AU RULES
This page is used for ATFAU: Exodus only
Using this info outside Exodus will result in punishment
This page is used for ATFAU: Exodus only
Using this info outside Exodus will result in punishment
This is a SRP AU, meaning there are mechanics for hunger, radiation, weapons, and exploration, the focus is on roleplaying the struggle to survive rather than just mechanically grinding. Players emphasize realistic post-apoc behavior
With this, when you make your character, You are expected to play as your character meaning, You have their personality and thoughts. If your character is Rachael Age: 16 Hobbies: Butterfly Catching, and Hanging out with my mom, You cant just kill 10 battle worn mercenaries with a pencil and hand to hand. Think Of Your Consequences and their actions. Even just a bit of shrapnel can lead to you bleeding out.
However i really enjoy story, So you will have a fair chance of survival (This also goes for your enemies). So if their is a realistic, reasonable, explainable way to make you live, you will live. Don't just pull nonsense out of nowhere to get your way, or those realistic, reasonable, explainable ways to make you live, can make you dead.
The biggest thing to cover here as well is, With a fresh start you will start in a specific location depending of your subrace of cryohuman. From their, where ever you signed off last will be the same area you sign back on at. You must also ICly move to locations, no teleporting, or OOCly moving. This can be bypassed with Admin approval.
Their will be two ways of looting here, One is conducted by a GM/Admin present in the game, and the other is on your own using Exodus looting table. And A big rule to understand is YOU CAN ONLY LOOT IN A EXODUS HOST OR WHEN AN ADMIN IS PRESENT.
This system is inspired by After The Flash: Boreal or specifically F3AR2022 (corvid0929) & KabbageMaster, An amazing AU within Wintertide. This system consists of using all the dice that ATF8 Provided for us, it also utilizes common sense and the areas you are in.
To begin looting you must enter an area and roll a D10 this is the amount of containers that are in the area/room for you too loot, this doesnt mean roll a D10 for every room you enter within a building.
Examples:
[Yes](I entered the house [roll d10 = Exa:5] he went around now, approaching the boxes he found [Loot rolls], he now went into the bedroom [Eligible for container quantity roll])
[No](He entered the stores storage room [roll d10 = Exa:5] he went around now, approaching the boxes he found [Loot rolls], he now went over and opened the door to the supply closet that only held a broom and a sink [Not Eligible for container quantity roll])
When you open do a Container Quantity Roll, You must be in a area that has possible loot. Once you've made that Container quantity loot you cant do it again till you enter another possible loot area.
For the Exodus Loot Guide Go [Here]
Starting Combat: The very first start of combat is starting it, To start conflict with another player you must give a warning shot first to show you are starting combat, which gives the other player a chance to prepare themselves, such as get in cover or running head start.
How to fight: Combat within Exodus is very easy, we do not speed type nor roll dice. With inspiration from Fear and Hunger. It is decided with a coin flip, which gives players a 50/50 chance for combat, The person conducting the coin flip will be the one calling it. This gives a mix of speed typing and dice roll. When you fight, you cannot do multiple attacks in one ([Yes]I run onto the desk and launch myself forward tackling them)([No]I run onto the desk and launch myself forward tackling them, and proceed to punch them multiple times) everything you do is an action, but not everything is a dice roll. If its common sense you don't need to dice roll.
P1: I unholster my pistol [No Coin Flip]
P2: I aim my pistol and fire 3 times into their arm [Coin Flip & They Call it]
P1: I Aim now, center mass and fire 3 times into their chest [Coin Flip & Call it]
P2: I Dive aside and take cover to avoid being shot [Coin Flip & Call it]
((Those will be two different coin flips, If they both fail the flip, they both fail their action. If they both pass, they you would combine the two P1 hits with the first shot in their shin, graze the side with the second, and miss the third. P2 Successfully dives, only being shot in the leg but survivable.))
However this is not enforced but is automatically implied, but if you want to do a different combat style and the other member(s) agree to it you can do it. Example: You want to do Dice Roll combat, all members in that initial engagement must agree. Initial Engagement means whoever started the conflict can change the Combat style, but any future people joining in that former conflict must do what the initial members agreed on.
Fleeing From Combat: Fleeing is risky, no more instant map-running! It costs your full turn (no attack/dodge same post). Describe your escape direction (example: "I flee, making my way to the store across the street!").
P2 Calls Heads
Example: Of Success
P2: *bleeding bad* I flee to the alley! [Heads]
P1: *pursue and shoot!* [Tails] → P2 escapes!
Example: Of Fail
P2: *sprint away!* [Tails]
P1: *chase!* [Heads] → "*Leg shot!*" (P2 hit, free action done).
This is very simple and doesn't need much, this follows a dice roll. or a Sound Roll to be specific. To initiate sneaking/sound roll, you must specify in your action you are sneaking, when you do so you will roll a D20 for how much sound you are making.
For example
P1: I hide behind a crate (No Sound Roll), I sneak over to the other crate across the room (D20 Roll)
P2: (D20 Roll)
[P2 Fails = They don't here anything as well no right to a suspicion meaning they cannot face that direction for a short time or until P1 sneaks again. P2 Passes = The hear them, turning around and raising their weapon, at approaching the crate with caution]
If your character is deaf or their hearing is affected you will follow DEAF rules, which can be explained more in medical which is whole other page in general. But being deaf doesn't effect the sound you are making but the sound you hear, meaning you will use different dice rolls.
0 Deafness - D20
1 Deafness - D12
2 Deafness - D10
3 Deafness - D8
4 Deafness - D6
5 Deafness - D4
6 Deafness - No Roll, Cant hear
The same can for your equipment as well and what you wear, In which you add/subtract onto your dice roll
Silent (+3) Barefoot, socks, moccasins
Very Quiet (+2) Sneakers
Quiet (+1) Soft Leather
Standard (0) Normal Boots
Noisy (-1) Heavy Combat Boots
Very Noisy (+2) Spurs, Chains
Loud (+3) Severe Limp, Metal legs/Armor
Medical Will Cover More Of This [Click Here]
Medical should be a simple, but not walk away after being shot in the leg with 12g kind of simple. Exodus uses a skill level and dice roll mechanic, along with giving medical items roll addon bonuses. So, when playing your character not just anyone should be able how to remove bullets from a wound and patch them up, It takes skill to do that. So based off your character and their knowledge you will use this
0 Knowledge [Untrained/Stupid] = Auto-Fail - No medical knowledge — can only apply basic pressure
1 Knowledge [Basic Knowledge] = D4 - Survivor with bandages or self-taught first aid
2 Knowledge [Novice] = D6 - Basic training, Hard earned medical experience
3 Knowledge [Trained] = D8 - Faction medic, regular practice with tools
4 Knowledge [Adept] = D10 - Experienced field doctor, pro knowledge in medications
5 Knowledge [Expert] = D12 - Veteran surgeon, good kit and steady hands
6 Knowledge [Master] = D20 - Pre-takeover trained doctor or genius medic (very rare)
For the Exodus Medical Treatments Go [Here]
Group weapons into broad tiers based on real-world ballistics (pistol vs. rifle vs. heavy). This avoids listing every specific round while differentiating them clearly:
Small/Low-Power Calibers (e.g., .22, .380, small pistols)
Survivable with good odds if not vital.
Limb: Painful, bleeding, impaired movement/use (e.g., drop weapon, limp).
Torso/Non-vital: Pain/shock, slowed actions, possible continued fight but weakened.
Vital (heart/head): Incapacitating or fatal quickly.
Standard Pistol Calibers (e.g., 9mm, .40, .45, .357)
People often "walk off" a single non-vital hit (with pain/bleeding), but multiple or vital hits drop you.
Limb: Severe pain, heavy bleeding, likely unusable (e.g., can't hold gun steadily, reduced mobility).
Torso/Non-vital: Major shock, heavy bleeding, hard to keep fighting effectively (e.g., staggered, slower reactions, risk of passing out soon).
Vital: Almost always incapacitating/fatal fast (e.g., collapse from blood loss/shock).
Rifle/Intermediate Calibers (e.g., 5.56, 7.62x39, most assault rifles)
Highly lethal due to velocity and cavitation.
Limb: Often devastating (e.g., shattered bone, useless limb, massive bleeding).
Torso: Severe internal damage — unlikely to continue fighting meaningfully (e.g., drop from shock/bleeding).
Vital: Instant or near-instant incapacitation.
Heavy/Large Calibers (e.g., .50 BMG, .338, big sniper/anti-materiel rounds)
You mentioned: Can't "walk off" these — they're catastrophic.
Any solid hit: Massive trauma (e.g., limb severed/amputated effectively, torso hit = immediate collapse/death from destruction).
No shrugging it off — treat as fight-ending unless miraculous (and even then, permanent consequences).
Hit Location Matters Most: Players/GM should specify or agree on where the bullet lands (torso default if not stated). Grazes/flesh wounds are minor (pain, minor bleed), but center-mass or limbs get full effects.
No Immortality: Characters aren't bulletproof. Even "walk-off" rounds (like a single 9mm to the arm) cause pain, bleeding, and penalties. Accumulate hits realistically — blood loss adds up, leading to weakness, dizziness, or blackout over time.
Bleeding and Shock: Most gunshot wounds cause ongoing issues:
Minor: Cosmetic/painful but fight on.
Moderate: Slowed, distracted, need medical aid soon.
Severe: Risk of passing out, can't run/fight effectively without heroic effort.
Armor/Vests: If present, it can reduce effects (e.g., turn torso hit into bruising/knockdown instead of penetration). But no armor is perfect — high-power rounds may still cause blunt trauma.
Multiple Hits: Realistic escalation. Two pistol rounds to torso? Probably down. One rifle round? Often enough.
Roleplay Enforcement: Players must narrate consequences honestly (e.g., "I clutch my bleeding arm and back away firing wildly" not "I ignore the .50 hole in my chest and charge"). GM can nudge or override god-modding.