
Ab Av
[4.5] 160-180lbs
Comely
19
+2
High
63-65
High
[5.0] 180-190lbs
Striking
20
+3
V. High 66-68
V. High
[5.5] 190-210lbs
Hnd/Beau
21
+4
Huge
over
Huge
[6.0] 210-240lbs
V. Hand/Beau
22
+5
Giant over 7ft.
Giant
[6.5] 240+
Otherworldly
Bulk is set for average height. Move up and down the scale for smaller or larger heights.
Female characters may choose to move down one on the height chart if they wish. Similarly,
characters from regions/cultures renowned for their short or tall height may adjust down or up
one height scale.
5 The Change
When the last of the great plagues effectively ended human civilisation, it also left its genetic
marker in every survivor. In general terms, about half the population born since the change [it
varies from area to area] manifests some physical change in form from baseline Homo Sapiens
Sapiens.
Very few people from before [people who survived the plague] have physical manifestations
and they are mostly minor.
Game mechanics
Age groups born since the change use the Post Ruin table below. Older characters use the pre
ruin one - unless they were undergoing puberty while contracting the virus, in which case they
roll on post ruin results. Every PC is changed.
Roll your change[s], your change strength and usefulness. Work out any other results, such as
minor changes then see me.
Change results [on D20].
Pre ruin: 1-10
Post Ruin 1
Pre 11-14
Post 2-3
Pre 15
Post 4-5
Pre 16,
post 6-7
Pre -,
post 8-9
Pre-,
post 10
Pre17-18,
post 11-13
Pre -,
post 14-15
Pre 19-20,
post 16-20
Minor change
Coloration/Melanin
Skeletal
Hair
Features
Limb mods
Physical, inner
Physical, Outer
Mental
Minor change: No visible sign and would need specialist equipment to determine.
Coloration/Melanin change: This varies from purely random blotching to elaborate patterning
to a skin tone change to the truly odd.
Skeletal modification: Ranges from extra or fewer fingers and toes through to complete skeletal
change [gigantism, dwarfism], including different physiological typing. Increased or decreased
blood/white cell production, weaker or more flexible, etc.
Hair modifications: From amount and type through to complete hairlessness.
Features modification. From nonhuman placement of facial features, odd skull or head structure
through to working jaws, physically enhanced features for senses, etc. Also covers 'ncanny
valley' type features and inhuman beauty.
Limb modification: From nonfunctional/underdeveloped extras to extra joints, increased or
decreased usage, functioning extra limbs, length, etc.
Complete physical mutation. One or a combination of the Changes below take effect.
Inner changes.
Immunes: 1-10
Balancers:16-17
Ears: 11-12
Sensors: 18
Eyes: 13-15
Smarts: 19-20
Add +5 if post ruin
Obvious changes
Strongs: 1-5
Toughs: 11-15
Quicks: 6-10
Blends: 16-20
Complete mental Mutation
Telepathy 1-4
Precognition 16-18
ESP 5-10
Wild Card. 19-20
Psychokinesis 11-15
Change strength
Lesser. Change is a weak version of a normal change. Roll again, if you roll minor your change is
latent.
[Pre 1-10, post 1-2]
Normal. You have a normal version of whatever you roll. If you are post ruin, it will trigger 1 to
3 minor changes that supplement your major change.
[Pre 11-15, post 3-10]
Minor combination [Pre 16-18, post 11-15] You have a number of minor mutations that are
complementary to each other. [Pre 1d3+1, post 2d3].
Major combination [Pre 19-20, post 16-20] You have a number of normal and minor mutations
that are complementary to each other. [Pre ruin 1major+1d3+1 minor, post 1d3+1major and
2d3 minor.]
Usefulness
1: Major debilitation.
2-5: Minor debilitation
6-10 normal with drawbacks
11-15 normal
16-19 Normal with bonus
20 Wild card. [expanded]
6 Derived Characteristics.
These tell us things about the capabilities of your character, generally to do with interacting
with the physical world.
Damage Resistance: Bulk + Hlh+ [Str or Will].
Essentially your hit points, but they are not ablative. They measure how bad a wound is once it
connects. The amount of damage may be varied by weapon type, location of the wound and
armour. . Generally, less than your DR is a light wound, more is a serious wound, x 2 is a major
wound.
Load: Bulk + str + hlh+ dft. [kg].
The amount of gear you can carry around.
An unencumbered person is carrying under their load.
Lightly encumbered is up to 2 x load. Medium encumberance is 4xload. Heavy is x6.
Load is effected by well packed gear/items [half load] or using suitable containers [like
backpacks].
Movement: 1 + [Spd+Height Mod/10]+[Athletic talent/10]
Movement determines your base walk in metres/second.
A jog or trot is x2, a run is x3, a sprint is x6. This is the default speed you can use by using an
action in detailed/combat time.
7 Skills
This is a [very] complete list of the skills available in Afterhack.
Buying skills.
You have a base number of skill points equal to your age. You may spend each point to buy one
level of a skill. One level is the sum of the three attributes or talents that govern that skill.
You may buy up to level 2 in a skill. You may buy level [round up when working out the skill
score on D20] or even level 1 [round down]
Skill levels of 3 are very rare. You may take a number of skills to level 3 equal to your age group.
You receive these skills at these levels for free [including any half levels]. You may spend more
points on these skills to increase them, of course.
Automatic skills [Everyone].
Climbing 1
Survival [Urban/rural or choose]1,
Notice [Urban/rural]1,
Brawling 1,
Evade 1,
Single weapon 1
Throwing 1
Carouse/converse 1.
Skill lists
Low Tech base skills
These skills are common to everyone. They cover any pre-industrial/cottage industry level tech.
Physical skills
*Climbing:
*Notice: Urban/rural
*Survival [Specify]
Acrobatics:
Beast Riding
Fishing: Trap/line/net
Hunting: Trap/shoot
Running
Scrounge: Urban/rural
Small boat [specify]
Stealth: Urban/rural
Swimming
Teamster/wagoneer
Tracking: Urban/rural
Knowledges
Animal husbandry:
Basic Farming
Beast training
Bowyer
Carpentry
Fermentation
Str+Dft+Ath
Wt+Esth+Nat
Hlh+Wl+Nat
Dft+Hlh+Ath
Wl+Nat+Ath
Wt+Wl+nat
Wt+Nat+nat
Hlh+Wl+Ath
Wt+Nat+Esth
Str+Hlh+Ath
Dft+Wt+Nat
Hlh+Str+Ath
Wl+Dft+nat
Wt+Nat+Esth
Wl+nat+esth
Hlh+Dft+nat
Wl+nat+nat
Dft+Mech+esth
Dft+Wt+mech
Wt+nat+nat
Foraging
Handicraft [specify]
Leatherworking/tanning
Masonry
Metalworking [specify]
Mapmaking/reading
Natural Medicines
Navigation
Packer
Pioneer(survival)
Preserve Food
Salvage food
Tailor
Weaver/spinner
Wt+Dft+nat
various
Dft+Wt+Esth
Dft+Wt+mech
Dft+wt+mech,
Dft+Wt+comm
Wt+esth+nat
Wt+Nat+scie
Wt+esth+nat
Hlh+Wt+nat
Wt+Nat+mech
Dft+Wt+nat
Dft+Dft+esth
Dft+Wt+esth
Technical skills
These skills are common only to those who grew up Pre ruin or in one of the rare Enclaves.
Those who have learned them post ruin have generally needed a teacher. There are a few skills
here you can have at lower tech, but they are enhanced at this level.
Physical Tech skills
Driving [Specify]
Scuba dive(tu,swim)
Personal transport
[Specify]
Basic research
Lab research(tu)
Wt+Dft+mech
Dft+Ath+Nat
Dft+Hlh+Ath
Wt+Wt+Scie
Dft+scie+mech
Tech Use
Machining(tu)
First aid
Computer ops (tu)
Skydiving [specify].
Dft+Wt+Mech
Dft+Wt+mech
Wt+Dft+scie
Dft+Wt+Mech
Dft+Ath+Mech
Wl+wt+mech
Wt+dft+mech
Gunsmith
Gunsmith: mod/prim Wt+mech+scie
(Smith or machg/prim, machg/mod)
Hand loading.(tu)
Dft+Wt+mech
Mechanic (tu)
Maintenance
Marine Mech
Auto mech
Aviation mech
Industrial/plant
Dft+Wt+mech
Wt+dft+mech
Wt+dft+mech
Wt+dft+mech
Dft+wt+mech
Medicine
Diagnosis (Lab R, First Aid) Wt+scie+nat
Surgery (diagnosis)
Wt+Dft+scie
Pathology (Chem, Diagnosis) Wt+Wt+scie
Pharmacy (Chem, Lab R)
Wt+mech+scie
Therapy (diagnosis)
Wt+scie+nat
Veterinary (diagnosis)
Wt+scie+nat
Pilot[Prop] (tu,Navigation) Dft+Mech+Nat
Microlite
Small plane
Autogyro
Power Gen (tu)
Internal combustion eng
(physics)
Mech gen power
(physics)
Wt+Scie+mech
Wt+Mech+scie
Military science
Aerial recon interpretation Wt+scie+esth
(tu, basic Research,
Mathematics)
Cbt engineering
Wt+comb+mech
(Demolitions, Basic Res,
Maths)
Encryption
Wt+scie+esth
(basic research)
Forward Observer (tu)
Wt+nat+comm
Operational command
Wt+comb+comm
(Str Comm)
Strategic command
Wt+scie+comb
(tactics)
Tactics
Wt+comb+comm
Seamanship (tu)
Power boat
Remote ops
Commercial/military
Dft+mech+nat
Wt+dft+mech
Wt+mech+nat
Submersible
Specialist Tech (tu)
NBC Hazard Tech (chemistry)
Telegraphy
Telnet comms (electrician)
Wt+dft+mech
AV comms (electronics)
Radio comms (electrician)
Wt+dft+mech
Astonomy equipment
firefighting gear
oil drilling platforms
Wt+hlh+mech
Other
Specialist Vehicle
Hot air balloon
Zeppelin (tu)
Hovercraft (tu)
Train. (tu)
Other
Wt+mech+scie
Wt+scie+mech
Wt+dft+mech
Wt+dft+mech
Wt+scie+mech
Wt+dft+mech
Dft+nat+mech
Wt+mech+nat
Dft+wt+mech
Wt+Dft+mech
Wt+comm+esth
Wt+scie+comm
Plastics forming
Electrician
Electronics (electrician)
Architecture (basic res, maths)
Simple Explosives
(chemistry,lab res)
Distillation
Sciences
Genetics[pre/post]
Geology
Meteorology
Botany [pre/post]
Chemistry
Mathematics
Physics (Mathematics)
Zoology [pre/post]
Cryptography
Dft+Wt+mech
Dft+wt+mech
Wt+dft+scie
Wt+scie+mech
Wt+dft+mech
Dft+wt+mech
Wt+scie+nat
Wt+scie+nat
Wt+scie+nat
Wt+scie+nat
Wt+scie+mech
Wt+scie+comm
Wt+mech+scie
Wt+scie+nat
Wt+comm+scie
Security (tu)
Lockpicking
Safecracking
Electronic sec systems
(Electrician).
Engineer (tu, basic res, maths,)
Construction
excavation/mining
Civil
Industrial
Dft+mech+esth
Dft+Wt+mech
Wt+mech+scie
Wt+mech+nat
Wt+mech+scie
Wt+mech+nat
Wt+mech+scie
Trades/crafts (tu)
Hi Tech skills
These skills rely on complex technology to be able to be utilised. They are growing rarer in the
post ruin.
Hi Tech Use
Pilot [specify]
Zero g training
Remote SenseOps (htu)
Vacc suit
(htu)
Exo suit
RCV Ops
(htu)
Robotics repair
(electronics, htu)
Mag-Field Maintenance
(electronics, htu, )
Dft+wt+mech
Dft+Wt+mech
Hlh+dft+ath
Wt+mech+nat
Dft+hlh+mech
Dft+spd+mech
Wt+dft+mech
Dft+mech+scie
Dft+wt+mech
Pilot Multi engine fixed wing jet, commercial jet, performance, military. spacecraft
Hi tech knowledge
Complex explosives (Simple explosives, chemistry)
ECM ops (htu)
Wt+dft+mech
Dft+spd+mech
Wt+Cha+Comm
Wl+Cha+Comm
Wt+Wl+Comm
Wl+Esth+Comm
Wt+cha+comm
Wt+Wt+Comm
Wl+Comb+Cha
Wt+Esth+cha
Wl+Cha+Comm
Spd+Wt+esth
Social Knowledges:
Writing
Wt+esth+comm
Culture
Wt+Comm+Esth
[pre/post or sub,specify]
Forgery (literacy)
Dft+wt+comm
Gambling
Wt+cha+scie
Interrogation
Wl+wt+cha
Investigation
Language [specify]
Literacy [specify]
Interview
Service
Public Speaking
Wt+esth+comm
Wt+Wl+comm
Wt+comm+comm
Wt+comm+cha
Wl+cha+esth
Wt+comm+cha
Civic Skills
Commerce
Management [specify]
Admin/logistics
Law
Wl+Wt+cha
Wl+Wt+comm
Wt+scie+comm
Wt+comm+scie
Wt+scie+mech
Wt+scie+mech
Wt+scie+nat
Wt+scie+mech
Wt+scie+mech
Wt+scie+mech
Wt+scie+scie
Wt+scie+nat
Wt+scie+mech
Wt+scie+mech
Wt+scie+mech
Wt+scie+mech
Wt+scie+scie
Subcultures - Academic, business, criminal,
law, politics, high society, others
Management - Civil, military,
academic/research, other
Combat,hth
*Brawling:
*Evade
*Single Wpn:
Armed MA [specify]
Fast draw
Fencing:
Flexible wpns:
Knife:
Longsword:
Polearm:
Shieldplay:
Two weapon:
Unarmed MA:
Lance
Missile Cbt
*Throwing
Archery:
Bow/Crossbow
Hurled [Specify]
Sling:
Hand/Staff/Spear
Slingshot
Side arms:
Prim/Modern
Long arms:
Prim/Modern
Auto fire
Str+Hlh+Comb
Spd+Dft+comb
Str+dft+comb
Dft+Spd+comb
Spd+wt+comb
Spd+Dft+Comb.
Str+Dft+comb
Spd+dft+comb
Str+spd+comb
Str+Dft+comb
Str+Spd+comb
Dft+spd+comb
Dft+Spd+comb
Str+Dft+comb
Str+Dft+Comb
Wt+spd+comb
Str+Dft+Comb
Wt+Dft+comb
Wt+Spd+comb
Wt+Spd+comb
Wt+Spd+Comb
Str+Dft+Comb
Wt+Hlh+comb
Str+Dft+comb
Wt+comb+scie
Dft+mech+comb
Wt+comb+nat
Dft+Wt +comb
8 Equipment
Characters roll a D20 for any skill that gets a roll. They also roll a D20 for basic survival gear and
food. This will be the characters beginning stash.
Roll d20 to succeed, your chance being [skill or ability] +/- Modifiers.
Lower results are better, a natural 1 is a critical effect, a natural 20 is a fumbled effect.
Most of the time, you will be making quick skill or ability checks, generating a yes/no result.
However, skills and abilities may also be used in different ways for more detailedresults.
1. Effect numbers. This is the difference between your rolled result and your chance of
success. The higher the effect number, the better result for the roller. These are used primarily
in Contests [see below]
2 Effect die. Effect die (from your attributes) are often used as the next step in more complex
skill resolutions. The most common use of effect die is in Tasks, longer term application of
skills that require multiple rolls. The first attribute in any skill is used to generate effect die.
3 Averaging effects. Sometimes a check involves more than one skill [ driving while firing a
pistol, or doing basic research to find a specific cure for a disease] In quick resolutions the two
skills are generally averaged [two weapons and longsword for a dual scimitar wielder] wheras
in longer term tasks, skills may be averaged or rolled in sequence, depending on the type of
task.
Types of skillchecks
Simple check. Did you notice something, could you remember the physics fact, did you drive
well through a rough patch?
Roll a D20 against your skill or averaged skills, allowing for modifiers.
Contests. Who wins the chess game? Who dives on the gun first? Who bakes a meaner pie?
Roll a d20 and compare effect numbers.
Tasks. Reapairing a damaged cart. Researching a library for clues. Digging through a collapse.
Designing a new town.
Roll a d20 for each time period in the task [seconds for picking a lock, days for planting fields].
If successful, roll an effect die and note the results as task points. Once the point total for the
task is met [set by the GM], then the task is complete.
Critical results assume a maximum die roll. Fumbles remove a die roll.
Examples:
Fix a seriously trashed engine [auto mechanic, Task points 30, time period 1 hour]
Fix a problem on a well maintained engine [auto mechanic TP10, Time 10 min]
Design and build a defensive perimeter [ cbt engineer, TP 10 per 10000sqm, Time 3 hours]
Combat
Combat uses a larger range of abilities to establish who does what when, but most of it comes
down to simple contests that use effect numbers and effect die. Hth uses effect numbers to
resolve how much of an effect a blow or counter had. Effect die are generally used to generate
damage, modified by weapon of effect number. Missile cbt uses effect numbers for aim
Initiative determines who moves first. You will have one to three actions, spaced out through
the initiative countdown.
Each action allows you to do one basic, reasonable thing in combat running while dodging
and spraying hipshots is acceptable as one thing, running while dodging and engaging in aiming
is not. Being involved in attack and defence in hth combat is one thing. So is aiming a gun . We
are all adults and will refer back to the books if unsure.