/*END OF STYLE*/

AFTERMATH

A native to the Vlacoth Union, Nicola Vradley created the Nuclear Force Core. Against the wishes of his home country, he shared this creation with the world citing it as "The gateway to the future of mankind." He was executed by firing squad for leaking state secrets.

It saved him from knowing his creation was the gateway to the end of mankind.

In the years after his death, the first Nuclear Force Power Plant was built in Drasmid, the rival on the world stage for the Vlacoth Union. There was a hurried attempt to match this display of civil engineering in the Union and it did not take long before Vlacoth had it's own power plant. Drasmid continued development, making adjustments for fuel efficiency and switching from the incredibly unstable fuel type under the belief they could create a safe atomic future. Despite their best efforts to come, events were already set in motion.

The Vlacoth Union injected its nuclear research into the military sector, insisting that through a show of power and force the union could command the world stage. This shook leaders of Drasmid and soon fear began to spread amongst the populace. Citizens of Drasmid feared agents of the 'Red Tyrant' Vlacoth Union would steal them in the night, that the neighbors they lived and worked beside plotted against their country. Propaganda flourished in both countries and each made promises that they could destroy the other. The Colden War had begun.

Two decades pass, Drasmid building its arsenals in technology and aircraft while the Vlacoth Union remained shrouded in state secrets and dark mysteries. The turning point came in this cold war when the accidental detonation of an experimental weapon in the Vlacoth Union was captured by Drasmid spy planes.

It was not the detonation of a normal warhead, rather, a weapon that could fit inside a human. These aptly named "Mechanically Weaponized Organisms" hid in plain sight and stolen documents revealed they could detonate reliably at 25 megatons. Drasmid needed to play catch up.

However, unlike the Vlacoth Union, Drasmid refused to conduct humanoid testing and opted instead to utilize its resources in the tech field to create a Synthetice that could pass off as humanoid and still detonate at similar scales. The Core Feud was officially underway.

These weapons, on both sides of the curtain, grew increasingly more destructive. Drasmid intelligence uncovered projects in the Vlacoth Union that included the development of modular tanks that could walk on two legs. Spies of the Vlacoth Union also revealed that Drasmid had its own military projects such as unmanned warplanes that could deploy at a moments notice and remain unseen till just over their targets. Despite these inventions, it was the fear that Cores were being built that could recharge and had detonation ranges upwards of 100 megatons that kept the possibility of the two countries invading each other at bay.

Eventually the strained peace between the Vlacoth Union and Drasmid fractured. Known as the End War, Armageddon did not happen gracefully. It was violent and merciless.

That was hundreds of years ago; now what is left is a wasteland where radiation seeps from the ground, acid rain falls from the sky, and the last shreds of life soak in despair.

The World as You Remember It

State of the World

Before Armageddon two of the worlds strongest powers, Drasmid and the Vlacoth Union, were locked in a geopolitical tension similar to that of the United States and the Soviet Union between 1947-1991. Known as the Colden War it was a race for nuclear supremecy where Drasmid focused on counterintelligence and the Vlacoth Union aimed for shear power. While the United States and the Soviet Union never escalated beyond proxy wars, Drasmid and the Vlacoth Union inevitably went after each other.

Much of the technology up to this point in time is reminiscent of the analog technologies of the late 1900s with an atomic/nuclear twist. It was not uncommon to have a car that ran on nuclear fission while radio plays were still an everyday enjoyment. Architecture differed between the two world powers with Soviet Modernist Architecture being found throughout the Vlacoth Union and a Bungalow or Midcentury Modern in Drasmid.

In terms of society, Drasmid can be considered closer to peak 1960s-70s Capitalist United States while the Vlacoth Union reminiscent of late Soviet Union. Both countries are guilty of propaganda to their masses. Drasmid ran multiple campaigns preaching on the dangers of not perfoming normally for society and there was a general air of paranoia throughout the country and mistrust between neighbors. The Vlacoth Union had the military enforcement of the Virelov [Vlacoths's version of the Kremlin] and through multiple parades of weapons aimed to demonstrate to its populace that the goverment could protect its citizens.

The history of Drasmid is similar to that of Great Britain where multiple bands of nomads slowly built up around religion, a monarchy was briefly formed but gave way to a parliament based governing body as it embraced more capitalistic ideologies. The Vlacoth Union had rockier beginnings with bringing multiple smaller countries into its fold long before the events of the Colden War. These smaller monarchies battled often for control over the whole region and it was not until the Chernenko Soviet Revolution in xx17 that The Vlacoth Union became what it is.

During the Colden War, Drasmid's international policies tried to limit the use of highly radioactive and unstable materials and it created a number of blockades in an effort to prevent the Vlacoth Union from gaining a nuclear advantage. These sanctions only strengthened the dependancy of Vlacoth Union allies and increased the amount of resources the Vlacoth Union had access to. On the international stage, the Vlacoth Union attempted to play nice with Drasmid while behind the curtain plotted revenge.

It is difficult to pin point who made the first move, but it is widely regarded as both Drasmid and the Vlacoth Unions fault the world ended.


Timeline

xx52

Nuclear Force Core is Created

xx60

First Nuclear Force Power Plant is Built in Drasmid

xx61

First Nuclear Force Power Plant is built in the Vlacoth Union

xx64

The Colden War Begins

xx73

Human DNA is Sequenced

xx75

Human DNA is Mutated

xx81

First Prima Core Installed in an MWO

xx86

Accidental Detonation of an MWO in the Vlacoth Union

xx87

The Core Feud Starts

xx88

First Synthetice Debuted in Drasmid

xx89

First AgilMech Debuted in the Vlacoth Union

xx90

Drasmid Debuts Odin War Plane

xx91

The End War Starts

xx93

Armageddon, Civilization as it is known ends

AFTERMATH | THE WORLD

Your Character

Stats

Your character will have four primary Stats that affect the outcome of events througout Aftermath. They are VIGOR, FORTITUDE, MIND and CHARM. At the start of your campaign you will determine the values of each of these stats by rolling a d6 for each.

d6 Value
1 -2
2 -1
3 0
d6 Value
4 1
5 2
6 3

Over the course of the game you wil be able to improve these stats, eventually maxing each of them out at +6. These moments of improvement are called OPPORTUNITIES. Some examples include:

  • Your character demonstrates natural growth over the narrative
  • Completing a training regiment or practicing the stat
  • A quest line reward
  • Item or Armor [temporary]
  • Every 3 Levels

When to use the stats

Depending on what the action is, players will determine which is the best Stat to use for the given situation. They will roll a d20 for general outcome then add their Stat. For example, if the player wants to lift a boulder they will roll a d20 then add their VIGOR stat to the roll as it is a physical task to receive their total. Success and failure may vary depending on the complexity of the feat or challenge but will often be broken down as such:

d20 Outcome
1 Absolute Failure Something backfires, goes wrong or otherwise doesn't happen, usually catastrophically. You do not add your Stat to a 1
2-7 Failure While you don't succeed in the task, you do learn something about it.
8-13 Mixed Failure It doesn't entirely succeed and there is often some form of trade off.
14-19 Mixed Success You do what you set out to do but there are small side effects to your action.
20 Absolute Success You accomplish what you want with no repercussions.

VIGOR

VIGOR is the stat that determines how strong or agile your character is. If they have a high VIGOR you will be more likely to lift a boulder than a character that has low VIGOR. This will also effect your Evasion.

FORTITUDE

FORTITUDE is the stat that determines whether or not your character can handle a situation. How well does your character handle disturbing events, radiation, etc. If you have a high FORTITUDE you will be more likely to survive food poisoning than a character that has low FORTITUDE. It does add a slight bonus to your Health.

MIND

MIND is the stat that determines how well your character uses information or remembers it. If your character has high MIND, then they are more likely to know some obscure fact or intuit information from the environment than a character with low MIND.

CHARM

CHARM is the stat that affects how your character interacts with other people. If your character has high CHARM, they will find interrogating another individual far easier than a character that has low CHARM. Think of this stat as how well your character communicates with others.

AFTERMATH | YOUR CHARACTER

Health and Evasion

The world of Aftermath is an unforginving place, be it the Hazards that make staying alive difficult, or the many enemies one is bound to encounter. Both in and out of Combat, Health and Evasion are critical to knowing where your limits are.

Health

Every player starts at Level 1 with a base 10 Health + FORTITUDE and at every level increase players will roll a d6 to add to their total Health pool. For example, if a player starts the game with a +2 FORTITUDE they will have a total health pool of 12. At level 2 they will increase it by a d6.

Regenerating Health

There is no passive regeneration back to full health like the "Full Rest" function from Dungeons and Dragons. Instead, characters must use the items they have on hand to tend to their injuries. This may include using Medicines, attemping medical procedures, or seeking a professional to aid them. If a characters injuries are light enough, they may Rest in a safe location. When chosing to Rest so long as the characters current health is above half of their total health pool, they will roll half of their current level in d6 to determine the amount regained. This Rest must take place in a safe location such as an inn or house where enemies are not likely to attack.

Critical Condition

Health will not calculate into the negatives and disregard additional damage beyond hitting zero. Instead, when a character health does reach zero, they will be knocked into Critical Condition and are considered unconscious and unable to make decisions. If in combat, they will be knocked prone in the Bloc they occupy and cannot perform Actions on their turns or access their Inventory. Other players can assist their fallen comrade during this time by providing medical care if able, the effects of which will add to the Last Wind roll.

Last Wind

When a player character is reduced to zero health, they must begin making Last Wind rolls with a d20. They will make three in total and must suceed on two of them to receive 1 health and regain consciousness. A success is deemed as an 11 or higher on the dice, and a failure is a 10 or lower.

In the event a roll is a failure, the player can describe what would give their character a Last Wind. If it is deemed sufficient by the DM as a Last Wind, the player can re-roll once more in an attempt to pass the roll. This bid can only be performed once per day.


Evasion

Evasion is similar in that every player starts with a base 10 Evasion + VIGOR. However, Evasion can only be improved by equipping items and armor or using Medicine. It is used to determine how capable your character is at dodging attacks or maneuvering around the field while in combat, and how agile your character is outside of combat.

AFTERMATH | YOUR CHARACTER

Inventories

The world of Aftermath is filled with a myriad of collectables be it weapons or scrap. Each player has two inventories: a Primary Inventory and an Equipment Inventory. These inventories play different rolls during the game with certain items moving between them.

The Primary Inventory

The Primary Inventory is used for the storage of anything and everything the player has picked up. It consists of 20 slots that, unless otherwise specified, allow for the stacking of items. A full stack cannot exceed a quantity of 99 of any particular item. There are some collectables such as the Med Kit which allow more than one type of item to be stacked into a slot.

Items can be moved from the Primary Inventory to the Equipment Inventory at any time outside of combat, but once Combat is entered, it costs an Action to do so.

The Equipment Inventory

The Equipment Inventory is slightly more complex than the Primary Inventory as it pertains to all items prepared for combat. It is broken up into subcategory slots.

Equipment Inventory Slots
Name Purpose Slot Count
HEAD Equip any head armour or face mask 1
BODY Equip any full suit or body armour part. 1
GLOVES Equip any set of gloves or arm bracer 1
BOOTS Equip any set of boots or leg greaves 1
WEAPON Equip any wepaon for use in combat 3
EXPLOSIVES Equip any number of explosives for use in combat 3
AMMO Stores any ammunition for use in any weapon type 5
REMOUNT SOCKET† Equips any Remount Mod. Note: Must be installed by a 'professional'. See Collectables 1

Ammunition will automatically be stored in the Equipment Inventory and will always consist of the five ammo types: Handgun, Rifle, Mortar Shell, Grenade, Anti-Armour.


† Players do not start with a Remount Socket they must find a 'Professional' to install one in game. See Collectables: Remount Socket


The Heavy Tag

While weight is not calculated in Aftermath, some items have a "Heavy Tag". Items with the Heavy Tag are usually cumbersome or too large to fit conventionally on a person and so require some effort to carry. Due to this, there can only be one item with the Heavy Tag per inventory for a total of 2 Heavy Tags. If a player is carrying a Heavy Tag item in combat, their movement will be restricted by one Bloc per Heavy Tag.









AFTERMATH | INVENTORIES

Equipment

To survive in Aftermath, you will need to protect yourself from not only the creatures that dwell in the radiation, but the elements as well. Armor comes in Four [4] categories, Head, Body, Gloves, and Boots and are stored in the Primary Inventory unless Equipped and moved to the Equipment Inventory. This section is broken down by the categories.

The Head slot carries one item at a time and can accommodate Equipment such as masks and helmets.

NOTE: This compendium is ongoing and ever expanding. Check back frequently.

Junk Ventilation Mask

A makeshift ventilation mask. It covers your mouth and nose with straps that wrap around your head.

Effect: Reduce GAS damage by 2

Crafting: Filter x2 | Thick Plastic x1 | Rubber x1 | Duct Tape x1

Ventilation Mask

A ventilation mask made during the Before Times. It covers your mouth and nose and is covered with tape and glue.

Effect: Reduce GAS damage by 4

Crafting: Filter x2 | Thick Plastic x1 | Rubber x1 | Sealant Tape x1

Gas Mask

A mask crude mask that covers your entire face, it has glass eyes and plastic filter cartridges.

Effect: Reduce GAS damage by half

Crafting: Filter x2 | Thick Plastic x2 | Rubber x2 | Sealant Tape x2

Hazmat Mask

A dark blue mask with metal clasps and tubes around the mouth and eyes. There is a lock at the back of the head.

Effect: Reduce RADIATION damage by half

Crafting: Unknown Shielding x1 | Glass x2 | Rubber x5 | Sealant Tape x2 | BP | TL

The Nights Mask

A black, heart shaped mask made of a metal and rubber. It has green sensors for eyes.

Effect: See up to 60ft in the dark as if it were clear daylight but sight is limited to 5ft if worn in light.

Crafting: Unknown Shielding x1 | Glass x2 | Copper x2 | Force Battery [sml] x1 | BP


Reaper Mask

A black mask with brass detailing that resembles the face of a Reaper, it has two glass scopes over one eye.

Effect: While worn, non-melee weapons gain 20 ft to their range.

Crafting: Cobalt x1 | Brass x2 | Glass x3 | Wire x2 | BP

Head Lamp

A small bulb powered by a force battery attached to a strip of fabric. The bulb is clouded from age.

Effect: See up to 20ft in the dark as if it were clear daylight

Crafting: Kevlar x1 | Glass x1 | Wire x1 | Force Battery [sml] x1

AFTERMATH | EQUIPMENT

Body

A number of parts can be worn or equipped in the Body slot of the Equipment Inventory. It can be anything from a full body suit or a large chunk of armor.

NOTE: This compendium is ongoing and ever expanding. Check back frequently.

Raider Clothes

A set of clothes made of scrap fabric and reinforced with plastic. It comes in a variety of sets that can include a trench-coat, biker jacket, and military uniforms.

Evasion: +1

Effect: +1 to CHARM with Raiders

Crafting: Tattered Cloth x2 | Sturdy Cloth x2 |

Thin Plastic x2

Layered Tyvek Hazmat suit

A suit made of Unknown Layered Tyvek, it has an unidentifiable coating over the bulk of the suit and black prints with faded hazard warnings.

Evasion: +1

Effect: Reduce RADIATION Damage by half

Crafting: Unknown Layered Tyvek x5 | Sealant Tape x3 | BP | TL

Treated Thermal-Plastic Suit

A suit made with Treated Thermal-Plastic, there is a hexagonal pattern on the plastics that cover the rubber insulation of the suit.

Evasion +1

Effect: Reduce HEAT Damage by half

Crafting: Treated Thermal-Plastic x5 | Rubber x5 | BP | TL

Unknown Shielding Suit

A suit made of thin Unknown Shielding plates and Coated Tyvek. The red plates are curved and fitted to the form of the suit.

Evasion: +2

Effect: Reduce DETONATION Damage by Half

Crafting: Unknown Shielding x5 | Coated Tyvek x5 | BP | TL

Rubber Suit

A suit made of rubber and fixed together with duct tape. It looks like it could be water proof and is not conductive to electricity.

Evasion: - - -

Effect: Immune to ELECTRICAL Damage; Water proof

Crafting: Rubber x10 | Duct Tape x3 | TL


Mylar Suit

A thin suit made of grey strips of Mylar fixed together with Sealant Tape. It is relatively hot when worn.

Evasion: - - -

Effect: Reduces COLD Damage by half; Water proof

Crafting: Mylar x10 | Sealant Tape x6

Thick Plastic Spaulders

A set of spaulders made of thick plastic and a rebar cage skeleton. The rebar is rusty and the plastic is faded.

Evasion: +1

Crafting: Thick Plastic x2 | Wire x2 | Iron x1

Old Lab Coat

An old lab coat, once a pristine white, age has stained it into a light tan colour.

Evasion: - = -

Effect: Add +1 to CHARM when talking about science.

Crafting: Tattered Cloth x2 | Sturdy Cloth x2

Advanced Layered Tyvek Suit

A suit made of Unknown layered Tyvek, it has an unidentifiable coating over the bulk of the suit with thin wires running along the seams. It is printed with a number of faded hazard warnings.

Evasion:- - -

Effect: Wearer can only be hit by attacks when the Evasion Challenge Roll is lower than Wearers Evasion.

AFTERMATH | EQUIPMENT

Gloves

Gloves come in pairs unless otherwise specified but in either case the Glove slot carries one set and can include items such as gloves, gauntlets or wristbands.

NOTE: This compendium is ongoing and ever expanding. Check back frequently.

Metalfire Gloves

Thick mechanics gloves reinforced with iron plating on the fingers. There is a cartidge on the back of the glove that looks like it could be loaded with something.

Evasion: --

MetalFire Strike: 1d8+2 for each hand; the cartidge snaps and the gun powder throws the hand forward with unyielding force.

Range: Melee

Uses Before Reload: 4

Note: Must be reloaded with Gun Powder x1

Crafting: Kevlar x1 | Iron x1 | Gun Powder x1

Arsonists Gloves

Thick firemans gloves reinforced with iron plating on the fingers. There is a cartidge along the wrist of the glove that looks like it could be loaded with something.

Evasion: --

Flare Strike: 1d8+2 for each hand; The cartridge snaps and Thermite powder is jettisoned outward.

Range: Melee

Uses Before Reload: 4

Note: Must be reloaded with Thermite Powder x1

Crafting: Kevlar x1 | Iron x1 | Therminte Powder x1

Nitro Gloves

Double layered thick gloves, they are incredibly warm but due to the thickness reduce some mobility in your hands.

Evasion: --

Effect: Reduce COLD damage by 4

Note: While worn you are only able to reload half as well.

AFTERMATH | EQUIPMENT

Boots

Boots come in pairs unless otherwise specified but in either case the Boots slot carries one set and can include anything from footwear to greaves.

NOTE: This compendium is ongoing and ever expanding. Check back frequently.

Wrench Greaves

You've tied a pair of wrenches to your shins, they're a little clunky.

Evasion: +1

Crafting: Wrench x2 | Tattered Cloth x4

Rubber Boots

Boots made of rubber and fixed together with duct tape. It looks like they are somewhat waterproof and nonconductive.

Evasion: --

Effect: Water proof, prevents ELECTRICAL damage Shock.

Aluminum Greaves

Kevlar boots with strips of aluminum strapped to the shins with duct tape.

Evasion: +1

Crafting: Kevlar x2 | Duct Tape x2 | Aluminum x2

GunFire Boots

Brown leather boots with treads made of grey rubber. The heel of the boot has a square cartidge fitting to hold some sort of powder.

Evasion: --

Combustion Kick: 1d8+2; the cartidge snaps and the gunpowder explodes. Target must make a VIGOR save, on fail they are pushed back 5 ft [1 bloc].

Range: Melee

Uses before Reload: 2

Note: Must be reloaded with Gun Powder x1

Crafting: Coated Tyvek x2 | Rubber x1 | Duct Tape x2 | Gun Powder x1

Incendiary Boots

Black leather boots with treads made of red rubber, the heel of the boot has a square cartidge fitted to hold some sort of powder.

Evasion: --

Incendiary Kick: 1d8; The cartidge snaps and Thermite Powder is released. Target takes an additional 1d4 of HEAT damage and the Target bloc is set ablaze for 1 Round.

Range: Melee

Uses before Reload: 2

Note: Must be reloaded with Thermite Powder x1

Crafting: Coated Tyvek x2 | Rubber x1 | Duct Tape x2 | Thermite Powder x1

AFTERMATH | EQUIPMENT

Crafting and Salvaging

Scavange the wastes to find resources, salvage what you can from items you've collected, and construct weapons and items to suit your needs. The world may be destroyed, but Aftermath was built from it's ashes. .

The Art of Salvaging

Almost every item you pick up is made of Resources that can be Salvaged by taking the item apart. Each item has a set amount of Resources that can be recovered.

To Salvage an item, roll a d20.

d20 Result
1 Absolute Fail: The item breaks and you recover nothing
2-10 Fail: The item breaks but you recover some items.
11-19 Pass: You recover the resources that make the item.
20 Absolute Pass: You recover the resources to make the item and a few extras.

The Art of Crafting

Nearly every item in Aftermath has been the result of throwing things together and hoping they stick. Each item has a recipe and set amount of Resources required to craft it yourself or have a Craftsmen do it.

To Craft, you must have the necessary resources to make the item. Roll a d20 to determine success.

Note: Items marked with BP require the items BluePrint to craft.

Note: Items marked with TL require Tools to craft.

d20 Result
1 Absolute Fail: You do not make the item and lose all the resources
2-10 Fail: You do not make the item and lose half the resources.
11-19 Pass: You are able to craft the item.
20 Absolute Pass: You are able to craft the item proficiently and even save on resources.

Craftsmen

Craftsmen are found throughout Aftermath and will happily craft items; for a price. Although you will have to cough up a few Tabs for their hard work, they always craft the item and often use fewer Resources.


Resources

Resources are used to craft items and come in a variety of material types. Fabric, Plastic, Metal and Components.

Fabrics

Tattered Cloth

The remains of fabric left after years of decay, it is thin and the threads are coming undone.

Avg. Worth: 3 Tabs

Sturdy Cloth

The fabric has seen the test of time and although it has its fair share of raveling, it seems to have held up.

Avg. Worth: 13 Tabs

Kevlar

A thick fabric, it seems durable and you have a hard time sewing it.

Avg. Worth: 75 Tabs

Coated Tyvek

A strange, plastic layer covers this odd fabric and you cannot sew it without some sort of tool.

Avg. Worth: 150 Tabs

Unknown Layered Tyvek

There is a coating over the fabric itself made of a strange, durable material. There is a hexagon pattern over the material and you cannot discern what the fabric is made of. Even with tools you have a hard time working with it.

Avg. Worth: 300 Tabs

AFTERMATH | CRAFTING & SALVAGING

Plastics

Thin Plastic

Years of radiation and sun exposure has thinned and faded the plastic.

Avg. Worth: 7 Tabs

Thick Plastic

Although faded, this plasting is thicker than usual and looks like it can hold paint.

Note: Items made with Thick plastic are the only items that can be colour customized.

Avg. Worth: 15 Tabs

Hardened Polymer

Heavier than other plastics, it doesn't seem to have been effected by time. Due to it's thickness and weight, you have a hard time working with it.

Avg. Worth: 100 Tabs

Carbon Treated Polymer

Despite being lighter, it seems to be sturdier than standard plastic. It has a reflective black coating on it which requires tools to work with.

Avg. Worth: 200 Tabs

Treated Thermal-Plastic

Even though this black plastic is littered with scorch marks, it doesn't seem to have been damaged. There is a Hexagonal pattern printed in it. Even with tools, you have a hard time working with it.

Avg. Worth: 400 Tabs


Metals

Aluminum

A light weight, galvanized metal that bends easily but is able to hold it's form.

Avg. Worth: 15 Tabs

Iron

A dark grey to black material. It is sturdy and heavy in your hands. Despite it's durability, it seems relatively versatile.

Avg. Worth: 50 Tabs

Cobalt

A deep green blue metal with a few dents and scratches in it. You have a hard time bending it.

Avg. Worth: 150 Tabs

Cobalt Shielding

A blue metal with hexagonal patterning. It has a few scorch marks but the integrity of the material is unaffected. You cannot bend this metal without some sort of tool.

Avg. Worth: 300 Tabs

Unknown Shielding

A mysterious red metal with triangular patterning, you cannot discern what metal it is made of and even with tools you have a hard time bending it.

Avg. Worth: 700 Tabs

AFTERMATH | CRAFTING & SALVAGING

Components

Note: This compendium in ongoing and ever expanding. Check back frequently.

Wire

Used in a variety of electrical components, it is useful in anything that needs to transfer data, a current, or simply to tie objects together.

Avg. Worth: 7 Tabs

Copper

A polished orange or red metal, it oxidizes black and is often found in pliable strips that are easily bent or ripped.

Avg. Worth: 15 Tabs

Rubber

A pliable material that seems relatively water resistant and can stop an electrical current.

Avg. Worth: 15 Tabs

Glass

A shard of clear glass, they are fragile and if not handled with care can cut you.

Avg. Worth: 7 Tabs

Metal Nail

A simple, rusty, metal nail the length of a finger.

Avg. Worth: 5 Tabs

Railway Spike

A metal nail with a sharp point at the end, it is the length of a forearm.

Avg. Worth: 10 Tabs

Syringe

A plastic syringe with a dull needle. It looks like it can hold a small amount of a substance.

Avg. Worth: 5 Tabs

Brass

A yellow alloy that is easy to work with; primarily used to make bullets and patina armor.

Avg. Worth: 5 Tabs

Wood

A section of wood, it's hard to tell if it's from anything in particular.

Avg. Worth: 5 Tabs

Gun Powder

A grey and black powder, it has a gritty smell.

Note: Must be kept in a jar.

Avg. Worth: 30 Tabs


Thermite Powder

A black and red powder, it smells like an electrical short.

Note: Must be kept in a jar.

Avg. Worth: 50 Tabs

Duct Tape

A faded grey and silver tape with an adhesive side. It is rolled on a cardboard tube.

Avg.G Worth: 15 Tabs

Sealant Tape

A bright orange and red tape with thick stitches. It is adhesive on one side and makes an incredibly strong seal.

Avg. Worth: 45 Tabs

Filter

A cloth and foam filter. It's about the size of your hand and shaped like a skewed rectangle.

Avg. Worth: 10 Tabs

Force Battery [Small]

A small cartridge with a black metal cage around a deep orange core. It gives off a bit of warmth.

Avg. Worth: 15 Tabs

Force Battery [Medium]

A cartridge the size of a jar with a black metal cage around a deep orange core. It gives off a fair amount of heat.

Avg. Worth: 150 Tabs

Force Battery [Large]

A propane sized tank with a black metal cage around a deep orange core. It gives off an incredible amount of heat.

Avg. Worth: 600 Tabs

Mylar Strip

A thick strip of grey mylar film. It has a number of folds and looks extremely used.

Avg. Worth: 150 Tabs

Alpha-Dust

A light grey dust, handling it directly leaves a tingling feeling on your skin.

Note: Must be kept in a jar.

Effect: Unless Item is in a jar, make a FORTITUDE save, on fail take 1d4 of Radiation damage

Avg. Worth: ???

AFTERMATH | CRAFTING & SALVAGING

Collectables

Items found throughout Aftermath, they can be salvaged, craftd with, traded, or trashed. In any case, they are all valuable to someone and if one survivor has no use for it, another does. They are separated into their three categories: Key Items, Items, and Junk.

Key Items

These are important items that are hard to find and even harder to trade. They can be used a number of times and do not break.

Note: This compendium is ongoing and ever expanding. Check back frequently.

Palm Computer

A tablet made of a strange grey and orange metals with a screen covering the face. There are a few inlaid buttons and dials at the bottom. The screen has a hard time lighting up, but manages to display it's contents in a matrix orange. There is also a slot on the side that looks like it could hold a small cartridge of sorts.

Usage:

Once aquired, the Palm Computer logs data allowing the user to access previous computer logs, take notes, and keep track of people and locations. There is also a map functionality.

Geiger Counter

A small, yellow box made of a heavy metal, it has a dial and rubber handle on it. As it moves, the dial needle twitches and the machine makes an odd crackling sound. The higher the needle goes, the louder and more frequent the crackling.

Usage:

Once aquired, the Geiger Counter can be used to detect radiation levels throughout Aftermath be it during travel, in battle, at an outpost, or around town.

Hand Radios

A black metal box the size of a brick, it has an aluminum dial on the front that snaps between a series of 5 notches. Below the dial is a speaker made of crude metal, it's been replaced a few times. On the side are a pair of yellow buttons and a segmented antenna.

Usage:

Like any normal radio, it allows communication between users up to a certain distance so long as they are on the same frequency [1-5]. Does not work deep underground.


Remount Socket

A joint and cap made from cobalt. It has an external connection littered with wire of various shapes and sizes. There are sheets of a mesh on the internal half. This device is more reminiscent of a metal jellyfish than any sort of prosthetic.

Usage

Attaching a Remount Socket requires the removal of a limb at the joint, but allows for a weapon with a Remount Mod to be attached and used as that Limb.

Note: This MUST be installed and connected by a 'professional'.

Note: Player will take half of their max health in damage during operation and will be unable to regain this health for two [2] days.

Avg. Worth: Wire x2 | Copper x2 | Coated Tyvek x1 | Cobalt x1 | Rubber x1 | Sealant Tape x1

Remount Mod

A modification of a weapon that slims the weapon down to limb size. There are dozens of wires and seals running the length of the weapon including a locking joint. At the base of the weapon is a joint with a variety of wires and plugs.

Usage

Attaching a Remount Mod to a Heavy Gun will allow a weapon to be fitted to a remount socket and equipped as a limb thus removing the Heavy Tag.

Note: This MUST be installed and connected by a 'professional'.

Avg. Worth: Wire x2 | Copper x2 | Railroad Spike x2 | Cobalt x1 | TL | Weapon

Note: The Remount Mod and the Heavy Gun can be salvaged.

Fishing Rod

A fishing rod reinforced with metal and sealant tape. It has a relatively thick line and hook.

Usage:

Used as any traditional fishing rod.

AFTERMATH | COLLECTABLES

Code Jammer

A circular device the size of a jar lid. It has an orange matrix radar dial at the centre. There are four buttons around the dial.

Usage

Used to temporarily disable machines and robots. The target must make an MIND save and on fail is deactivated for 1 hour.

d20 Result
1-5 Absolute Fail: Deactivates target for up to 4 hours, when it reboots it has no idea it's code was jammed.
5-12 Fail: Deactivates target for up to an Hour
12-16 Pass: Target remains conscious and running
17-20 Absolute Pass: Target remains conscious and running but also knows an attempt was made to jam its code.

Crank Flashlight

A boxy flashlight made out of metal with a crank at the side. The glass for the bulb has clouded and the paint on the flashlight is flaking off.

Usage:

While being cranked, the flashlight will provide a 30ft cone of light.

Note: Requires two hands for use.

Boron Control Rod

Typically the length of a fore-arm and coated in a steel finish, Boron Control Rods are found in a number of Agil-Mechs as moderators for their Core charge. They are incredibly radioactive if damaged and it is rare to find them intact.

Usage:

If the Control Rod makes contact with a Core the charge of the core drops by 2d20 % or down to lowest operational charge.

More Uses to be discovered

AFTERMATH | COLLECTABLES

Items & Consumables

Items typically have a limitted time use and when used often yield a variety of Salvage items.

Note: This compendium is ongoing and ever expanding. Check back frequently.

Soda Pop Can

Aluminum cans from the Time Before, the labels have been worn away but they are unopened and contain a sugary drink inside.

Usage: Drinkable, restores 1d4 Health

Yields: Tab x1 | Empty Soda Pop Can x1

Med Kit

A hard lead case with red paint, the lock is rusted and brittle but the handle is in relatively good shape.

Usage: Carries all Medical supplies for the cost of 1 inventory slot. Does not stack.

Yields: Medicines | Aluminum x1

Crude Moonshine [Alcohol]

A glass jar filled with a murky, amber alcohol. There are specs of grain floating in the concoction and it has a phosphorus smell to it.

Effect: Make a FORT. save; on fail take 1d4 damage and suffer Nausea for 3 hours. On success recover 2d8 health.

Avg. Worth: 20 Tabs

Yields: Jar x1

Black Tonic

A glass jar filled with a pure black liquid, it is as viscous as syrup. It has a pungent burning chlorine smell to it.

Effect: Make a FORT. save; on fail take 1d4 Radiation damage and suffer insomnia for 3 hours. On Success, all Radiation damage for the next 6 hours is reduced to 2.

Avg. Worth: 50 Tabs

Yields: Jar x1

Experimental Tonic

A glass jar filled with a dark, iridescent liquid that is extremely runny. It has a strange, mint smell mixed with a faint trace of oil.

Effect: To be Discovered

Avg. Worth: 100 Tabs

Yields: Jar x1

Moonshine [Alcohol]

A glass jar filled with a clear, yellow liquid. It smells intensly of alcohol.

Effect: Recover 1d4 health; can cause hangover

Avg. Worth: 120 Tabs

Yields: Jar x1


Ouroboros [Alcohol]

A glass jar filled with a deep black liquid, it has a copper smell and tastes like black berries; there is a slight sand grit left in your mouth.

Effect: Recover 2d12 health; Will cause Hypertension

Avg. Worth: 200 Tabs

Yields: Jar x1

Atomic Blast-Land [Alcohol]

A glass jar filled with a completely white liquid. It smells like oil and strawberries and has a milky flavor.

Effect: Make MIND save; on Fail recover only 1d8 health. On success you have an out of body experience and regain 2d10 health. Disadvantage on rolls for 12 hours after consumption

Avg. Worth: 200 Tabs

Yields: Jar x1

Ghost Dancer [Alcohol]

A glass jar filled with a glowing, Orange coloured liquid. It has no smell but it burns your nose and eyes. It tastes like crude oil and feels like sandpaper in your mouth.

Effect: To be Discovered

Avg. Worth: 500 Tabs

Yields: Jar x1

Empty Notebook

A notebook that is missing its pages, it is heavily worn but the binding seems to be holding.

Usage: Holds all papers in 1 inventory slot

Avg. Worth: 6 tabs | Tattered Cloth x2

Vodka

A clear liquid with a strong alcoholic smell and taste, it is in a square glass bottle with a faded red label; Schtoli's

Usage: Recover 2d12 Health; make a FORT. save, on fail suffer from Hangover and if roll is less than 4 suffer Blackout.

Avg. Worth: 115 tabs | Jar x1

Tar Gum

A small, thumb sized cut of black tar, it tastes bitter and feels oily on your fingers.

Usage: Something to chew on.

Avg. Worth: 10 tabs

Tar Cigarette

A small white roll of paper with herbs inside, it tastes remarkably like pine and tar.

Usage: Something to smoke; will cause addiction

Avg. Worth: 10 tabs

AFTERMATH | COLLECTABLES

Box of Tar Cigarettes

A small paper box containing 10 Tar Cigarettes

Usage: A larger container of Tar Cigarettes

Avg. Worth: 100 tabs

Old World Cigarette

A small, white and tan roll of paper with herbs inside, it tastes like sawdust and menthol

Usage: Something to smoke; will not cause addiction

Avg. Worth: 100 tabs

Box of Old World Cigarettes

A small, elaminated paper box containing any number of Old World Cigarettes. They are highly sought after and considered a collectors item due to their many decorations on the front.

Usage: A container of Old World Cigarettes

Avg. Worth: 200 tabs empty

Remote Control

A controller made from black plastic. It has aluminum knobs and dials and a large, segmented antennae sticking from the top.

Usage: Can be synced up to a machine or robot and used to control the target for a limitted amount of time. Cores and MWOs are exempt from this.

Unwilling targets must make a MIND save, on fail they are controlled for 1 hour.

Avg. Worth: 305 tabs | Hardened Polymer x2 | Aluminum x1 | Wire x3 | Force Battery [med] x1

Note: Will break after three [3] uses

Force-Lock Cuffs

Handcuffs with thin lines of force power writhing through the metal.

Usage: Locks two limbs of a creature[s] together.

Unwilling targets must make a VIGOR save to avoid being cuffed.

Effect: When a target is cuffed, movement is halved. This effect is removed when the cuffs are removed.

Avg. Worth: 150 tabs

Processed Alcohol

A glass bottle filled with a clear, bitter liquid. Usage: Consuming a bottle of Alcohol will temporarily add +2 to your CHARM rolls.

Small: +2 Medium: +3 Large: +5

Overdose Effect: Hangover, Nausea

Duration: Instant

Avg. Worth: 115 Tabs


Stale Chips

A sealed bag of chips from the Before Times. They are edible, although well passed their use by date.

Usage: Edible; restores health

Small Bag: 1d4 Large Bag: 1d8

Avg. Worth: 25 tabs

AFTERMATH | COLLECTABLES

Junk

Junk can have a variety uses and when salvaged may yield listed resources.

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Empty Soda Pop Cans

Aluminum cans from the Time Before. The colours on the metal have been worn away and there isn't a tab on the top.

Usage: Pure junk, but can be salvaged for Aluminum.

Salvage: 10 Empty Pop Cans = 1 Aluminum

Scrap Metal

A variety of random metal parts and shrapnel.

Usage: Used in crafting explosives

Salvage: Aluminum, Iron, Cobalt

Jar

A glass jar with a metal lid, there are a few cracks and chips in the top. There was a design in the glass, but it has been scratched away.

Usage: Holds liquids and powders

Salvage: 2 Jars = 1 Glass

Bullet Casing

The brass casing of a fired bullet.

Usage: Can be traded for Tabs or used to craft bullets.

Salvage: 5 Bullet Casing = 1 Brass

Extension Cord [Rope]

A long section of wire covered with a thin rubber material. It seems relatively sturdy and can hold weight.

Usage: Can be used as a rope with a length of 30ft

Salvage: Wire x4

Clothing

A variety of clothing from dresses to military uniforms. Includes shirts, pants, shoes etc.

Usage: Dress yourself. Can purchase specific clothing options from tailors.

Salvage: Sturdy Cloth x1

Tarp

A large blanket made of Coated Tyvek. Liquids seem to wash right off of it.

Usage: Can be used to shield onesself from the elements.

Avg. Worth: 60 tabs

Salvage: Coated Tyvek x2


Flip Lighter

A patinaed metal flip lighter, there is still some liquid in it.

Usage: Creates a small flame that can ignite a variety of things so long as they are flammable. Provides a 5ft sphere of dim light.

Salvage: Brass x1

AFTERMATH | COLLECTABLES

Combat

The Combat Grid

Combat in Aftermath is based on a grid system with a varying number of grid sections on either side of it. The grid for combat can change in size depending on the situation but will be no smaller than 3x6 and no larger than 16x32. The standard human enemy occupies one Bloc while larger enemies may take up more.

Grid Breakdown

Front Line

The Front Line is the centre line separating the player side and the enemy side. Once a round of combat starts, combatants can cross the Front Line freely so long as movement allows.

Sides

The Left of the Front Line is the starting Blocs for the players while the Right side is for enemies. In the event of an Ambush, the combatants initiating the attack will be able to choose their starting positions from either side.

Enemy Territory†

If a combatant crosses the Front Line they are considered in Enemy Territory and receive a -1 debuf to their Evasion stat while in Enemy Territory.

Blocs

Each grid square, known as a Bloc is equivalent to 5 square feet of space and while only one combatant can occupy it at a time, certain combat items and tools may overlap. When moving, combatants can pass through an occupied Bloc but may not stop in one.

Mechanic still in development

Grid Occupants

Obstacles

Obstacles are either combatant set up barricades or environment factors that take up one or more Bloc. Depending on their size, the occupying Bloc may be traversed but this may take an action to accomplish. Compatants can choose to hide behind these Obstacles during combat which adds to their Evasion. There are three types of Obstacles

Half Obstacle

A Half Obstacle is an Obstacle that can be easily navigated over and does not require an Action to do so. If between an attacking Combatant and Target, a Half Obstacle provides +1 to Evasion.

Full Obstacle

Unlike a Half Obstacle, a Full Obstacle cannot be easily navigated over and typically requires the use of an Action to do so. It does provide +2 to Evasion if between a Combatant and Target.

Complete Obstacle

A Complete Obstacle is an Obstacle that completely occupies the bloc and does not allow movement through it. Combatants must go around it. However, it does provide +3 to Evasion if between Combatant and Target.

Traps

Traps are combatant crafted that can include grenades, landmines or other throwables will trigger when a compatant passes through the Bloc they are set.

AFTERMATH | COMBAT

Combat Flow

Combat is broken up into Rounds wherein each combatant will have a Turn to complete three Actions. When all combatants have finished their Turns and any Triggers have been resolved, a new Round will begin.

Starting Combat

To begin Combat, combatants will roll a d20 to determine their order of go. From highest to lowest they will decide their starting position on the grid. Players will all start on the left of the Front Line while enemies will always start on the right. In the event of an Ambush, the combatants initiating the attack will decide on the starting positions of all combatants and have free range of the grid.

Ambush

An Ambush is when a combatant has the upper hand in initiating combat. This can be if a combatant sneaks up on an enemy or attacks when the target is unaware.

Rounds

Rounds consist of combatant Turns and are not considered over until all combatants have completed their turns and any Triggers have been resolved.

Turn

A Turn is comprised of a Challenge Evasion roll and three Actions.

Challenge Evasion Roll

Before any actions are taken, a combantant will roll a d20 + MIND to challenge the Evasion of any targets they may have during their Turn. This value is kept regardless of if the combatant attacks and is valid even if the combatant changes targets.

If a 1 is rolled, the combatant has one of two options: Lose an Action or Take a Hard Move. If a 20 is rolled, the combatant gains another Action.

Take A Hard Move

By Taking a Hard Move the Combatant keeps all three of their Actions but the DM will adjust the outcome of the Chosen Actions. An example might be not fully reloading a weapon or tripping when moving Blocs.


Actions

Once the Challenge Evasion roll is made, the combatant may perform up to three Actions as described in the table on the following page.

Advanced Action

Be it dismantling Obstacles and Traps or loading a complicated weapon, an Advanced Action is one the combatant freely decides and is performed at the cost of all three normal Actions.

Triggers

Triggers are items and traps that activate at the end of the round rather than on a combatant Turn or when traveled over. All Triggers must be resolved before starting the next Round.

Health and Death

In the event that an Evasion Challenge beats a combatants Evasion, the target combatant will take damage according to the stats of the weapon used. Health will not calculate into the negatives and disregard additional damage beyond hitting Zero. When a combatants health does reach zero, they will be considered in Critical Condition and can no longer perform Actions on their turns. Non-Player enemies, if knocked into Critical Condition, will be considered defeated and removed from Combat. Player Characters will be made prone in the Bloc they occupy and instead of an Evasion Challenge roll, will perform Last Wind.

Critical Condition

Once a player is knocked into Critical Condition they can no longer use their three actions on their turn. However, other players can assist their fallen comrade during this time by using the Assist an Ally Action. They can move them to a safer Bloc, apply first aid using medicines to add a +2 to the Last Wind roll, or attempt to stabilize them in some way as an Advanced Action which adds a +5.

Last Wind

When a player character is reduced to zero health, they must begin making Last Wind rolls. On each subsquent turn, the character will roll a d20 as they would for the Evasion Challenge. If the roll is 11 or higher it is considered a success whereas if the roll is 10 or lower it is a failure. If the character fails two of the rolls, they die. If the character succeeds on two of the rolls they receive 1 health and can perfom actions once again on their turn. They will remain prone, adding +3 to their Evasion until the player decides to stand.

In the event a roll is a failure, the player can describe what would give their character a Last Wind. If it is deemed sufficient by the DM as a Last Wind the player can re-roll once more in an attempt to pass the roll. This bid can only be performed once per day.

AFTERMATH | COMBAT

Actions

MOVE SOMEWHERE Combatants can only move in the cardinal directions and cannot travel between Blocs diagonally. A standard human combatant with no Heavy Tags will have 4 Blocs of movement.
ATTACK A TARGET Combatant will compare their Challenge Evasion roll outcome to the targets Evasion stat. If the Challenge Evasion roll is higher than the Evasion, the attack will land and do damage, if it is equal to or less than, it misses entirely. Attacks cannot pass through Full or Complete Obstacles.
RELOAD A WEAPON Certain weapons in Aftermath, such as guns, require specific ammunition and need to be reloaded after a certain number of uses. As long as the combatant has the appropriate ammunition in their Equipment Inventory, they may reload their weapon.
BRACE FOR IMPACT Combatant prepares for an incoming attack. Without an Obstacle occupying the Bloc in front of them, Brace For Impact adds +1 to their Evasion while having an Obstacle in the Bloc in front of the combatant adds +2 to Evasion.
ROOT THROUGH INVENTORY Allows a combatant to exchange anything between their Primary Inventory and their Equipment Invnetory.
USE AN ITEM Allows a combatant to use an item stored in either inventory such as Medicine or an Explosive
TAKE AIM Combatant hones their aim and adds +2 to their Challenge Evasion at the cost of not being able to Move Somewhere after this action.
SET TRAP Items in the combatants inventory allowing, combatants can set Traps or Triggers in the current Bloc they are occupying.
CREATE BARRICADE Items in the combatants inventory allowing, combatants can set up an Obstacle in any of the Blocs directly contacting their current Bloc.
ASSIST AN ALLY If an ally combatant is planning an Advanced Action on their Turn or is in Critical Condition a combatant can offer their help and assist in some way.
LAY PRONE A combatant can choose to lay Prone to receive a +3 to their Evasion at the cost of reducing their movement to only 1 Bloc.

AFTERMATH | COMBAT

Range

Every weapon in Aftermath has a useful range where it will hit reliably and do full damage. There are three ranges, Melee, Mid, and Distance. Depending on the weapon, if it is outside its useful range, the attack will either miss or damage is halfed.

Melee Range

Melee Range is defined as any Bloc immediately touching the Combatants current one, or anything within 5 feet. Any weapon or item marked with Melee Range is useless beyond its range and attacks will miss. It is most commonly used for Blades and Hammers.

Mid Range

Mid Range is defined as any Bloc within 25 feet of the combatant. This includes Blocs immediately touching the combatants current one. Weapons marked for use in Mid Range will have their damaged halfed if used to attack outside of their range. Most guns will fall within this classification.

Distance Range

Distance Range is defined as any Bloc beyond 10 feet of the combatant but within 100 feet. This excludes Blocs immediately touching the combatants current one. Weapons marked for use in Distance range will miss if used to attack beyond their 100 foot range while their damage is halfed if used to attack anything in the immediate Blocs surrounding the combatant. It is most commonly used for Rifles and some Heavy Guns.

Throwables

As long as the item is not marked with a Heavy Tag, it can be considered Throwable. Throwables can be tossed in any direction a distance equal to the combatants movement.


Radius

Throwables and special attacks will often have a Blast Radius or Effect Radius. This may be in a straight line, or a cluster depending on the weapon or effect. Weapons with a Radius do not cause damage outside of said radius unless otherwise specified.

Line Radius

A number of different weapons and attacks utilize a Line Radius in which damage is caused to any Combatant within a straight line of Blocs.

Cluster Radius

Most Throwables will cause damage in a Cluster Radius. Anything, Combatant or otherwise, within the amount of Blocs specified by the weapon will receive damage. The Combatant using the wepaon determines which Blocs are affected so long as they meet the requirements of the weapon. For example, a Combatant cannot choose Blocs outside of their throwable range if they are using a Throwable.

Lingering Radius

Typically paired with a Hazard Type, a Lingering Radius remains active on the Combat Grid for a period of time. It can be traversed through but the combatant that does so will be subject to its effect.

AFTERMATH | COMBAT

Hazard Types

Weapons and traps pose hazards throughout Aftermath, but there are environmental dangers as well. Below are the six Hazard Types and while they are most commonly the results of dangerous environments, there are certain weapons -and peoples- that can cause these damage types.

Radiation

One of the most prevalent hazards is Radiation, the ground is soaked in it after all. Radiation inflicts direct damage to the player's health but its intensity is affected by FORTITUDE. It's damage will slowly drain health and if there is a significant amount in an area, can completely prevent the ability to regain health until that area has been left. A number of sources can inflict radiation but it can be mitigated with Medicines like the Iodine Tablets or resisted with items such as a Hazmat Suit.

Effect

Direct damage to players health over time, while exposed to high levels players cannot heal or regain health.

Gas

Gas hazards inflicts direct damage to the player's health but is reduced by the amount of FORTITUDE a characer has. It is similar to Radiation in the sense that it will slowly drain a player's health but differs in that it will never impede the ability to regain health. It will, however, have a chance to poison the player in which the effects of Gas linger even after leaving the source. It can be treated with Medicines like Detox and resisted by wearing items such as a Ventilation Mask.

Effect

Direct damage to players health over time and can cause lingering damage long after exposure.

Heat

Ignoring FORTITUDE, Heat inflicts damage directly to the player's health but does so in intervals. The player is able to endure short periods of time while exposed to Heat but will start to take significant damage after some time depending on its intensity. While subject to Heat, the player's Challenge Evasion roll will be reduced by -3. It cannot be treated with Medicines but can be resisted by equipping items such as a Thermal-Plastic Suit.

Effect

Periodic damage to players health while exposed and Challenge Evasion Roll is reduced by -3.


Cold

Cold functions in a similar way to Heat where it ignores FORTITUDE and inflicts damage directly to the players health in intervals after certain periods of time. Unlike Heat, however, Cold affects a player's Evasion and while subject to Cold Evasion will be reduced by -3. It cannot be treated with Medicines but can be resisted by equipping items such as a Mylar Suit.

Effect

Periodic damage to players health while exposed and Evasion is reduced by -3.

Detonation

The second most common hazard in Aftermath, Detonation is an instant amount of significant damage directly targeting the players health. It often has Knockback and will push the character away from the source of Detonation. It cannot be treated with Medicines and there is no true way to resist Detonation type damage, only lessen it's effects by utilizing baricades or equipping items like a Shielding Suit.

Effect

Instant Significant damage to players health and will push character away from the source.

Electrical

Electrical hazards instantly inflict small amounts of damage to the players health. While it may deal minimal damage, it has a high chance of Shock which will prevent a character from performing an Action or Moving depending on the situation. It can be resisted by equipping items such as the Rubber Suit but there are no Medicines that can prevent this hazard.

Effect

Instant Minimal damage to players health but can Shock character

AFTERMATH | COMBAT

Barricades

Barricades are Obstacles that players can carry with them and deploy in an open Bloc during combat as a Create Barricade action. The effect is only valid if the Barricade is between the source of the damage and the target of the damage. They often fall under the Half Obstacle and Full Obstacle types and their occupying Bloc can be traversed through unless otherwise specified.

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Size Evasion Buff
HALF +1
FULL +2

Scrap Metal Barricade

A square sheet of metal covered in other metal pierced together by other metal.

Size: Half

Crafting: Aluminum x1 | Copper x1 | Wire x1

Metal Trash Lid

A metal trash lid. That's it.

Size: Half

Crafting: Aluminum x2

Corrugated Aluminum Sheeting

A tall sheet of ribbed Aluminum

Size: Full

Crafting: Aluminum x2 | Metal Nail x4

Reaper Head Plate

A black sheet of metal pulled from the head of a Reaper. It's shaped like a rounded trapezoid and has brass filigree decorating the edges.

Effect: Full

Ballistic Shield: Combatants behind the barricade within 2 blocs [10 ft] are protected from DETONATION Knockback.

AFTERMATH | COMBAT

Medicine

Medicine is an important factor both in and out of combat. During Combat certain meds can keep a combatant alive, save one from the brink of death or tremendously buff attacks to turn the tides of the battle. Keep in mind, however, these drugs often don't follow strict manufacturing rules and many have adverse side effects to prologued use.

Note: the mechanics of this article are subject to change as it is seen/demonstrated in play.

Side Effects

Side Effects are caused by repeatedly Overdosing. With each drug come a variety of side effects and while specific drugs may be known for a few, there is always a chance the ingestee can suffer a different Side Effect.

These Side Effects do not come into effect until the effect of the medication wears off. Side Effects last for 24 hours, but a FORTITUDE save will cancel the Side Effect.

Overdosing †

By taking a variety of Medicines within a 24 hour period, one can overdose. Your overdose limit is determined by your FORTITUDE.

Side Effects
Status Effect
Nausea FORT. rolls are at disadvantage
Lethargy VIGOR rolls are at disadvantage
Dizziness Cannot perform the Take Aim or Brace for Impact Actions in Combat
Insomnia MIND rolls are at disadvantage
Hypertension Evasion stat is lowered by 2
Hangover CHARM rolls are at disadvantage
Black Out The result of drinking far too much Alcohol. You pass out drunk for 3 hours and are unable to do anything for the duration. On waking you suffer from Hangover.

Addiction and Withdrawal †

Addiction and Withdrawal are caused by repeatedly overdosing on medications. Both are canceled by taking the same medication as what caused the initial addiction. After the effects of the medication however, Addiction kicks in again. After Addiction has timed out, Withdrawal may kick in. Both cannot be canceled by FORTITUDE saves. To cancel either requires Detox (or in Addiction's case, waiting the 24 hours).

Addiction †

Roll 1d4, this determines which stat is effected by addiction; the next 3 saves/rolls of that stat are at disatvantage or until the 24 hours is up.

Addiction lasts for 24 hours or until next medication use. Can be canceled by Detox.

Withdrawal †

Initiated after the 24 hour period of Addiction, your next 3 saves/rolls of any type will have disadvantage. Your Evasion will drop by 2 and your health will temporarily drop by 1d6 per day you suffer from Withdrawal going no lower than 5.

Withdrawal lasts 72 hours in game or until next medication use. Can be canceled by Detox.

AFTERMATH | MEDICINE

Types of Medicines

Iodine Tablets

Appearance:

Small, white bottles containing varying amounts of bright yellow-green chalky tablets. Note: Does not attribute or cause Addiction or Withdrawal.

Usage

Consuming a bottle of Iodine Tablets will half the damage taken by RADIATION damage.

Overdose Effect: Nausea

Duration: Instant

Worth: 150 Tabs

Pain Killers

Appearance:

A small white bottle containing varying amounts of dark red, waxy tablets.

Usage

Consuming a bottle of Pain Killers will restore health.

Small: 1d12 Medium: 2d12 Large: 3d12

Overdose Effect: Nausea, Insomnia

Duration: Instant

Worth: 75 Tabs

Steroids

Appearance:

A syringe with a murky yellow and brown substance in it.

Usage

Injecting a syringe of Steroids will add damage to your next 3 Melee attacks if in combat and to any VIGOR roll outside of Combat.

Small: 1d8 Medium: 2d8 Large: 3d8

Overdose Effect: Lethargy, Hypertension

Duration: 4 Hours

Worth: 85 Tabs

Sedatives

Appearance:

A syringe with a murky green and amber substance in it.

Usage

Injecting a syringe of Sedatives will add damage to your next 3 Distance attacks if in combat and to any FORTITUDE roll outside of combat.

Small: 1d8 Medium: 2d8 Large: 3d8

Overdose Effect: Insomnia, Dizziness

Duration: 4 Hours

Worth: 100 Tabs


Stimulants

Appearance:

A bottle of deep brown syrupy liquid, the label has long faded off.

Usage

Consuming a bottle of Stimulants will add to your Evasion for the next 3 turns.

Small: +2 Medium: +3 Large: +4

Overdose Effect: Hypertension, Dizziness

Duration: 6 Hours

Worth: 100 Tabs

Neuro-Caps

Appearance:

An orange, glass bottle filled with small blue capsules.

Usage

Consuming a bottle of Neuro-Caps will add to your Evasion Challenge roll for the next 3 turns if in combat and to any MIND roll outside of Combat.

Small: +2 Medium: +3 Large: +4

Overdose Effect: Headache, Hypertension

Duration: 2 Hours

Worth: 110 Tabs

Detox

Appearance:

A plastic bag container with metal seams. It contains a rust yellow liquid inside.

Usage

Using a bag of Detox will alleviate the effects of any drug buff/debuff.

Duration: Instant

Worth: 200 Tabs

Gauze

Appearance

A tattered roll of old gauze, it still looks like it might stop someone from bleeding.

Usage: If used on a Combatant in Critical Condition it will add +5 to the Last Wind roll. Can also be used to regain 2d4 health.

Avg. Worth: 20 tabs

Crafting: any Fabric x1

AFTERMATH | MEDICINE

Weapons

Aftermath is a dangerous world, filled with mutants, the derranged, weapons hidden from time, but most of all, survivors. When no one can be trusted and bonds are easily broken, the only laws that matter are the ones enforced by blades and bullets.

There are a variety of Weapons and Weapon types to choose from and craft including Short Blades, Long Blades, Hand Hammers, Heavy Hammers, Hand Guns, Rifles, Heavy Guns and Explosives.

ShortBlades

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Scissor Blades

Half a pair of scissors, this one has a [color] Handle

Damage: 1d4 Range: Melee

Crafting: Aluminum x1 | Thick Plastic x1

Kitchen Knife

A simple kitchen knife, it has dried blood on it.

Damage: 1d4 Range: Melee

Crafting: Aluminum x1 | Thick Plastic x1

Railway Spike Shank

A Railway Spike wrapped with sturdy cloth, it's tip is extra sharp.

Damage: 2d4 Range: Melee

Crafting: Railway Spike x1 | Sturdy Cloth x1

Bat Talons

Talons from a Mutated Mole Bat wrapped in some spare cloth.

Damage: 1d6 Range: Melee

Salvage: Tattered Cloth x2

Glass Shank

A long shard of glass with cloth wrapping as a handle.

Damage: 1d6 Range: Melee

Crafting: Tattered Cloth x2 | Glass x1

Skinning Knife

A thin, curved blade with two spines at the tip. It is extremely sharp

Damage: 2d6 Range: Melee

Thin Skin: Target makes a FORT. save, on fail receives 2D6 of damage in addition to 1d4 damage each subsequent Turn until killed.

Note: Cannot be used against non-flesh enemies.

Crafting: Cobalt x1 | Wood x1


Bowie Knife

A thick blade with a curve at the point and a rubber handle.

Damage: 2d6 Range: Melee

Crafting: Cobalt x1 | Rubber x2

Serrated Bowie Knife

A thick blade, its cutting edge chiseled into a series of curved points.

Damage: 2d6 Range: Melee

Serrated Edge: Target makes a FORT. save, on fail receives 2d6 of damage in addition to 1d4 of bleed damage until killed.

Note: Cannot be used against non-flesh enemies.

Crafting: Cobalt x1 | Rubber x2 | TL

AFTERMATH | WEAPONS

Long Blades

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Sharpened Rebar

A long secton of rebar with a sharpened point and cloth for a handle.

Damage: 1d8 Range: Melee

Crafting: Iron x1 | Sturdy Cloth x2

Hand Saw

A saw typically used for sawing wood by hand, the handle is wrapped in worn cloth tape and the blade has a few rust marks on it.

Damage: 1d8+1 | +2 against Wooden objects Range: Melee

Crafting: Iron x1 | Wood x1

Flattened Rebar

A bar of rebar that has been hammered flat and sharpened on one edge.

Damage: 2d6 Range: Melee

Crafting: Iron x2

Old Machete

A machete, it's blade is chipped in a few places and the wood handle is brittle.

Damage: 1d6+2 Range: Melee

Crafting: Iron x1 | Wood x1 | Duct Tape x1

Gigli Saw

A medical saw with a heavily rusted serrated blade.

Damage: 1d8 +2 Range: Melee

Medical Utensil: Gain +2 to your roll if performing a medical procedure when using the Gigli saw.

Crafting: Iron x1 | Wire x2

Wrench Blade

A sharp blade strapped to a wrench.

Damage: 2d6 Range: Melee

Crafting: Kitchen Knife x1 | Wrench x1 | Wire x2

Corroded Rapier

A makeshift rapier, it's blade is chipped in a few places and the handle is brittle, but tape keeps it together.

Damage: 2D8 Range: Melee

Sword Finesse: If an enemy is moving through the Bloc you are occupying deal 1d4 damage to them.

Crafting: Iron x2 | Duct Tape x2


Reaper Claw

A brass claw scythe attached to a black metal rod, the underside of the blade is serrated. It is perfectly balanced between the grip and blade. [Heavy Tag]

Damage: 3d8 Range: Melee

Reaper: Roll 1d6, this determines how deep the serrated blade digs into the target with 6 being critical. Roll a 1d8 per hit.

Note: Must rest a Turn before being used again.

Crafting: Rubber x5 | Cobalt x2 | Brass x10 | TL | BP

Metal Fire Cutlass

A long, blue metal blade with a copper engraved hand guard. There is a small cannister where the pommel should be.

Damage: 2d8 Range: Melee

MetalFire Thrust: 3d8+2; the cartridge snaps and the gun powder thrusts the blade forward with unyielding force.

Note: Must be reloaded after use with Gun Powder x1

Crafting: Cobalt x1 | Copper x5 | Aluminum x1 | TL

AFTERMATH | WEAPONS

Hand Hammers

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Claw Hammer

A standard claw hammer about the length of your fore-arm.

Damage: 1d4 Range: Melee

Salvage: Wood x1 | Iron x1

Cast Iron Frying Pan

It's a cast iron frying pan. It's really old

Damage: 1d4 Range: Melee

Salvage: Iron x2

Section of Rebar

A long piece of metal pulled from rubble, it leaves flakes of rust on your hands.

Damage: 1d4 Range: Melee

Crafting: Iron x1 | Tattered Cloth x2

Razor Hatchet

A series of razor blades shoved through a thin piece of wood.

Damage: 2d4 Range: Melee

Crafting: Iron x1 | Wood x1

Wrench

A blue wrench, the claw screw is rusted closed

Damage: 1d4 Range: Melee

Effect: Adds +1 to Salvage rolls on large objects

Salvage: Iron x1

Barbed Wire Bat

A bat with barbed wire wrapped around the end. Can be Wood or Aluminum.

Damage: 1d6 Range: Melee

Crafting: Wood x2 or Aluminum x2 | Wire x2

Nail Bat

A bat with nails hammered through the end.

Damage: 1d6+2 Range: Melee

Crafting: Wood x2 | Metal Nail x3 | Rail Road Spike x1

Tesla Wrench

A pair of wrenches strapped together with tape and rubber. Wires run the length of the mace-like weapon.

Damage: 2d6+2 Range: Melee

Charged Shock: On hit, target receives 1d4 Electrical damage and is unable to move next turn. This must recharge for 1 Round.

Crafting: Wrench x2 | Rubber x1 | Wire x1 | Duct Tape x1 | Force Battery [sml] x1

Pipe Staff

A hollow pipe; it leaves rust on your hand.

Damage: 1d4 Range: Melee

Crafting: Aluminum x2

Wood Staff

A staff of two wood pieces tied together, it's bent and the ends look like they'll splinter.

Damage: 1d4 Range: Melee

Crafting: Wood x2 | Wire x1

Rebar Staff

A section of rebar with tattered cloth wrapped around the centre.

Damage: 2d4 Range: Melee

Crafting: Iron x2 | Tattered Cloth x1

Shovel

A simple iron shovel, the long handle has been worn smooth.

Damage: 2d4 Range: Melee

Crafting: Iron x1 | Wood x2

Reaper Leg Shaft

A long rod of black metal once used as a piston shaft for a Reaper leg. It is decorated with Brass filigree and springs.

Damage: 3d6+2 Range: Melee

Spring Thrust: 3d6+1, move an additional 2 Blocs forward when attacking. The attack fails if the target is outside of the additional range or if an Obstacle blocks movement forward.

Crafting: Cobalt x1 | Brass x3 | TL

Crowbar

A long metal bar that has a lightly bent end and a curved hooked end. There looks to be remnants of paint on the surface.

Damage: 1d6 Range: Melee

Effect: Add +2 to VIGOR when using this item to open something

Salvage: Iron x2

AFTERMATH | WEAPONS

Heavy Hammers

Heavy Hammers are weapons that require two hands to wield but are light enough in most cases to not be cumbersome. However, there are a number of Heavy Hammers that do carry the Heavy Tag.

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Rebar in Rubble

A long section of rebar stuck in a chunk of cement. [Heavy Tag]

Damage: 1d8 Range: Melee

Salvage: Iron x2

Rebar in Wire

A long section of rebar stuck in a chunk of cement wrapped with barbed wire. [Heavy Tag]

Damage: 2d8+2 Range: Melee

Effect: Target makes a VIGOR saving throw, on fail receives an additional 1d4 damage

Wire Hooks: 1d8; scrape the head of the hammer against the target, they make a VIGOR save, on fail they are knocked prone and receive 1d4 damage.

Crafting: Rebar in Rubble x1 | Wire x3

Metal Fan

A large fan without the blade cage, the blades have been reinforced and sharpened.

Damage: 2d6+2 Range: Melee

Crafting: Aluminum x2 | Iron x1

Electrified Metal Fan

A large fan missing the blade cage; the blades have been sharpened and plated with copper

Damage: 2d6+3 Range: Melee

Charged Shock: On hit, target receives 2d4 Electrical damage and is unable to move next Turn. Must recharge after use [2 Rounds].

Crafting: Metal Fan x1 | Copper x3 | Force Battery [sml] x1

Reaper Leg Piston

A long rod of black metal attatched to a piston Cylinder. It is decorated with Brass filigree and wires. [Heavy Tag]

Damage: 3d6+2 Range: Melee

Piston Slam: Roll a d6, this determines how many times the piston fires against a target with 6 being a critical. Roll 1d6 per piston fire.

Note: Piston must cool down for 2 turns before being used again.

Crafting: Cobalt x1 | Brass x3 | TL


Sledge Hammer

A large hammer with a rubber grip and solid iron head. It's quite hefty.

Damage: 1d8 Range Melee

Salvage: Iron x2 | Wood x1 | Rubber x1

AFTERMATH | WEAPONS

Hand Guns

Most Hand Guns use "Hand Gun Ammo" and the ammunition can be interchanged between weapons unless otherwise specified.

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Simple Hand Gun

A small, cobalt metal handgun, it's rough around the edges but it will most likely work.

Uses Before Reload: 10

Damage: 1d6 Range: Mid

Salvage: Iron x2 | Rubber x2

Revolver

A metal revolver handgun with a six shot barrel. It's scratched up but will probably fire.

Uses Before Reload: 6

Damage: 1d6 Range: Mid

Salvage: Iron x2 | Rubber x2

Syringe Gun

A plastic gun with cartridges that look like they would fit Syringes.

Note: Consumes "Syringes" as ammo.

Uses Before Reload: 10

Damage 1d6 Range: Mid

Effect: Can consume one Medicine and target receives the effects.

Crafting: Aluminum x2 | Glass x2 | Thick Plastic x2

Modded Dart Gun

A plastic gun with a metal cylinder and barrel, it looks like it was once a toy that could have shot foam darts.

Uses Before Reload: 12

Damage: 2d6 Range: Mid

Crafting: Aluminum x1 | Thin Plastic x2 | Thick Plastic x1

Nail Gun

A metal construction tool modified to fire nails with more power.

Note: Consumes "Metal Nail" as ammo.

Uses Before Reload: 20

Damage: 2d6 Range: Mid

Crafting: Aluminum x2 | Iron x1 | Metal Nail x2


Sterben Revolver

A blue metal revolver with copper plating. It has a five bullet cylinder.

Uses Before Reload: 5

Damage: 3d6 Range: Mid

Hammer: Roll a d6 to determine how many bullets hit with 6 being a critical. Roll 1d4+1 for each successful hit.

Note: Must have full cylinder.

Crafting: Cobalt x1 | Rubber x2 | Copper x2

Black Revolver

A black metal revolver with brass plating. It has a five bullet cylinder.

Uses Before Reload: 5

Damage: 3d6 Range: Mid

Hammer: Roll a d6 to determine how many bullets hit with a 6 being a critical. Roll 1d4+1 for each successful hit.

Note: Must have full cylinder

Crafting: Cobalt x1 | Rubber x2 | Brass x2

AFTERMATH | WEAPONS

Rifles

Most Rifles use "Rifle Ammo" and the ammunition can be interchanged between weapons unless otherwise specified.

Note: This Compendium is ongoing and ever expanding. Check back frequently.

Junk Rifle

A slapped together weapon with a simple iron scope.

Uses Before Reload: 12

Damage:1d8 Range: Distance

Crafting: Aluminum x3 | Wire x2 | Metal Nail x3

Aged Rifle

A rifle plagued by its age, it is clearly from the Before Times.

Uses Before Reload: 10

Damage: 1d8 Range: Distance

Crafting: Aluminum x3 | Wire x2 | Iron x1

Modded Dart Rifle

A thick plastic gun with a metal cylinder, it looks like it once fired foam darts.

Uses Before Reload: 10

Damage: 1d8+2 Range: Distance

Crafting: Aluminum x2 | Thick Plastic x3 | Metal Nail x3

Black Rifle

A black metal rifle with brass plating. It has a five shot cartridge and is rather heavy. [Heavy Tag]

Uses Before Reload: 5

Damage: 3d8+2 Range: Distance

Repeater: Roll a d6, this determines how many bullets hit with 6 being a critical. Roll a 1d6+2 per bullet that hits.

Note: Must have full cartridge

Crafting: Cobalt x3 | Rubber x2 | Brass x5

Sterben Rifle

A blue metal rifle with copper plating. It has a five shot cartridge and is rather heavy. [Heavy Tag]

Uses Before Reload: 8

Damage: 3d8+2 Range: Distance

Repeater: Roll a d6, this determines how many bullets hit with 6 being a critical. Roll a 1d6+2 per bullet that hits.

Note: Must have full cartridge

Crafting: Cobalt x3 | Rubber x2 | Copper x2 | BP

AFTERMATH | WEAPONS

Heavy Guns

Heavy Guns are high powered weapons and due to their size are all marked with the Heavy Tag. However, these weapons can be modified with a Remount Mod to remove the Heavy Tag and some use requirements. The Weapons use three types of Ammunition; Mortar Shell, Grenade, and Anti-Armor Bullets.

Note: This compendium is ongoing and ever expanding. Check back frequently.

Damaged Turret Type-T

A damaged turret salvaged from an AgilMech, it's missing a rotor and has a few scrapes and dents.

Ammunition: Anti-Armor Bullets

Uses Before Reload: 12

Damage: 2d6 Range: Mid

Target Shot: 3d6, turret hones in on target; this attack always hits but if Challenge Evasion roll is lower than target Evasion, damage is halved. Can only be used every other Round.

Crafting: Iron x5 | Cobalt x1 | BP

Type-A Cannon

A cannon salvaged from an AgilMech, the barrel is painted with blue and black stripes.

Ammunition: Grenade

Uses Before Reload: 8

Damage: 4d6 with 1d6 to anything within a 1 Bloc radius of target. Range: Mid

Cannonade: Anything within a Cluster radius of 4 Blocs takes Detonation Damage. Consumes 2 Ammo.

Crafting: Cobalt x3 | Cobalt Shielding x1 | BP | TL

MK 45 Incendiary Cannon

A massive cannon salvaged from an ancient gunship and refitted to be carried by hand.

Ammunition: Mortar Shell

Uses Before Reload: 8

Damage: 4d8, with 1d6 to anything within a 1 Bloc of target. Range: Mid

Rain of Fire: Anything within a Cluster radius of 4 Blocs takes Heat Damage. The area remains ablaze for 3 Rounds, causing 1d8 Heat damage every turn spent within the Lingering Radius. Wielder is moved back 1 Bloc after attack unless an Obstacle is blocking the move. Consumes 6 ammo

Crafting: Treated Thermal-Plastic x1 | Copper x3 | Cobalt x3 | Cobalt Shielding x1 | BP | TL


Black Cannon

A grenade launcher made of black metal and brass decoration with a 5 slot cylinder. It is just light enough to be carried.

Ammunition: Grenades

Uses Before Reload: 5

Damage: 2d10 with 1d4 to anything within 1 Bloc of target. Range: Mid

Auto Launch: Roll a d6, this determines how many grenades are launched with 6 being a critical. Roll 1d8 per grenade. These hit anything within a cluster radius of 4 Blocs and deal Detonation Damage pushing anything in the radius out of their occupying Blocs.

Note: Must have full cartridge.

Crafting: Cobalt x4 | Rubber x3 | Brass x10 | TL

Sterben Cannon

A grenade launcher made of blue metal and copper decoration with a 5 slot cylinder. It is just light enough to be carried.

Ammunition: Grenades

Uses Before Reload: 5

Damage: 2d10 with 1d4 damage in 5ft radius Range: Mid

Auto Launch: Roll a d6, this determines how many grenades are launched with 6 being a critical. Roll 1d8 per grenade. These hit anything within a cluster radius of 4 Blocs and deal Detonation Damage pushing anything in the cluster radius out of their Blocs.

Note: Must have full cartridge.

Crafting: Cobalt x4 | Rubber x3 | Brass x10 | TL

Anti-Armour Rifle

A red-black metal gun with aluminum detailing. It has a long barrel, muzzle compensator, and a bipod.

Note: Combatant must be Prone to use this weapon

Ammunition: Anti-Armor Bullets

Uses Before Reload: 8

Damage: 4d8 Range: Distance

High Power: 4d8; Bullets cause +1d6 to non-mechanical targets and +1d4 to mechanical targets.

Crafting: Unknown Shielding x2 | Cobalt x2 | Aluminum x1 | Rubber x2 | BP | TL

AFTERMATH | WEAPONS

Explosives

Explosives can either be thrown or set up as traps. If they are thrown, they can be thrown a distance equivalent to the number of Blocs the player can move.

Note: This compendium is ongoing and ever expanding. Check back frequently.

Pipe Bomb

A can filled with scrap metals and junk.

Radius: Cluster 4 Blocs

Damage: 1d6

Crafting: Scrap Metal x1 | Metal Nail x1 | Empty Soda Can x1 or Aluminum x1 | Gun Powder x1

Heavy Pipe Bomb

Two cans filled with shrapnel and scrap metals.

Radius: Cluster 4 Blocs

Damage: 2d6

Crafting: Scrap Metal x2 | Metal Nail x1 | Empty Soda Can x2 or Aluminum x2 | Gun Powder x1

Incendiary Pipe Bomb

A can filled with flamable shrapnel.

Radius: Cluster 4 Blocs

Damage: 2d6

Effect: Sets the radius on fire for 3 Rounds causing 1d4 Heat damage on all targets inside.

Crafting: Wood x2 | Metail Nail x2 | Empty Soda Can x1 or Aluminum x1 | Thermite Powder

Molotov

A glass bottle filled with alcohol with a rag in the bottle neck. It smells strongly of liquor.

Radius: Cluster 4 Blocs

Effect: Sets the radius on fire for 3 Rounds causing 1d4 Heat damage on all targets inside. Targets that leave the radius will continue to suffer Heat damage for the duration.

Crafting: Glass Jar x1 | Tattered Cloth x1 | Processed Alcohol x1 or Moonshine x1 or Vodka x1

Roentgen Smoke Bomb

A glass bottle filled with a light grey powder.

Radius: Cluster 4 Blocs

Effect: 1d6 Radiation damage on all targets within radius for 4 turns.

Crafting: Glass Jar x1 | Filter x2| Alpha-Dust x2

AFTERMATH | WEAPONS