Afterwar: Year 0
Click here for a character creation spreadsheet.
1. Roll 1d10 for each of six Basic Attributes
1a. Total STR+AGI+CON+INT+EDU+CHR, does the total 30 or greater? If not then proceed to 1b. If yes, proceed to 1c.
1b. Add Points to Basic Attributes to bring total to 30, if rolled total is less than 30.
1c. Reroll 1 Basic Attribute, if desired. The new roll is final.
2. Choose Nationality, unless you have permission from your GM, your Nationality is American.
2a. Record Native Language ability score. Americans have English(NA) at 10.
2b. Dice for Second Language. Roll 1d10, 10-6 no Second Language, 5-1, choose a language from the following list whose chance level is greater than or equal to your roll. To determine your skill level, roll 1d10.
|4||Cantonese, Mandarin, Hindi|
|3||Vietnamese, Laotian, Cambodian, Thai, French, Swahili|
|2||German, Italian, Polish, Yiddish, Navaho, Nahuatl, Polynesian|
|1||Choose Any Language, including East Block ones|
3. Choose 4 Backgorund Skills, from the following list, each at skill level 2.
- Ground Vehicle (Wheeled)
- Unarmed Martial Arts
- Small Watercraft
- Ground Vehicle (Motorcycle)
+ Any language, in addition to Native and Second Languages, if any.
4. Enter Career Terms. Each Term is 4 years, starting from age 17. Go Here for a list of career choices. Choose 1 Career each Term, if entry is allowed by that career’s entry requirements. Gain all 1st term skills, IF this is your first term if that career (even if this is not your first term overall). Refer to the chart below for number of additional skills added by subsequent terms. All career terms allow 1 or more Secondary Activities, as specified by that Career, see chart below for choices. Remember to check the prerequesites for the Career.
4a. Dice for promotion as directed by career, if promted as military, gain your branch of service’s first NCO rank, if enlisted, or gain 1 officer’s rank if comissioned. Every term promoted in the Military, gain 1 skill rank to each of the Military Career Skills listed below. If civilian, gain three bonus skill ranks from the subsequent terms list. Military characters who do not gain promotion achieve the rank of Specialist or that service branch’s equivalent.
A character who completes one or more full terms of active duty with the armed forces may leave the armed forces and enter the reserve component. While in the reserves, the character may be active or inactive, at the player’s option. This decision is made separately each career term. An inactive reservist retains his previous rank but does not roll for promotion and does not receive any additional skills. A character who is an active reservist counts this as his second activity for his main career for the term. He rolls for promotion normally and receives one skill level from the list of subsequent term skills for his military career. Active reservists may only choose careers from branches in which they served during active duty.
4b. Dice for contacts as directed by Career description. Dice for aging, as directed below, roll 1d10 for each indicated Basic Attribute, if you roll less than your current value, reduce the current value by one.
4c. Dice for outbreak of war; roll 1d10, if roll is less than the number of Terms generated, war breaks out. (ie., war breaks out at the end of the first term on a roll of 1, at end of second term on roll of 1 or 2, etc.). On outbreak of war all civilian chararacters are drafted unless otherwise noted by Career. All characters gain one War Term as described below.
Once war breaks out, the character has one term under fire. All regularsget one automatic promotion and roll again for another at the end of the term. Reservists and draftees just roll. All characters get their normal skills for a subsequent term. Regulars and recalled reservists get twice the normal number of skills allowed by their military career – these are chosen from the subsequent term skill list. The only allowed secondary activities are listed below.
American civilian characters are drafted unless their career notes specify otherwise. They receive basic training, then pick a military career and receive its skill points. Draftees are allowed a second activity during this term. Civilian characters who receive direct commissionsas medical officers or engineers are treated as draftees.
European civilian characters are drafted into the militia. This has the same resuit as being drafted into the army except these characters do not receive basic training. Militia characters are allowed a normal second activity during this term.
Government agents (whoare exempt from the draft) may volunteer for service, in which case they are treated as draftees, or they may remain as government agents. If so, they conduct a normal career term and then find themselves with the other players. Government agents are allowed a normal second activity during this term.
Government Agents, Regulars, and Reservists may add a +2 bonus to any Basic Attribute as a cybernetic prosthesis with a location in the body determined by a roll on the random location chart, but the bonus is halved with any slight wound to that location, totally removed by any serious wound and becomes an additional -2 with a Critical wounds (in addition to normal wound penalites).
4d. Dice for Initiative; Regulars and Agents roll 1d6, Reservists roll 1d3, Draftees and Militia roll 1d2. Add one to this roll for rangers, airborne, special forces, force recon, snipers, and equivalents. Subtract one from this roll for support, air force enlisted, aviation enlisted, and military intelligence (but never reduce Initiative below l).
4e. Dice for Rads; Military characters start with a number of Rads equal to a roll of their total initiative in D6. civilians start with 1d6 x 1d10 in Rads.
|Term||Age||Career||Secondary Activity||Contacts||Promo||STR||AGL||CON||INT||CHR||Add. Term Skills|
- Acrobatics (dance orgymnastics)
- Climbing (rock climbing)
- CON +1 (jogging)
- Disguise (neighborhood theater)
- Early Firearms (historical re-enactment)
- Armed Martial Arts (historical re-enactment)
- EDU +1 (Adult education)
- Ground Vehicle (Motorcycle)
- Ground Vehicle (Wheeled)
- Medical (Trauma Aid) (CPR and first aid lessons)
- Observation (bird/train/airplane spotting/watching)
- Parachute (skydiving)
- Pilot (flying lessons)
- Scuba (skindiving)
- Small Arms (target shooting)
- Small Watercraft (boating)
- Snow Skiing
- STR +1 (weight lifting)
- Survival (camping)
- Tracking (hunting)
- Unarmed Martial Arts
- + 1 Initiative (direct fire combat)
- Armed Martial Arts (close combat)
- Scrounging (supply)
- Survival (partisan activity)
- Willpower (forced marching)
- Riding (horse cavalry)
- Ground Vehicle(any)
- Perception (point man)
- Ground Tactics (squad leader)
- Interrogation (intelligence)
- Medical (Trauma Aid)
- Electronics (Communications)
5. Calculate Derived Attributes
5a. Hit Capacity is a measure of the amount of damage (hits or hit points) a character can take before suffering serious injury. Hit points can be suffered in any of seven different parts of the body: left leg, right leg, left arm, right arm, head, abdomen, and chest.
*The Hit Capacity of a character’s head is equal to twice his Constitution (CONx2).
*The Hit Capacity of his chest is equal to three times the sum of his Strength and Constitution [(STR+CON)x3].
*Each of his other body parts has a Hit Capacity equal to two times the sum of his Strength and Constitution [(STR+CON)x2].
Each body part has four wound levels, each with a threshhold based on that part’s Hit Capacity.
- Scratched is from 1 hit to Hit Capacity.
- Slight is from Hit Capacity plus 1 to twice Hit Capacity.
- Serious is twice Hit Capacity plus one to four time Hit Capacity.
- Critical is anything greater than four times Hit Capacity.
*Male Characters Weight = 80 plus four times Strength minus Agility, [4x(STR-AGL)] + 80.
*Female Characters Weight = 65 plus four times Strength minus Agility, [4x(STR-AGL)] + 65.
5c. Load. Normal Load is (STR+CON)x3. Burdened Load is up to twice Normnal Load. A character may Lift up to 4 times Normal Load and move it a short distance (up to 100 meters) but doing so counts as a period of hard work. Characers may combine their Load and Lift numbers to move extremly large and heavy items.
5d. Throw Range. Throw Range for a 1 kilo or less object, in meters, is equal to 4xSTR.
5e. Unarmed Damaged. Unarmed Damage is equal to (STR X Unarmed Martial Arts) / 10, rounding fractions down.
6. Record Starting Gear:
- 1 Bayonet and 1 knife (.25 kg)
- 1 ALICE or MOLLE LBV, with belt, and pouches (.5 kg)
- 1 lensatic compass
- 1 personal medical kit
- 2 1 quart canteens with canteen cups (2 kg each, 4 kg full)
- 1 2.25 quart hydration bladder (camel-back) (2.5 kg when full)
- 1 Interceptor IOTV body armor (15.9 kg)
- 1 MICH or PASGT kevlar helmet (1.36 kg)
- 1 DOGFACE soldier network device and arm mount (.25 kg)
- 1 DOGEARS soldier voice communications hands free under-helmet device (.25 kg)
- 1 AN/PVS-16 integrated HUD / night sight with target designator / remote sight module (.25 kg)
- 1 ACOG or MARS weapon sight
- 4 fragmentation grenades (.4 kg each)
- 2 smoke grenades (white) (.5 kg each)
- 1 personal weapon and 6 magazines or 6 40mm grenades (w/ bandoleer) or 2 100 round belts (1 kg / 66 rnds 5.56, 1kg / 28 rnds 7.62, x1.5 if belted)
- 1 automatic pistol or revolver with 3 full magazines or cylinders
- 1 duffle/sea bag
- 4 sets of camouflage fatigues
- 1 cold weather suit; parka, parka liner, and over-pants
- 4 pair Polypropylene long-john underwear
- 1 angle head flashlight (and D cell x 2)
- 1 foam ground mat
- 1 large ALICE or MOLLE rucksack
- 1 mess kit
- 1 mosquito net and 2 cans DDT spray
- 180 rounds 5.56 or 7.62 on stripper clips in bandoleers or 1 100 round belt (1 kg / 66 rnds 5.56, 1kg / 28 rnds 7.62, x1.5 if belted)
- 1 poncho set; poncho and poncho liner
- 1 chemical protective mask with carrier
- 1 chemical protective suit with over-boots, and carry bag
- 2 atropine and 2 pam-chloride injector sets
- 1 rainsuit; top and bottom
- 1 shelter half
- 1 sleeping bag system with stuff sack ,
- 1 fleece sweater and 1 flece helmet liner/watch cap
- 6 pair undershirts, underwear, and boot-socks
- 2 pair combat boots
- 2 waterproof bags
- 1 pair ID tags
- 2 patrol caps and 1 boonie cap
- 1 shave kit with toiletries, and .5 kg of personal items
6a. Choose Personal Arm:
- M231 Submachinegun
- M4 Carbine
- M16 Assault Rifle
- M17 Infantry Automatic Rile
- M14 Battle Rifle
- M21 and M25 Sniper Rifles
- M110 Sniper Rifle
- M24 and M40 Sniper Rifles
- M1014 and M1015 Automatic Shotguns
- M249 Squad Automatic Weapon
- M250 and M60 Platoon Machine Guns
- M240 and M241 Medium Machine Guns
- M25 Grenade Rifle
- EX41 and M35 Multiple Grenade Launchers
- M12, M11, M9, and M1911 Handguns