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Aftermath Rules

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Aftermath Missions

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Aftermath: Missions: Water Purifier

Location: Urban 
Game Time: Max 90 minutes - simulating 14 days

Background
Your group has spent many years surviving on stored rations and have used a local spring for water. However recently the spring has become contaminated with something horrid and a small team has been sent forth to find filter unit. Rumours have it that a fanatical group known as the Red Brotherhood have found such a device. The red brotherhood are known to be located in the nearby city.
The characters are battling against the many possibly lethal hazards of an uncivilised world as well as fighting the clock. Each connection between scenes takes a certain number of days, the faster the mission is achieved the better. Mission is a failure if more than 14 days passes.

Method of insertion:
Walk in from the wilderness, entry from back of hall.

Mission:
Retrieve the water filtration unit within 2 weeks

Intelligence:
Near and in the city are known to be a number of groups including mutant humans with horrible facial deformities and limited intelligence. Marauders that move in large groups, usually quite well armed, looking for easy prey. The Baron and his security men that is trying to build an empire out of the ruins, rumoured to be a ruthless mob of cutthroats and of course plenty of scavengers combing the ruins for anything useful for survival.

Extraction:
Carry the water filter back out again

Characters:
up to 10 Player characters

Replacements:
Replacements characters are available at the end of any scene except when under a Baron press gang until beginning of scene 5. The penalty for taking one or more replacements is 3 days is lost to the party as they have to return to their original wilderness hideout

Player Character Generation.
The players get to choose one of the following character profiles, players are encouraged to roleplay by adding their own character name and personality. All characters are assumed to come from a military background and are therefore skilled in combat skills and have inherited some excellent firepower.

Hit Points

Skill/Special Equipment

Weapon

Laser Skirmish Equivalent

5

Radio

M16

Pulse Rifle

5

Radio

M16

Pulse Rifle

6

 

M60 LMG

Morita

4

Medic

Thompson SMG

Berserker

4

Medic

Thompson SMG

Berserker

5

Demolitions – 1 charge

M16

Pulse Rifle

6

Scout

Thompson SMG

Berserker

6

 

M16

Pulse Rifle

6

 

M16

Pulse Rifle

6

 

M16

Pulse Rifle


Radio- players bring own radio but only the character can use it that is assigned above

A medic can have character that has been reduced to 0 hit pts can be saved by a medic by.


Give first aid (2 mins) to someone on 0 hit pts within 5 mins of that character dropping to 0 hit points; the injured character is set back to 2 hit pts by the MD. If not done with 5 mins, the character dies. While a character is reduced to 0 hit pts & awaiting first aid, you must lie on the ground, not move but you can groan & call out “medic!” definitely cannot shoot, talk or use any specialist skills. An injured character if shoot at, at point blank range by a enemy will be instantly killed.

The demolitions man can setup an explosive device. Carries on significant demolish an area of 20x20mm after 2 minute setup.

The scout is able to identify and follow tracks and is generally quite adept at spotting things accurately.


Victory Points:

100 VP if the water filter is recovered regardless of method add 5 points for every day it is retrieved that is less than 14 days from start.

-5 for each PC killed or replacement taken

50 VP if the water filter was reached but the characters could not get out it out (not cumulative with the 100 VP result)

 




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