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.
Vehicle | Slow | Mid | Top |
---|---|---|---|
Motorbike | 40 ft | 80 ft | 160 ft |
Buggy | 30 ft | 60 ft | 120 ft |
Pickup Truck | 30 ft | 60 ft | 100 ft |
Big Rig | 20 ft | 40 ft | 80 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 Speed | Desired Stop | DC |
---|---|---|
Top | Stop | 15 |
Mid | Stop | 10 |
Slow | Stop | 5 |
- 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:
d12 | Catastrophe |
---|---|
1 | Tool slips! You take 1d2 damage but the repair may continue. |
2 | Knuckle-buster: You take 1d4 damage, but the repair may continue. |
3 | Hot surface: You burn yourself on the engine or exhaust. Take 1d6 damage (fire). |
4 | Jolt! Electrical zap—take 1d6 damage and lose your next action. |
5 | Sparks fly! Vehicle takes 1d4 damage (ignores armor) as you drop a tool into a critical system. |
6 | Loose connection: Vehicle takes 1d6 damage and the same problem will return the next time you drive. |
7 | Short circuit: All electronics fail for 1d4 rounds. Both you and the vehicle take 1d4 damage. |
8 | Parts snap: Vehicle’s max speed drops by one tier until properly repaired. Vehicle takes 1d6 damage. |
9 | Flammable spill: You take 1d4 damage from fumes. Next time the vehicle takes damage, it catches fire. |
10 | Alarming noise: The repair attempt makes a terrible noise! You take 1d6 damage from a slip. Vehicle takes 1d6 damage. |
11 | Botched fix: Roll on the next-worse V table (e.g., V1 instead of V0). Both you and the vehicle take 1d6 damage. |
12 | Chain 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 Table | HP % | Repair DC |
---|---|---|
V0 | 75–100% | 5 |
V1 | 25–74% | 10 |
V2 | 1–24% | 15 |
V3 | 0 (disabled) | 20 |
V0 – Minor Dings (d20)
d20 | Result | Repair DC |
---|---|---|
1–15 | No effect | — |
16–18 | Smoke, –10 ft top speed | 5 |
19 | –2 Handling next round | 5 |
20 | Headlights/horn/radio fail | 5 |
V1 – Serious Trouble (d20)
d20 | Result | Repair DC |
---|---|---|
1–8 | Smoke, –25% top speed | 10 |
9–12 | Flat tire, DC10 Handling or spin | 10 |
13–15 | Next acceleration halved | 10 |
16 | Brakes fail, can’t stop normally | 10 |
17–19 | Disabled, must repair to move | 10 |
20 | Fuel leak, may ignite next hit | 10 |
V2 – Wrecked (d20)
d20 | Result | Repair DC |
---|---|---|
1–10 | Disabled, can only limp if repaired | 15 |
11–13 | Major part fails (engine/trans) | 15 |
14–15 | On fire, 1d6 dmg/round to crew | 15 |
16–19 | Roll twice on this table | 15 |
20 | Explodes next round if not fixed | 15 |
V3 – Catastrophic (d20)
d20 | Result | Repair DC |
---|---|---|
1–10 | Totaled—no further movement | 20 |
11–13 | Fire/explosion, DC12 Ref or 2d6 dmg | 20 |
14–17 | Skids/rolls—throw everyone, Judge narrates | 20 |
18–19 | Chassis splits, all cargo/people spilled | 20 |
20 | Big Boom! Explodes, 4d6 to all in 30ft | 20 |
🌄 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 / Condition | Modifier / DC Change | Notes |
---|---|---|
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 DC | Broken concrete, scattered debris |
Deep mud or sand | +5 DC | May also reduce max speed by 1 tier |
Rocky outcrop/boulders | +5 DC | Chance to get stuck or damage undercarriage |
Dense vegetation/forest | +3 DC | Visibility and steering both suffer |
Steep slope/hill | +3 DC uphill, +2 DC downhill | May also risk rolling at high speed |
Heavy rain/ice/snow | +5 DC | Traction penalties, risk of hydroplaning |
Acid storm/fallout zone | +5 DC | Visibility, hazard to passengers/vehicle |
Makeshift barricades | +2 DC | Swerving required to avoid collision |
Cratered wasteland | +4 DC | Unpredictable bumps, possible tire damage |
Bridge or narrow passage | +2 DC | Precision required, risk falling |
Night / poor visibility | +2 DC | Stacks 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
Maneuver | DC | On Failure |
---|---|---|
Brake 1 tier | — | None |
Brake 2+ tiers (Sudden Stop) | 5/10/15 | Skid/spin out |
Swerve/Sharp turn (Mid) | 10 | Skid/loss of control |
Swerve/Sharp turn (Top) | 15 | Lose 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.