đźš— Riding the Ruin: Vehicles in Afterglow

In the age before the world was broken, vehicles were an unremarkable part of daily life—filling highways, idling at intersections, shining beneath showroom lights. They were status symbols and workhorses, conveniences taken for granted. But now, in the shattered silence of the Afterglow, a working vehicle is as precious as a beating heart.

The Shatterlands sprawl in every direction—vast wastes of buckled asphalt, weed-choked streets, and the skeletons of bridges jutting like broken ribs from the earth. The old world’s highways have become hunting grounds for raiders, lifelines for desperate caravans, and graveyards for the rusting hulks that couldn’t outrun the storms or the things that walk in them. Out here, a set of wheels means more than freedom. It’s hope, shelter, firepower, and the promise that you might see another sunrise.

Every survivor remembers the first time they climbed behind the wheel in this new age. The feel of cracked vinyl under trembling hands. The ritual of coaxing a battered engine to life—praying over the ignition, cursing at the stubborn whine of a starter motor, bargaining with ghosts in the gas tank. For many, a vehicle is more than a tool. It’s a companion, a badge of honor, a family heirloom, or a battered monument to the ingenuity that lets humanity cling to survival in a world that wants them gone.

But the road is unforgiving. Every mile is a test: potholes that swallow tires whole, stretches of sand that choke the carburetor, scrapheaps of twisted metal where unlucky drivers made their last stand. Sometimes it’s the machine itself that betrays—a shriek from the drive shaft, smoke curling from under the hood, brakes that fade when the cliff is too close. And then there are the other dangers: hungry eyes watching from the treeline, roadblocks built from the bones of old semis, raiders with engines tuned for pursuit and mayhem.

Those who would master the road in Afterglow must be more than drivers. They are part mechanic, part daredevil, part gambler—every journey a wager against entropy, banditry, and the relentless grind of time. Repairs are never simple. Every patch job is a story; every replacement part is a scavenger’s prize. Fuel is liquid gold. Tires are a luxury. And somewhere in every convoy, there’s a driver who claims their ride still remembers the hum of music on a night drive, before the world fell silent.

The rules that follow are here to keep the focus on what matters: the chase, the escape, the wild leap across collapsed bridges, the desperate repairs under gunfire, and the roar of engines echoing through the empty places. They’re not here to bog you down with tedium. The Shatterlands will do that all on their own. So pick your ride, check the tires, say a prayer to whatever Patron watches over the desperate and the damned—and hit the road. In Afterglow, your vehicle is your lifeline, your weapon, your last chance, and sometimes… your grave.


🛠️ Vehicle Core Stats

  • Speed: Max ft per round (three-tier system: Slow, Mid, Top; see below)
  • Frame (AC): How hard it is to hit (size, armor, and cover)
  • Hit Points: Damage it can take before disabled
  • Handling: Driver’s Reflex save (for stunts, obstacles, sudden braking)
  • Repair: INT or Artifact Check (for repairs)

🚦 Vehicle Speed System

Each vehicle has three speed ratings. Set the values by vehicle type.

VehicleSlowMidTop
Motorbike40 ft80 ft160 ft
Buggy30 ft60 ft120 ft
Pickup Truck30 ft60 ft100 ft
Big Rig20 ft40 ft80 ft
  • Drivers may only change speed by one tier (up or down) per turn.
  • To stop, you must already be at Slow, then halt the next turn.

🛑 Sudden Braking (Drop 2+ Tiers in 1 Turn)

If a driver wants to drop two or more speed tiers (for example, from Top → Stop), make a Handling (Reflex) check:

Starting SpeedDesired StopDC
TopStop15
MidStop10
SlowStop5
  • Success: Vehicle stops as intended.
  • Failure: Vehicle skids or spins out—Judge decides outcome (may roll on Vehicle Damage Table, eject passengers, or cause collision).

Stopping normally (one tier per turn) never requires a check.


🌀 Maneuvers

  • Swerves, sharp turns, ramming, jumps, or sudden stops at Mid/Top speed require a Handling check:
    • DC 10 at Mid, DC 15 at Top.
  • Failure: Judge narrates loss of control, may result in lost action, vehicle damage, or rolling on V-table.

⚡ In Combat: Vehicle Flow

  • Driver acts on their initiative.
    • Declares speed (within allowed change).
    • Moves vehicle accordingly.
    • Can attempt one maneuver per round (see above).
  • Passengers: Can attack, repair (see below), or perform other actions as normal.

đź§° Repairs (During Action)

  • Only passengers can attempt repairs on a moving vehicle (not the driver).
  • Repair Attempt: Roll INT or Artifact Check versus the V-table’s DC.
    • V0: DC 5
    • V1: DC 10
    • V2: DC 15
    • V3: DC 20
  • Success: Restore 1 HD (vehicle’s hit die) worth of HP and clear one rolled condition.
  • Failure: No repair; may try again next round if able.

⚠️ Vehicle Repair Critical Failure Table (d12)

If a natural 1 is rolled on a repair attempt, roll 1d12:

d12Catastrophe
1Tool slips! You take 1d2 damage but the repair may continue.
2Knuckle-buster: You take 1d4 damage, but the repair may continue.
3Hot surface: You burn yourself on the engine or exhaust. Take 1d6 damage (fire).
4Jolt! Electrical zap—take 1d6 damage and lose your next action.
5Sparks fly! Vehicle takes 1d4 damage (ignores armor) as you drop a tool into a critical system.
6Loose connection: Vehicle takes 1d6 damage and the same problem will return the next time you drive.
7Short circuit: All electronics fail for 1d4 rounds. Both you and the vehicle take 1d4 damage.
8Parts snap: Vehicle’s max speed drops by one tier until properly repaired. Vehicle takes 1d6 damage.
9Flammable spill: You take 1d4 damage from fumes. Next time the vehicle takes damage, it catches fire.
10Alarming noise: The repair attempt makes a terrible noise! You take 1d6 damage from a slip. Vehicle takes 1d6 damage.
11Botched fix: Roll on the next-worse V table (e.g., V1 instead of V0). Both you and the vehicle take 1d6 damage.
12Chain reaction: Roll twice on this table (re-rolling further 12s)

đź’Ą Vehicle Damage Tables

After a vehicle takes HP damage, roll on the appropriate table based on current % HP:

V TableHP %Repair DC
V075–100%5
V125–74%10
V21–24%15
V30 (disabled)20

V0 – Minor Dings (d20)

d20ResultRepair DC
1–15No effect—
16–18Smoke, –10 ft top speed5
19–2 Handling next round5
20Headlights/horn/radio fail5

V1 – Serious Trouble (d20)

d20ResultRepair DC
1–8Smoke, –25% top speed10
9–12Flat tire, DC10 Handling or spin10
13–15Next acceleration halved10
16Brakes fail, can’t stop normally10
17–19Disabled, must repair to move10
20Fuel leak, may ignite next hit10

V2 – Wrecked (d20)

d20ResultRepair DC
1–10Disabled, can only limp if repaired15
11–13Major part fails (engine/trans)15
14–15On fire, 1d6 dmg/round to crew15
16–19Roll twice on this table15
20Explodes next round if not fixed15

V3 – Catastrophic (d20)

d20ResultRepair DC
1–10Totaled—no further movement20
11–13Fire/explosion, DC12 Ref or 2d6 dmg20
14–17Skids/rolls—throw everyone, Judge narrates20
18–19Chassis splits, all cargo/people spilled20
20Big Boom! Explodes, 4d6 to all in 30ft20

🌄 Terrain & Conditions (Judge’s Discretion)

The Judge sets the DC for Handling (Reflex) checks based on terrain, weather, and obstacles. Use these as guidelines:

Terrain / ConditionModifier / DC ChangeNotes
Smooth paved road–2 DC (easier)Modern highway, rare in Afterglow
Well-worn dirt road±0 (standard DC)Typical “safe” travel
Rough ground/rubble+2 DCBroken concrete, scattered debris
Deep mud or sand+5 DCMay also reduce max speed by 1 tier
Rocky outcrop/boulders+5 DCChance to get stuck or damage undercarriage
Dense vegetation/forest+3 DCVisibility and steering both suffer
Steep slope/hill+3 DC uphill, +2 DC downhillMay also risk rolling at high speed
Heavy rain/ice/snow+5 DCTraction penalties, risk of hydroplaning
Acid storm/fallout zone+5 DCVisibility, hazard to passengers/vehicle
Makeshift barricades+2 DCSwerving required to avoid collision
Cratered wasteland+4 DCUnpredictable bumps, possible tire damage
Bridge or narrow passage+2 DCPrecision required, risk falling
Night / poor visibility+2 DCStacks with other hazards
  • Multiple Modifiers Stack.
  • Judge may call for Handling checks every round in extreme terrain.
  • If in doubt: Base DC + Modifier = Total DC.

🎲 Quick Reference Table

ManeuverDCOn Failure
Brake 1 tier—None
Brake 2+ tiers (Sudden Stop)5/10/15Skid/spin out
Swerve/Sharp turn (Mid)10Skid/loss of control
Swerve/Sharp turn (Top)15Lose control/roll
Stop from Slow—None

👩‍⚖️ Judge Advice

  • Only roll for big moments. Use damage tables when HP is lost, not for every bump.
  • For failed Handling checks, make it memorable: spin outs, passenger danger, or drama—don’t just tick boxes.
  • Narrate the action! Let the wasteland and the road become living, dangerous parts of play.

Pick your ride, check the fuel, and trust in luck—only the bold cross the Shatterlands twice in the same set of wheels.