Fast, action-packed and safe! The flag-tag system allows you to focus on the combat and not quick math problems every time something happens. Instead: get hit; lose a flag!
Afterworlds is a combat-heavy game, but uses a light and measured combat system that promotes safety for all combatants. Combat is a form of communication, and the physical blows are the method that this communication uses to get its point across. Each individual partaking in combat at an Afterworlds game will need to follow these simple rules for combat when using melee weapons at our game.
Only use Approved and Checked weapons. Before you are allowed to enter the game at the start of an event, staff and volunteers who are trained to check weapons will evaluate your weapons.
The GM’s calls are to be accepted as the resolution to any confusion in combat. After combat is over, you can approach the GM with any concerns afterwards.
The following rules apply to both ranged and melee attacks. If any of the following situations occur the hit is invalid and does not require the recipient to take damage:
Combat speed is the general rhythm and beat that is aimed for in the Afterworlds combat system. The intent of this system is to provide bursts of intense action with moments of brief clarity to allow the combatants time to collect themselves and self-regulate the combat.
A scene is a scenario in which characters take meaningful actions at Afterworlds. Scenes may contain an encounter or encounters (see below), but are not required to do so. Certain abilities and effects that characters and NPCs can use are limited by scenes. Scenes will start and end constantly, but only become important when abilities or effects that specify scenes occur.
A scene officially begins when two or more characters engage in some sort of meaningful interaction. Scenes are by design quite nebulous, and cannot be rigidly defined due to their nature but the following guidelines should be used to determine if you should consider a scene to have begun.
Utilizing this to circumvent rules without in-game reasons is a violation of Rule #1.
Once all participants have exited a scene, the scene ends. At the end of a scene, any abilities that are in effect end and any effects that are limited to being used a limited number of times in a scene are also reset. Artificially extending an scene by using abilities or counts so that you can take advantage of game mechanics without in-game reasons is a violation of Rule #1.
An encounter is a scenario in which combat happens. Certain abilities and effects that characters and NPCs can use are limited by encounters.
An encounter officially begins the moment a player or NPC uses a count, call or attack against another character. If a scene is not active at that time, it automatically starts a scene as well.
If you enter the area where an encounter is underway, you are now part of that encounter. If you have an ability that is only usable once per encounter per player, this new player is now an applicable target for that ability.
An encounter is over once hostilities from all parties involved in an encounter have stopped or when one side has achieved victory. Encounters cannot end if anyone involved is making a dying count or other players are using counts or abilities against each other.
At the end of an encounter, any abilities that can only be used once per encounter can now be used again. Effects that last until the end of the encounter are no longer in effect. Artificially extending an encounter by using abilities or counts is a violation of Rule #1. If you are being chased, the encounter is considered over if you can stand and count to 30 without anyone re-engaging you.
Ending an encounter does not automatically end the scene however and the scene continues until the scene ends in the normal manner.
When you hit your opponent, you need to stop your attacks against that opponent and reset. This allows your opponent some time to react to your hit. After you have scored a hit, and until your opponent has reacted to the damage, you are Immune to damage from that opponent and that opponent cannot cause damage to any other characters.
When you receive physical contact from a weapon or projectile, or you are within the area of effect of a damaging call, you have taken damage and must react to that damage. Until you have reacted to the damage, you cannot cause damage to other characters. To react, you take damage you must stop advancing or attacking and react to that damage.
If you have an ability to ignore the damage: Some calls such as armor, or dodge (see ‘Calls’ later in this chapter) allow you to prevent damage. You must still react and pull any required limit flags and make any calls that are needed to activate the ability.
If you cannot prevent the damage: You must call out “HIT” and then either “LIMB” or “HEALTH” as appropriate to where you were hit (see ‘Strike Zones’ below). Finally, you must either disable your limb or lose a flag as appropriate.
When you are hit with an attack, you take damage based on the area where the attack hits you. These areas are called strike zones.
LETHAL (TORSO): The lethal strike zone is your torso. This includes the top of your shoulders, and the joint of your hips. If you are hit, you lose a flag and call out “HIT HEALTH”. The neck, head and groin are not valid targets.
NON-LETHAL (LIMBS): The non-lethal strike zones include both your arms (up to the top of your shoulder) and legs (up to the joint of your hip). When struck in these zones, the limb that was struck is disabled and you call out “HIT LIMB”.
If your arm is disabled, you must let it hang to your side. You may not hold items in that hand. If both your arms are disabled, you must put anything you are holding at the time on the ground. If your leg is disabled, you cannot run and must fake a limp. If both your legs are disabled, you cannot move without another player (that can move) assisting you. Additional hits to disabled limbs count as hits to lethal strike zones.
When you lose a flag, you must pull the flag off of wherever you are keeping it displayed and toss it to the ground while making the call appropriate to the damage, such as “HIT HEALTH”.
When you lose your last health flag or durability flag you immediately gain the downed and wounded conditions (see ‘Conditions’ later in this chapter).
Once you have lost your last health flag or durability flag, if you are hit while you have the wounded condition, or otherwise gained the downed condition, you travel along the various stages of the death flow.
When you are downed, any further damage gives you the dying condition unless you have a health flag to lose instead. This condition will last until you complete the dying count started by your dying condition, or until you lose the dying condition in some other way.
When you reach the end of the dying count started by your dying condition, you gain the dead condition. This condition will last until the end of the encounter, when you get to make a count of “DEAD(10)(Int, Res, Vol)” to leave the game. This is your dead count.
When you leave the game after your dead count from your dead condition, you are defeated. This condition will last until you return to game.
When you are downed, dying, dead, or defeated, you can't use any information that you gain in game. For example, if someone hits you from behind, and you never saw who it was before you started dying, you cannot go to town and put a bounty on that character. To do so is considered a violation of Rule #1.
Certain items or abilities can restore lost health flags or durability flags. If a character who is dying has a flag restored to them, they lose the dying condition. However, restoring a lost flag does not remove the downed condition.
All limb damage is recovered at the end of combat by making a count of “RECOVER(5)(Int, Res, Vol)”. Limbs that are permanently damaged through the effects of an injury or malfunction card cannot be recovered in this manner.
At the end of the encounter you can make a count of “RECOVER(5)(Int, Res, Vol)” and when completed, you lose the downed condition. You will need to make a separate recover count to recover any disabled limbs after you have lost the downed condition.
If you have the dying condition and are hit with the revive or reboot call you lose the dying condition. You also lose the dying condition if a lost health flag or durability flag is restored to you.
Certain items or abilities can pause a dying count of a character who is in the dying condition. When your dying count is paused, stop at whatever number you were currently counting. If, for whatever reason, your dying count is resumed you must start counting again at the number that you stopped at when your count was paused.
Keeping track of abilities and powers that you can use can be a bit of a challenge when you start to get a lot of them available to you. The Flag-Tag system helps you recall how much you can do through limit flags! Use an ability, lose a flag.
If an ability requires you to pull a limit flag, you must pull the flag off of wherever you are keeping it displayed, and toss it to the ground in order to activate that ability. You cannot use the ability that requires the pull until the flag has been pulled.
Characters will have a max limit of limit flags that they can use to access the most powerful of their abilities. By default, characters will start with one limit flag, but this can be adjusted by species choices, perk selection and items.
Once these flags are used, they cannot be recovered until you take a rest in a safe area, use an item that allows you to regain a limit flag or use an ability or perk that allows you to restore a limit flag.
When you have all of your limit flags equipped, you are fresh. Certain abilities can require that you are fresh to activate. The opposite of fresh is spent. This is when you have no limit flags equipped.
A field medic spends time applying a bandage to their patient. A gladiator is temporarily able to hold fast against damage for a short period of time. A zombie prepares to bite into their prey.
Counts represent in-game actions that take time (such as the examples above) that are impossible to reproduce through a player’s real-life actions.
A count is represented by a two-part formula (ex: “BITE (3)”) that is spoken out loud to represent an in-game action and its duration.
For example, the call “BITE(3)” would be made aloud by counting “BITE, 3, 2, 1”.
After you finish the last required count, the count is completed. Refer to the description of the count to see what happens when the count is completed. Otherwise, the count just ends.
Counts include written qualifiers that describe any restrictions imposed on you while making those counts. Qualifiers are not spoken aloud when making a count.
In the case of “BITE(3)(Int, Vol)”, the (Int, Vol) refers to the qualifiers for the “BITE(3)” count.
These restrictions are the most common qualifiers, but each count description may have additional qualifiers written out in the description of the ability.
Att (No Attacks) | You cannot make attacks while making this count. You can still defend yourself. |
Int (Interruptible) | This count is interruptible. If you take damage while making the count, you must stop counting and you do not complete that count. |
Mov (No Movement) | You must plant your feet and cannot move from the spot where you started your count. |
Res (Restrictive) | You can’t do anything but count unless you have a perk or ability that specifically allows you to do so when making this kind of count. |
Vol (Voluntary) | This count can be voluntarily ended early. It does not count as completed if you choose to do so. |
A heavily-armored wastelander stands strong against their opponent’s machete attacks. A bounty hunter knocks their quarry unconscious. A powerful explosion devastates everything in its blast radius.
Calls represent in-game abilities or effects (such as the examples above) that are impossible to reproduce through a player’s real-life actions.
The calls and conditions you need to know are listed in the rest of this chapter. Please try to memorize them, as it ensures smoother combat encounters for all. As you customize and level your character, you may gain more calls. You don’t need to know every call or count in the game, but you must know the ones you have access to.
A call is a representation of an ability or effect that happens in game. Calls should be loud enough that players around you can hear it and react accordingly.
If a count shares the same name as a call, it must be treated as if that call was being called over and over. These counts may be interrupted as normal depending on their qualifiers.
For example, a "DODGE(2)(Int, Vol)” count is the Dodge call being called for 2 seconds. Per its qualifiers, this count can be interrupted and voluntarily ended. The ability that allows you to make this count will stipulate what kinds of attacks you can Dodge.
These are calls that you need to know how to use and respond to, especially because they can be attached to attacks directed at you.
The table below provides a quick outline of each required call. These calls are described in greater detail after the table.
Some calls can be countered in game by specific actions or perks, such as wearing armor or blocking with weapons. If a call cannot be countered, it will say so in its description.
CALL |
EFFECT |
BLAST | All your health is removed and you become downed. |
COMMAND | This precedes a short set of instructions that must be followed. |
GRAB | This applies the grabbed condition. |
GUARD | Someone stopped the last damage you took. |
HARM | You can't dodge this attack. |
KNOCKOUT | An attack sends you into downed, but deals no lasting damage. |
NO DAMAGE | This attack doesn’t deal damage. |
PIERCE | This attack bypasses armor. |
POISON | An attack that also damages your limit flags. |
RALLY | An effect that allows you to get a limit flag back. |
REBOOT | A robotic character recovers from serious damage. |
REGEN | An effect that allows you to get a health flag back. |
REVIVE | An organic character recovers from serious damage. |
STUN | You are prevented from doing anything unless you are damaged. |
TRUE | You take unavoidable, unblockable damage. |
A powerful and deadly attack, like a grenade or a headshot.
If you are hit with this call, you immediately lose all equipped health flags and are downed. If you are hit with this effect while you are already downed, you start dying. Certain strong creatures have abilities that treat blast differently.
Forces outside of your control have changed your fate.
When someone targets you with this call, they must point at you and follow the call up with a short direction or question. You must follow that direction or answer the question to the best of your ability. For example: If your opponent points at you and calls “COMMAND: Three steps back”, you must take 3 steps back from the person who called this effect.
Commands may have a duration of effect, such as “for a 30 count”, or “for one hour”, or “until sundown”. If a command does not have a specified duration, you should follow it for the remainder of the encounter or scene. For example: If your opponent points at you and calls to “COMMAND: Ignore me”, you must ignore that character while they are present in the area. The command no longer applies if either you or your opponent leaves the area or if you encounter each other later on in a different area.
Someone or something is holding you in place and now you are in close quarters combat.
When you are hit with this call, you are Grabbed and must follow these special restrictions:
If the character that is grabbing you removes their hand (or other prop in the case of non-human monsters) from you, you are no longer grabbed.
Someone just saved you a lot of pain.
When this call is made on you, ignore any damage and attached calls from the most recent melee or ranged attack that hit you. This includes attacks that hit simultaneously or rapidly, such as machine gun bursts.
You are hit with an attack that is too wild to dodge, like fire, acid, or psychic energy.
Harm represents damage from sources other than physical force, like fire, small explosions, psychic energy and many other types of damage. When you are hit with harm attached to an area of effect call (i.e. “HARM 5FT”) or any other non-contact method (i.e. “COMMAND: Take HARM”), you must take damage as if you were hit in a lethal zone (see ‘Strike Zones’ earlier in this chapter). By default, damage taken from the harm call or damage from melee or ranged attacks that have the harm call attached cannot be prevented with the dodge call.
You aren’t hurt, but you are knocked unconscious.
When you are hit with this call, you are downed but do not take any damage.
Contact happened, but it didn’t hurt.
When you are hit with no damage attached to an attack, you do not take any damage. You are still affected by any additional calls attached to the attack.
Your armor was unable to stop this attack.
Pierce represents damage that is able to bypass armor, such as armor piercing rounds, precision attacks or excessively strong attacks. When you are hit with pierce attached to an area of effect call (for example “PIERCE 5FT”) or any other non-contact method (for example “COMMAND: Take PIERCE”), you take damage as if you were hit in a lethal zone (see ‘Strike Zones’ earlier in this chapter). By default, the damage taken from the pierce call or damage from melee or ranged attacks that have the pierce call attached cannot be prevented with the armor call.
This toxic attack drains your energy and will to keep in the fight.
When you are hit with this call, you must burn a limit flag.
You are able to summon up a reserve of energy.
This call allows you to immediately pick up a nearby limit flag from the ground and equip it if you have less limit flags then your max limit. If there are no nearby limit flags, this ability is ignored. This call has no effect on a character who is downed.
A robot recovers from some serious damage.
THIS CALL ONLY WORKS ON ROBOTIC CHARACTERS.
If you are hit with reboot while dying, you may stop making a dying count and become downed. If you are hit with reboot while you are downed, you are no longer downed. If you are hit with reboot and are neither downed nor dying, it has no effect.
You quickly heal some damage.
When you are hit with this call, you may either grab and equip a nearby health flag from the ground (if you are below your max health), or regain the use of a disabled limb (not caused by an injury card). If there are no nearby health flags and you have no disabled limbs, this call has no effect.
An organic character recovers from some serious damage.
THIS CALL ONLY WORKS ON ORGANIC CHARACTERS.
If you are hit with revive while dying, you may stop making a dying count and become downed. If you are hit with revive while you are downed, you are no longer downed. If you are hit with revive and are neither downed nor dying, it has no effect.
You are temporarily unable to defend yourself.
When you are hit with this call you must make a count of “STUN(3)(Res)”. During this count, you cannot move, attack or do anything other than count. If you take any damage while making this count, the count immediately ends.
You had no way of defending against this attack.
True represents damage that is able to bypass almost any defense, including blocking and parrying. Ranged and melee attacks that have the true call attached that are parried with a weapon or blocked with a shield count as if the attack had hit you in a lethal zone (see ‘Strike Zones’ above). Any damage caused by an attack or call that has the true call attached to it cannot be prevented with the armor or dodge calls.
These calls are locked behind abilities, perks or items. Per chapter 2, namely trusting that other players know what they are doing, you don’t need to know these calls.
However, if you select perks that give you access to these calls, you must memorize them so you understand how they work.
The table below provides a quick outline of each required call. These calls are described in greater detail after the table.
CALL |
EFFECT |
ARMOR | Your armor prevents damage from an attack. Cannot be used against pierce or true. |
DODGE | You avoid an attack or call. Cannot be used against harm or true. |
IMMUNE | You can’t be affected by a certain call. |
INSPIRE | Your team leader has inspired you, and given you a special ability that you can use. |
RESIST | You are not affected by a specific call. |
Your armor is able to protect you from certain kinds of damage.
This call is made to prevent you from taking damage from an attack that has hit you. The perk or ability that grants you the ability to make the armor call will dictate what kind of attacks it prevents. You cannot use this ability when hit with an attack that carries pierce or true.
You are able to swiftly avoid certain kinds of damage.
This call is made to prevent you from taking damage from an attack that has hit you. The perk or ability that grants you the ability to make the dodge call will dictate what kind of attacks it prevents. You cannot use this ability when hit with an attack that carries harm or true.
You have an unlimited ability to resist some sort of ability or effect.
This call indicates you cannot be affected by a certain call, and you ignore the effects of the call. This call can also indicate you are immune to damage for a time. When you make this call, you must also call what you are immune to, and also make any other required calls. For example: “HIT IMMUNE POISON”.
Your leader is able to inspire you to do great things.
This call is only important to you if you are in a party. When the leader of your party calls “ INSPIRE”, then you are allowed to activate any ability that you have that your leader has granted you. Your party leader will have told you about this ability beforehand, or one of your perks will explain what this ability activates. If you are not in a party, this call has no effect.
You have the limited ability to ignore some sort of ability or effect.
This call indicates you have resisted a certain call, and you have negated effects of the call. When you make this call, you must also call what you resisted, and also make any other required calls. For example: “HIT RESIST POISON”.
During a game, you may also hear calls that are not listed in this section, such as “PARRY DODGE” or “BITE HARM”. These preformatted calls are usually attached to character perks or Monster Cards that allow for special abilities.
If you are hit with an attack that has a unique call attached, you might suffer effects from the unique call at the end of the encounter. Make sure to abide by the game’s combat rules and take any bite cards, radiation bracelets, etc. that are presented to you.
Unlike the other calls listed in this section, these unique calls represent two calls that have been attached to each other. This means that if you are hit with an attack that has an unlisted call attached, you will suffer the effects of both parts of the call. Conversely, if you have an ability that allows you to ignore part or all of a unique call, you may use it, and you will be unaffected by those parts.
For example, in the case of “BITE HARM”, the call “BITE” is attached to “HARM”.
If you are hit with this call but have an ability that allows you to ignore the effects of the Harm call, you may use it, but you will still suffer the consequences of bite (and vice-versa).
However, if you are hit with this call and have an ability that allows you to ignore the effects of the Harm call and any attached calls, you would ignore the unique call’s effects entirely.
When you hear a call, the source and possible AOE will determine if you were affected by that call. Below are the ways you can be hit with various calls. All AOEs have a five foot radius. To ensure smoother combat, practice judging what a five-foot distance looks like.
Effect: Calls that are attached to melee or ranged attacks take effect if the melee or ranged attack successfully makes contact with a target. That target is then hit with the attached call. The word ATTACK is never called, but is represented by the melee or ranged attack that delivered it.
Effect: When this is attached to a call, anyone within 5 feet in an arc 180 degrees in front of the character is hit with the call or effect. To quickly determine if you were affected on the fly, assume that if the character who called the effect is at least partially facing you when they call it, and you are within 5 ft, you were hit.
Effect: Calls that are delivered by touch will have a player reach out to make contact with you while making the call. You are affected by the call once contact is made. The word TOUCH is never called, but is represented by the action that delivered it.
Effect: All area-of-effect (AOE) calls have a 5 ft. radius. The AOE will originate from a prop that is thrown, launched, or otherwise indicated, along with the call. Anyone within the indicated AOE is hit with the call. For example: “HARM 5 FT FROM THE RED DOOR” would mean that anyone standing by the named red door, within a 5 ft radius would be hit with the Harm call.
Effect: When this is attached to a call, anyone within the area called from the person making the call is affected by the call.
Conditions are temporary states that affect your character and limit the actions that you are allowed to take.
You can be affected by many conditions at once, and all restrictions granted by each condition apply. If a condition grants you the ability to perform an action, (such as Downed granting you the ability to recover at the end of the encounter) but you are prevented from doing so by one of your other conditions, you cannot perform the granted action until the other condition is lost. Gaining a new condition does not remove any other conditions.
You didn't make it. Only fate can determine your future now.
BECOMING DEFEATED: You become defeated after you lose the dead condition.
WHILE DEAD:
LOSING DEAD: You lose the defeated condition after your 30 minute mandatory waiting period is up and you report to staff. You will be given a random injury or malfunction and, if you survive the it, your character may return to the game and lose any conditions you were previously under.
You lost the battle and there is no coming back.
BECOMING DEAD: You become dead when you complete your dying count while dying, or in very rare cases, when the condition is forced on you by plot staff.
WHILE DEFEATED:
LOSING DEFEATED: You lose the dead condition in rare cases where a special ability, item, plot card or plot staff member dictates that it returns a character who is dead to the game.
You are knocked out and cannot act.
BECOMING DOWNED: You become downed when you lose your last health flag due to damage or when hit with the knockout call. When you become downed:
WHILE DOWNED:
LOSING DOWNED: You lose the downed condition in the following ways:
You are slipping away, if you don’t get help soon, it's all over.
BECOMING DYING: You become dying when you take damage while in the downed condition or the dying condition is forced onto you by a plot card or plot staff member.
WHILE DYING:
LOSING DYING: You lose the dying condition in the following ways:
Someone has a hold of you and you are struggling for your life.
BECOMING GRABBED: You become grabbed when you are hit with the grab call. The character that hit you with grab will also maintain contact with the prop that they delivered the grab call with.
WHILE GRABBED:
LOSING GRABBED: You lose the grabbed condition If the character that hit you with grab removes their prop from you.
You are bound or tied up and cannot escape easily.
BECOMING RESTRAINED: You become restrained when another character or plot effect gives you the restrained condition. This will be communicated verbally, or written on an effect card.
WHILE RESTRAINED:
LOSING RESTRAINED: You lose the restrained condition as determined by the method that you gained it. The item or plot card that bestowed the restrained condition on you will detail the methods in which you can have the condition removed.
You have been badly beaten and are barely holding on.
BECOMING WOUNDED: You become wounded when you have no health flags equipped but are not downed.
WHILE WOUNDED:
LOSING WOUNDED: You lose the wounded condition as soon as you have any health flags equipped on your character.
Some perks allow characters to give other players commands in return for social capital called social tokens. These tokens are able to be turned in by players who accept them in exchange for XP or RP rewards (see chapter 5). Characters who are offering these tokens will call out “HEAR ME OUT” and offer the tokens to the character they are attempting to use a command on. If you are the target of this call, you must make one of the following choices.
When you accept social tokens and are given a command, unless that command specifies an action that has a defined duration (such as take 3 steps, or until you are attacked) the command lasts for the duration of the scene.
You can loot characters who fall under any of the following conditions:
When looting, you can take game items and only game items. Do not take any personal items, or props that are not provided by the game. If you are unsure if an item is a game item, use the out of character hand sign to ask the looted player. You can only take items if your carrying capacity has room to take them. Any items you do not take are returned to the looted player's loot bag before you hand it back to them or stop looting. Players may have items that they have provided that they have willingly brought into game, and it's up to them to inform you if that item is lootable.