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Nuclear Winter

Contents 1-Characters (page 4) 2-Skills (page 7) 3-Challenges (page 12) 4-Combat (page 15) 5-Equipment (page 20) 6-Enhancements (Page 29) 7-Environment (page 33)

Introduction
The year is 2075 and the Earth has been reduced to little more than a wasteland. Ravaged by the horrors of nuclear and biological warfare, mankind has entered an era where only the fittest will survive; a post-Darwinist nightmare that even he would be at a loss to comprehend. Basic amenities and resources, once taken for granted, are now scarce and the source of endless and bloody conflict. The last, great, war that ended almost 30 years ago has turned the planet that man once called home, into a living hell...

1-Characters
By 2035, the bio-engineering of eugenically altered offspring was the norm. In the brave new world of the 21st century, a child could be genetically coded with the necessary characteristics to enable them to fit into predetermined roles in society. The Russian scientist, Vladimir Ivanovich, was the first to perfect the technique. The research that he undertook has since come to be known as The Genesis Project. Players in the game will create characters that have been genetically modified and will have to make choices as to what those modifications are.

A-Primary Statistics
Nuclear Winter uses 4 statistics to broadly define a characters physical and mental characteristics. These statistics are assigned a numerical value between 2 and 6, with 2 being the worst and 6 being the best:Physique (PH) Agility (AG) Reasoning (RE) Fellowship (FE) Physique represents a characters strength and endurance, as well as their resistance to toxins and diseases. Agility represents a characters mobility and reflexes, as well as their coordination. Reasoning represents a characters intellectual ability and education. Fellowship represents a characters charisma and physical attractiveness.

B-Determining Statistics
Every statistic starts with a value of 2 and this is the minimum value that any characteristic can be for a character. It is possible that certain conditions may reduce a characteristic below this number, but at the start of the game, 2 is the lowest number that is allowed by default. Players get 8 points which they can distribute freely among their characters statistics with 2 being the minimum, and 6 being the maximum scores allowable after the process has been completed.

C-Secondary Statistics
After the player has assigned scores to their characters main statistics, they must then note down the values of their secondary statistics. The secondary statistics used in Nuclear Winter are the following:Vitality (Vi) Speed (Sp) Vitality represents how much physical trauma a character can withstand before falling unconscious or dying. Vitality is equal to a characters physique score, with combat specialists receiving an extra 2 points. Speed represents the distance that a character can move in a combat round (see below) and is calculated as being 6+Agility. This is measured in meters and will vary depending on whether they are swimming, walking, or running etc.

D-Areas of Expertise
After the player has finished assigning scores to their characters statistics they must then choose an area of expertise for that character. The three areas of expertise available are: combat, subterfuge and technical. After they have chosen one of these areas of expertise they will then have to choose which advanced skills they wish their character to know (if any) and which non-advanced skills they wish their character to specialise in. Skills that are not labelled as being advanced are automatically available to all characters but only characters that belong to the area of expertise in which those skills belong will be able to specialise in them. General skills can be specialised in by any character regardless of their chosen area of expertise. All players get to choose two skills from the area of expertise they have selected for their character in which that character will be specialised. All players also get to choose two skills from the general skills category in which their characters will be specialised.

2-Skills
Characters in Nuclear Winter are not only defined by their statistics, but also by what skills they are good at. Skills are grouped together in categories for easy reference. Listed in the table below are all the skills used in the game:-

Category Combat Combat Combat Combat Subterfuge Subterfuge Subterfuge Subterfuge Technical Technical Technical Technical

Skill
Brawl Dodge Melee Weapons Ranged Weapons

Governing Statistic
PH AG PH AG

Sleight-of-Hand (A) Toxins (A) Track (A) Traps (A)

AG RE RE AG

Computing (A) Electronics (A) Engineering (A) Medicine (A)

RE RE RE RE

Category General General General General General General General General

Skill
Appraise Athletics Drive Knowledge Perception Persuasion Ride Survival

Governing Statistic
RE PH AG RE RE FE RE RE

A skills governing statistic is used whenever a character attempts an action related to that skill (see below.) Skills denoted with the symbol (A) are classed as being advanced skills, and only those trained in their use can use them (see below.) Only those skills deemed important in general play have been included in these tables. Other skills may be included in the game at the Presidents discretion (the President is the name given to the person running the game.)

A-Skill Descriptions Combat Skills


Brawl-This skill determines how competent a character is at defending themselves in unarmed combat. Whether they are martial artists, or whether they have just had to learn to survive on the street is irrelevant. Dodge-This skill determines how competent a character is at evading attacks as well as certain other physical threats. Melee Weapons-This skill determines how well a character can use close combat weapons. These can be anything from crude bits of wood or metal, to knives or police batons. Ranged Weapons-This skill determines a characters ability to use weapons that attack from a distance. These can be anything from bows and crossbows, to pistols and rifles. This skill also determines how well a character is able to use weapons that must be physically hurled to be effective. These can include anything from stones, to spears or grenades.

Subterfuge Skills
Sleight-of-Hand (A)-This skill represents a characters ability to perform deft manoeuvres with their hands, allowing them to make small objects disappear or pick somebodys pockets. Toxins (A)-This skill enables a character to manufacture toxic materials from both naturally occurring substances as well as synthetic chemical compounds. It also makes it possible for them to identify different types of toxins as well as manufacture their antidotes. Track (A)-This skill enables a character to follow the trails of those that have since left an area. It is predominantly used outdoors but it will also allow a

character to follow somebody or something in an urban setting in certain circumstances as well. Traps (A)-This skill enables a character to rig different types of trap to injure, maim, or kill anyone or anything unlucky enough to trigger it. These types of traps are not simple snares to catch prey, but ingenious and vicious contraptions used in both jungle and guerrilla warfare. This skill also enables the character to use, and diffuse, explosive and explosive devices.

Technical Skills
Computing (A)-This skill represents much more than just being able to send emails and perform basic computer maintenance, it enables a character to bypass software security systems and hack into programs and databases. Electronics (A)-This skill represents a characters knowledge of circuitry and electronic devices. It enables them to diagnose problems and carry out repairs. Whether the device in question is a television or a robot, doesnt matter, a character with this skill can try their hand at tinkering with any electronic apparatus. Engineering (A)-This skill enables a character to fix engines, generators and other such devices. They are both mechanic and engineer, able to strip down a car or fix a boiler. Medicine (A)-A character that knows this skill is both a doctor and a surgeon. Not only are they able to administer first aid but they are also able to carry out operations and even treat people who have ingested or been injected with toxins.

General
Appraise-This skill enables a character to be able to be able to determine the worth of items, from household

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appliances to precious metals. It also allows them to spot fakes and forgeries. Athletics-This skill encompasses a range of activities including jumping, swimming and climbing. Drive (A)-This skill is labelled as an advanced skill because in 2075, vehicles in full working order and fuel are hard to come by. A character that is specialised in the drive skill can also pilot boats and aircraft. Knowledge-This skill is broadly defined and represents a characters education as well as most of the things they know about the world around them. It includes geography, history, the sciences and almost any piece of trivia relevant to almost any subject. Perception-This skill represents how alert and astute a character is. It not only quantifies their ability to use their senses to detect potential threats or danger, but also their ability to find hidden objects, and even discern whether somebody is lying to them. Persuasion-This represents a characters ability to coerce somebody into doing what they want them to do, or getting them to believe something that they are saying. There are various ways that these ends can be achieved: bluffing, diplomacy, or even intimidation. All of these approaches are covered by this skill. Ride-In the wastelands of 2075, horses are the new car. Almost everybody that has access to horses learns to ride. Therefore this is classed as a basic skill that characters automatically know. Survival-This skill represents a characters knowledge of all the techniques necessary to survive in harsh conditions. Everything from finding food and water to building a sturdy shelter are covered by this skill. Many things look normal in the irradiated wastelands of 2075, but often only a trained eye will be able to tell if they are contaminated or not.

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3-Challenges A-What is a Challenge?


A challenge is any situation in which a character finds themselves that has an indefinite outcome, and usually carries with it an element of risk or danger. When these situations arise dice must be rolled to determine what happens. Most of the time a character will use one of their skills to achieve an objective, but where there is no appropriate skill, a simple statistic test must be made instead. Nuclear winter uses dice known as Fudge dice. These are six-sided dice that instead of having numbers printed on each of their faces, have symbols or are even blank instead. A fudge dice has two + signs, two signs, and two blank faces. These will hereafter be known as +, -, and 0 respectively.

B-Undertaking a Challenge
Before any dice are rolled the President assigns a challenge rating to the task that can range from 1-8, with 1 being the easiest, and 8 being the hardest. This number indicates the amount of hits a character must achieve when rolling the dice; a hit is indicated by rolling a +.

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Challenge Rating (Skill) 1 2 3 4 5 6 7 8 Challenge Rating (Statistic) 1 2 3 4 5 6

General Difficulty Easy Average Difficult Very Difficult Extremely Difficult Hazardous Herculean Nigh on Impossible General Difficulty Easy Average Difficult Very Difficult Hazardous Nigh on Impossible

When undertaking a skill challenge, a player can roll as many dice as the numerical value of the governing statistic associated with that skill when trying to succeed at the challenge (provided they are able to use that skill.) Characters that are specialised in a skill gain two extra dice when making skill challenges in which that skill is used. When undertaking a statistic challenge, a number of dice are rolled equal to the numerical value of the relevant statistic.

C-Aided Challenges
In certain circumstances, it may be possible for more than one character to participate in a challenge; Nuclear Winter leaves it up to the President to decide when this is possible. The skill or statistic that is used for the aided challenge will always be that belonging to the

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character taking part who has the highest value in that statistic or skill. Only those characters with a statistic or skill that is within two points of the challenges difficulty rating will be able to offer assistance. The amount of characters that are able to take part in any particular challenge is up to the Presidents. As a general rule, every time that the aiding characters combined statistic or challenge ratings equal the difficulty rating of the challenge, the difficulty rating of that challenge will be reduced by 1. Even though the difficulty rating is lowered in such situations, the actual number used for determining if aiding characters can provide a bonus remains the same.

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4-Combat A-Phases
Combat is split into phases, with each participant being only able to perform a single action, or certain combinations of actions during such a phase; a phase is approximately five seconds long.

B-The Drop Roll


At the beginning of each combat phase, each side participating must roll a die to determine who has the choice of taking their actions first: a + will beat a 0 and a -, and a 0 will only beat a -. If both sides happen to achieve the same result, simply roll the dice again until each obtains a different one. Whichever side gets the better roll must then decide whether it wants to take its actions first, or defer and let the opposing side go before them. The side that achieved the best result is considered as having got the drop on their opponent.

C-Actions
There are three types of action in Nuclear Winter: important, petty, and instant. Only one important action can usually be performed in any given combat phase, and include such things as firing a gun, or throwing a grenade. Up to two petty actions can be performed during any given combat phase, and include things such as walking, running, drawing a weapon, or opening a door. Up to two instant actions can be performed in any combat phase, and include such things as uttering a few words, or dropping something.

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The maximum number and type of actions that can be made in any particular combat phase are as follows: 1 important/1 petty/2 instant 2 petty/2 instant

Using the table below as a guideline, the President must decide under which classification any particular action falls that is not listed. Action Make an Attack Undertake a Challenge Draw a weapon Open a Door Walk Run Speak Drop Something Type Important Important Petty Petty Petty Petty Instant Instant

D-The Attack Roll


To make an attack, a character rolls a number of dice equal to the numerical value of the combat skill that they are using to make the attack. If a character is specialised in the combat skill being used, then two extra dice are rolled. The amount of hits is then totted up. Next, the target of their attack must roll an amount of dice equal to the numerical value of the skill that they are using to defend themselves, and if they are specialised in that skill, then they also are able to roll two extra dice. If the attacker rolls more + than the defender, then their attack is considered to have hit. If the defender rolls more + than the attacker, then the attack is considered to have missed. If both combatants obtain the same amount of +, then they must both roll again.

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E-Defending
Provided a character is able to defend themselves, they must make a decision as to how they are going to defend themselves against any particular attack. There are two options available: dodge or parry. Not every type of attack can be both parried and dodged some are only defendable using one option or the other. The table below clarifies this:Dodge Melee Attack (Unarmed) Melee Attack (Weapon) Ranged attack (Thrown) Ranged Attack (Grenade) Ranged attack (Projectile) Melee Weapon Shield

*Only archaic projectiles such as bolts and arrows can be parried. To keep things simple, ranged weapons of any kind cannot be used for parrying.

F-Damage
If an attack is successful, then damage must be calculated: take away the number of + the defender rolled from the number of + that the attacker rolled; this is considered to be the base amount of damage done. Depending on the weapon used, the attacker can then apply a number of nudges to their dice. The amount of nudges they can apply is listed in that weapons description in the equipment chapter (see below.) A single nudge will allow them to change any dies result by 1: i.e. a can be nudged to make it a 0, and a 0 can be nudged to make

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it a +. Two nudges will allow a die to shift two steps: i.e. from a to a +. The defender may also be able to nudge their dice if they are wearing armour. Each armour type will specify the amount of nudges that it allows in its description. The same rules apply to defenders nudging their dice as attackers. After both the attacker and the defender have finished nudging their dice, the total amount of + are compared: if the attacker has the most +, then the amount they have in excess of the defenders total is the amount of Vitality that the defender will lose as a result. If the defender has the most +, then they sustain no damage from that attack.

G-Death
A character is considered unconscious when their Vitality reaches 0, and dead if it ends up a negative number.

H-Healing
Characters heal Vitality naturally at the rate of 1 point/day. They can also heal themselves through the use of medicines (see the equipment chapter for details.)

I-Advantages and Disadvantages


There will be times in combat when an attacker, a defender, or both an attacker and a defender will find themselves in an advantageous or disadvantageous position. When such a situation arises, one or both of them will count all 0 on their dice as + or -. An advantage or a disadvantage must first be classified as being minor, major or absolute, with a minor advantage affecting the dice of one character, a major disadvantage affecting the dice of both characters, and with an absolute advantage counting all the attackers available dice as + and all the defenders as -. A character at an

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advantage will count 0 as +, and a character at a disadvantage will count 0 as -. The defenders dice are always affected first unless otherwise stated. Advantages are cumulative: i.e. two minor advantages will make a major advantage.

Concealment
Concealment is considered to be a penetrable obstacle between the attacker and the defender such as a curtain. It also includes smoke, fog or darkness. Partially transparent material grants a minor advantage. Opaque material grants a major advantage Thick smoke, fog or little light grant a minor advantage Total darkness grants a major advantage

Cover
Cover is defined as being something in between an attacker and a defender that is impenetrable to the form of attack being used. 0-49% cover is considered no advantage 50-89% cover is considered a minor advantage 90-99% cover is considered a major advantage 100% is considered an absolute advantage

Helpless
A helpless character is one that is considered unable to defend itself. Examples would be if they are restrained in some way, or unconscious. Being helpless is considered an absolute disadvantage

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5-Equipment A-Money
In the wastelands of 2075 U.S.A., the dollar is still used as currency; bartering is also commonplace. The prices listed in this chapter are in no way supposed to reflect the value of the modern dollar. Players characters start the game with $500.

B-Weapons
Weapon Unarmed* Improvised Weapon** Light Melee Weapon Heavy Melee Weapon Thrown Weapon Light Bow/Crossbow Heavy*** Bow/Crossbow Sidearm Rifle Machine Gun**** Grenade***** Grenade Launcher Skill Brawl Varies Melee Weapons Melee weapons Ranged Weapons Ranged Weapons Ranged Weapons Ranged weapons Ranged Weapons Ranged Weapons Ranged Weapons Ranged Weapons Hands 1 or 2 1 2 1 2 2 1 2 2 1 2 Weight Varies 1-2kg 3-4kg 1-2kg 1-1.5kg 1.52.5kg .5-1kg 1-2kg 3-4kg .5kg 4kg Damage = 0 or 1n = 1n = = 1n 1n 2n 2n 1n Cost 0 0 $40 $80 $20 $50 $100 $150 $300 $450 $30 $300

= damage indicates that no adjustment is made to the base damage dice.

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*Unarmed attacks grant a minor advantage when used against a defender wearing armour (for the calculation of damage only.) **Improvised weapons can be anything from a lead pipe to a hurled piece of rock and their damage is dependent on their size and weight: in general, an improvised weapon that is used in one hand will do = damage, and an improvised weapon used in two hands will do 1n damage. They also grant a minor advantage when used against defenders wearing armour (for the calculation of damage only.) ***Heavy bows/crossbows can only fire once every other combat phase. ****Machine guns grant a minor advantage to the firer (only when calculating damage.) *****Grenades are an area effect weapon: i.e. all targets within the blast area will take damage. Their area of effect is a 5m radius.

weapon Light Bow/Crossbow Heavy Bow/Crossbow Thrown Weapon Sidearm*,** Rifle*,** Machine Gun Grenade Grenade Launcher

Short Range 6m 9m PH2m 12m 16m 12m PH2m 9m

Medium Range 120m 180m PH3m 240m 320m 240m PH3m 180m

Long Range 180m 240m PH4m 360m 480m 360m PH4m 240m

Ranged attacks made at short range grant the attacker a minor advantage (to hit only.) Ranged attacks made at medium range provide the firer no advantage, or disadvantage.

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Ranged attacks at long range are made at a minor disadvantage to the firer (to hit only.)

*Aiming is only possible if the character is not being


physically attacked or jostled around and takes two combat phases to make, not one. Aiming will make a long range shot seem like a medium range shot, and a medium range shot seem like a short range shot. At short range it will grant the firer a minor advantage against a target (to hit only.) **If the character is using a scope it will negate the penalty for a long or medium range shot, making it instead equivalent to making a shot at short range. This can only be done if the character firing is not being physically attacked or jostled around and takes two combat phases to make, not one. If the character is disturbed or attacked in any way while using the scope, its benefit will be lost. At short range it will grant the firer a minor advantage against a target (to hit only.)

C-Firing in Melee Combat


Anyone who uses a ranged weapon (except a thrown while actively engaged in melee combat will be at disadvantage when attempting to defend themselves any enemys attack that was adjacent to them when ranged weapon was used. weapon) a minor against that

D-Poor Quality Firearms


For the sake of simplicity Nuclear Winter only includes rules for poor quality sidearms and rifles. A poor quality sidearm will only be as effective as a heavy bow/crossbow, and a rifle will only be as effective as an ordinary sidearm. They will also only cost 75% as much as a good quality version of the same weapon.

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E-Ammunition
To keep things simple, in Nuclear Winter, all ammunition costs 10% of the price of the weapon it is designed to fit, and will be enough to make twelve attacks.

F-Armour
Armour None* Light (Archaic)** Medium (Archaic)** Heavy (Archaic)** Shield (Archaic)** Light Medium Heavy Shield Weight 4kg 8kg 12kg 4kg 2kg 4kg 6kg 2kg Protection = = 1n 2n = = 1n 2n = Cost 0 $80 $160 $320 $60 $120 $240 $480 $90

= protection indicates that no adjustment is made to the base defence dice.

*Characters not wearing armour grant a minor advantage to attackers making any attack against them, other than an unarmed attack or an attack using an improvised weapon. **All archaic armours are at a minor disadvantage when modern or futuristic ranged weapons are used against them.

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F-Armour and Movement


Archaic armours such as mail and plate will slow a character down more than futuristic armours that are made of complex fibres and plastics, as well as have a more dramatic effect on their overall mobility. The table below shows the effect of different types of armour when attempting skill or statistic challenges based on agility:Armour None* Light (Archaic)** Medium (Archaic)** Heavy (Archaic)** Shield (Archaic)** Light Medium Heavy Shield Movement/Challenge Penalty -/-/-8m/+1 difficulty -16m/+2 difficulty -/-/-4m/-8m/+1 difficulty -/-

G-Laser Weapons
Handheld laser weapons come in two varieties: laser pistols and laser rifles. Unlike ordinary firearms that use ammunition, a laser weapon uses a rechargeable energy cell to power it. Wearers of any type of archaic armour are at a major disadvantage when a laser weapon is used against them (damage only) and wearers of futuristic armour are at a minor disadvantage when a laser weapon is used against them (damage only.) Laser Pistol Rifle Skill Ranged Weapons Ranged Weapons Hands 1 2 Weight 1kg 2kg Damage 1n 2n Cost $300 $600

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Laser weapon energy cells cannot be recharged, they must be replaced. A fully charged laser weapon cell will provide enough power for that weapon to fire 60 shots; after that it must be replaced. Laser pistol energy cells cost $75 Laser rifle energy cells cost $150

H-Light Absorbing Material


It is possible to negate the advantage that laser weapons are granted by incorporating a special light absorbing polymer in their construction. This can only be done to futuristic armour, cannot be done retrospectively, and will cause their cost to double.

I-Other Weapons
Weapon Smoke Grenade Skill Ranged weapons Hands 1 Weight .5kg Damage Cost $30

Smoke grenades release a thick vapour into the air that obscures vision as if those in it were being affected by thick fog (see the environment chapter for details.) Weapon Taser Skill Brawling Hands 1 Weight 1kg Damage Special Cost $120

A taser is a handheld device that emits a powerful static charge that can cause temporary muscular paralysis in a victim. To see if the target is affected, have them perform a physique statistic challenge with a difficulty level of 3.

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J-Other Equipment
Item Infrared Goggles Flashlight Gas Mask Biohazard Suit Communicator Tool Kit Medical Kit Radiation Antidote Toxin Antidote Weight .5kg .5kg .5kg 3kg .25kg 5kg .5kg .1kg .1kg Cost $160 $20 $120 $480 $40 $240 $30 $60 $20-120

Infrared Goggles-These goggles allow the user to see into the infrared spectrum, making it possible to operate in complete darkness. The goggles have a range of 500m and run on an internal battery. The battery costs $20 to replace and lasts for 200 hours. Flashlight-Flashlights provide illumination and are powered by an internal battery. They have a range of 250m and the battery cost $5 to replace. The life of a fresh battery is 100 hours. Gas Mask-Gas masks fit over the wearers face and sometimes whole head, and have a built in filtering mechanism for removing any noxious substances from the air being drawn into them. The wearer of such a mask will be immune to all the effects of harmful gasses. Biohazard Suit-A Biohazard suit completely insulates the wearer from the outside world, and includes a gas mask as well as special gauntlets and boots. It will protect the person inside it from harmful chemicals, gasses and radiation. Certain corrosive substances will burn through the suit however. Communicator-Communicators are small handheld devices that allow a user to send and receive messages, as well

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as talk over long distances. There are currently no communication satellites able to be accessed by wanderers of the wasteland, so communication devices must connect directly to each other, or via earth-based networks, and even operational ones of those are scarce. The range of a handheld communicator without access to a communication network of some kind will be 10km. If a communication network is able to be accessed, then the range could be hundreds, or even thousands of kilometres for such a device. Tool Kit-This is not just a set of spanners and screwdrivers, but a whole plethora of useful items. For the sake of simplicity, tool kits in Nuclear Winter contain everything necessary to carry out small scale repairs on everything from mundane household fixings and fittings, to the engines of motorcycles, cars, and goods vehicles. Medical Kit-A medical kit contains all the basic things necessary to treat tissue trauma, including cuts, fractures, burns etc. Each kit contains enough material to treat up to 8 points worth of vitality damage. To treat a wound, a character must make a medicine skill challenge with the amount of hits on the dice indicating the maximum amount of vitality points that they can heal. Radiation Antidote-Each bottle of radiation antidote pills can nullify a total of 6 rads that a victim has been affected by. No skill challenge is necessary, the result is automatic. Toxin Antidote-Each bottle of toxin antidote pills has enough in it to treat one victim. A toxin antidote will only have an effect on toxins that have a potency value equal to or less than itself. The cost of a toxin antidote is dependent on how effective it is: multiply its numerical rating (1-6) by 20 to work out its cost in dollars.

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K-Transport
Mode Horse Bicycle Cost $500 $250

Horse-Horses are the new car in a post 2075 world. They can move up to 108m in a combat phase, with their crawling pace being 3m/combat phase, their walking pace being 6m/combat phase, and their jogging pace being 24mcombat phase. Bicycle-A character riding a horse can travel at twice their normal movement rate.

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9-Enhancements
In Nuclear Winter, enhancements come in two forms: stimulants and implants. Stimulants are performance enhancing drugs that can make characters stronger, quicker, smarter etc, and implants are permanent fixtures surgically placed inside the recipients body that will permanently improve them in some way.

A-Stimulants
Stimulants can be administered in different ways: they can be injected into the bloodstream hypodermically, as well as taken orally in the form of tablets or capsules. The downside to using stimulants, are twofold: the user can become addicted to them, and they can also react badly to something they have just taken. Stimulants, unless otherwise stated, take one minute to have an effect on the user. Every time a stimulant is injected or ingested a number of times that exceeds a characters physique score, a challenge must be undertaken with a difficulty of 1 using that statistic. If this is failed, the character using the drug will become addicted to it, and until they are able to obtain another fix, they will be at a minor disadvantage to every action they perform. To rid themselves of their dependency, they must succeed in a physique statistic challenge with a difficulty of 3; they can only undertake this challenge once in a week.

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The table below lists the most common stimulants to be found in Nuclear Winter:Stimulant Anabolex Refolex Neurox Confidol Effect Boosts physique and physique based skills Boosts agility and agility based Skills Boosts reasoning and reasoning based skills Boosts fellowship and fellowship based skills Cost $50 $50 $50 $50

Different effects from different drugs are able to function simultaneously. Taking more than one of the same drug will not increase the potency of that drug. If another dose of a drug that is still in effect is taken, then the effects of the previous one will be ignored and the time limit of the new drug will be applied. The effects of all stimulants last for ten minutes. Every time a stimulant is taken, the user must succeed in a physique statistic challenge with a difficulty of 1 or have a bad trip. Any character having a bad trip must roll one die: The character blacks out for a number of combat phases equal to 12 minus their physique scores numerical value. When they come round, the drug will have no further effect.

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0 The character becomes paranoid and delusional, and will become frightened and hysterical. The exact effects of their condition are left up to the president. This will last for a number of combat phases equal to 12 minus their reasoning statistics numerical value. When they recover their senses, the drug will have no further effect. + The character becomes nauseas and will suffer a minor disadvantage to any action they perform for a number of combat phases equal to 12 minus their physique scores numerical value. When this period of time has expired, the drug will have no further effect. Whenever an action is performed or a challenge undertaken using the statistic that a stimulant enhances, if any hits are scored on the dice then one of those hits will count as 2 points instead of 1. The effects of stimulants are cumulative with those of implants.

B-Implants
Implants are semi-permanent alterations made to a recipients body that improve their physical and mental capabilities. They require surgery to be placed inside a persons body, and also surgery to be removed. A list of the most common implants to be found in Nuclear Winter is provided in the table below:-

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Implant Neuron Chip Ocular Chips

Nanobot Immune System

Effect Boosts reasoning and reasoning based skills. Enhances the effectiveness of ranged attacks and allows the recipient to see as if they were permanently wearing infrared goggles. All physique statistic challenges to resist toxins and diseases are made easier.

Cost $10,000 $10,000

$10,000

Whenever an action is performed or a challenge undertaken that an implant affects, one hit rolled on the dice will count as 2 points instead of 1. The effects of implants are cumulative with those of stimulants.

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6-Environment A-Movement
Characters can move at four different paces: crawling, walking, jogging, and running. In a combat phase, depending on their agility score and what pace they are moving at, different amounts of ground will be covered. Agility 2 3 4 5 6 Crawling 3m 3m 3m 3m 3m Walking 6m 6m 6m 6m 6m Jogging 12m 12m 12m 12m 12m Running 38m 42m 46m 50m 54m

B-Encumbrance
The amount of weight a character can carry before becoming encumbered is determined by their Physique. Physique 2 3 4 5 6 Lightly Encumbered 10kg 15kg 20kg 25kg 30kg Heavily Encumbered 20kg 30kg 40kg 50kg 60kg

Lightly encumbered characters cannot run and all skill and statistic challenges involving agility will be 1 level of difficulty higher than normal. Heavily encumbered characters cannot jog or run and all skill and statistic challenges involving agility will be 2 levels of difficulty higher than normal.

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C-Fatigue
There are various ways in which a character can become fatigued: a lack of sleep, running, travelling long distances on foot, a lack of food or water etc. Characters suffering from fatigue undertaking skill and statistic challenges will have the difficulty levels of those challenges increased by 1. They will also receive a -1 to all attack and defence rolls during combat.

Lack of sleep-Characters need 6 hours of sleep a night to function normally; any less than this and they will succumb to the effects of fatigue. These effects will continue until the character manages to get 6 hours of sleep. Running-If a character runs continuously for a period of time greater than their physique score in minutes, they will become fatigued. To recover, they must take a 5 minute rest. They will also be unable to move any faster than a jogging pace for 1 minute. Travelling long distances on foot-If a character travels continuously for a period of time equal to or greater than their physique in hours, they will become fatigued. To recover, they must rest for 5 minutes. If two such periods of time are spent travelling, the only way the character will be able to recover is to get 6 hours sleep. Lack of food and/or water-If a character goes more than 24 hours without food or water, they will become fatigued. To recover, they must eat or drink something. It will take 5 minutes for the character to perk up after doing so.

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D-Toxins
Toxins come in many forms, from animal venom to pharmaceutically prepared plant extracts, to entirely synthetic compounds manufactured in a laboratory. Regardless of what they are composed of, toxins in Nuclear Winter are all handled in the same manner: they are all given a potency rating (POT) from 1-6 that determines their strength, and an effect (which will be given in that toxins description.) If a character fails in a physique test against a toxins potency, then they will succumb to that toxins effects. To resist, they must score a number of hits equal to, or greater than, the toxins potency.

E-Diseases
A disease in Nuclear Winter encompasses everything from a naturally occurring contagion that may be present as a result of poor sanitation, to an especially cultured variant of a natural virus that may be integrated into a biological weapon. In all cases, a disease is given a virulence rating (VIR) from 1-6 that represents how deadly it is to living organisms. This is also the difficulty level of the physique statistic challenge that a character must perform in order to resist its effects. The individual descriptions of each disease will give their virulence rating, as well as the effect they will have should the victim fail to resist them.

F-Asphyxiation
Asphyxiation can occur in various ways, such as drowning or inhaling noxious gases, but Nuclear Winter handles each the same. If a character is prepared, they can take a deep breath. If they are not prepared and the source of the asphyxiation takes them by surprise, then they cannot take a deep breath. Characters can hold their breath for a number of combat phases equal to their physique10 if they are able to prepare themselves. Characters can hold their breath for a number of combat phases equal to their physique5 if

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they are not able to prepare themselves. If a character is not able to get air after the period that they can hold their breath for has expired, then they will fall unconscious. Death will occur in a number of combat phases equal to their physique score after this.

F-Falling
If a character is unprepared for a fall, then they will have a greater chance of sustaining more damage from the distance fallen than if they were prepared. To keep things simple, armour does not reduce the damage sustained from a fall. The table below shows the number of damage dice that are rolled dependant on the distance fallen, and whether the character was prepared or not. When rolling for damage, any die that comes up as a 0 or a will indicate that the falling character has sustained a single point of damage.

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Distance Fallen 3m 4m 5m 6m 7m 8m 9m 10m 11m 12m 13m 14m 15m 16m 17m 18m 19m 20-25m 26-30m 31-35m 36+m

Prepared 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Auto-Unconscious Auto-Unconscious Auto-Death* Auto-Death**

Unprepared 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Auto-Unconscious Auto-Unconscious Auto-Death* Auto-Death** Auto-Death**

*Roll one die: if it comes up as a +, the character is merely unconscious. Unconscious characters will regain their senses in a number of minutes equal to 12 minus their physique statistics numerical value.

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G-Radiation
Exposure to radioactive fallout or materials will cause characters to eventually become adversely affected. This is represented in Nuclear Winter by Rads. Every time a character is exposed to radioactivity, they must attempt to resist its effects. This is done by undertaking a challenge using the characters physique statistics numerical value, which is pitted against the strength of the radioactive source (rated 1-6.) If the character succeeds in the challenge, then they are unaffected by that source. If they fail the challenge, then they will receive a number of Rads equal to the difference between the strength of the radioactive source, and the score they achieved on their challenge dice. If the amount of accumulated Rads exceeds a characters physique score, then they will become affected by radiation sickness: The first time the numerical value of a characters physique score is exceeded, they will be considered to be permanently fatigued. The second time the numerical value of a characters physique score is exceeded they will fall unconscious and die in a number of hours equal to the numerical value of their physique score.

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Nuclear Derby
1-Statistics (page 41) 2-Modifications (page 44) 3-Combat (page 50) 4-Hazards (page 52)

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1-Statistics A-Type
Vehicles are split into categories that define their general design. Other types of vehicle can be catered for using the ones detailed in the table below as a guideline:Type Cycle Car Van Lorry Tank Size Tiny Small Medium Large Huge Wheels 2 4 4-6 6-18 Passengers 2 4-8 8-16 16-32 2-4 Weaponry Very Light Light Medium Heavy Very Heavy Firepower 2-3 4-6 6-9 8-12 10-15

Size-This refers to the general bulk and weight of the vehicle. Wheels-This refers to how many wheels the vehicle can have, which can be arranged in various configurations. Passengers-This refers to how many people the vehicle is able to carry including both the driving area, as well as any cargo space it may have. Weaponry-This refers to the maximum size of any weapons the vehicle may carry, as well as to the amount of armour it may be plated with. Firepower-This refers to the total points that may be spent on all weaponry to arm a vehicle (see the modifications chapter for details.)

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B-Statistics
Just like player characters, vehicles also have statistics that define various aspects of their performance, both in, and out of combat:Chassis- This statistic defines how much structural damage the vehicle can sustain before becoming inoperable. Manoeuvrability-This statistic represents how quickly the vehicle can turn. Speed-This statistic represents how fast the vehicle can travel in a combat phase. Acceleration/Deceleration-This statistic represents how quickly the vehicle can speed up and slow down. Vehicle Cycle Car Van Lorry Tank Cost $4.000+$100/chassis point $8,000+$100/chassis point $16,000+100/chassis point $32,000+$100/chassis point $160,000+$500/chassis point

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Type Cycle Car Van Lorry Tank

Chassis 4-6 8-12 12-18 16-24 20-30

Manoeuvrability* Minor Advantage Minor Disadvantage Minor Disadvantage

Speed 350450m 400500m 300400m 250350m 200300m

Acceleration/ Deceleration 250-350m 200-300 150-250 100-200 50-150

*The modifications shown in the above chart apply to the drivers drive skill whenever a drive skill challenge is undertaken, or the vehicle attempts to dodge incoming attacks.

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2-Modifications
There are various modifications (mods) that can be made to vehicles including the addition of weapons, armour, defence systems, and improvements to the engine. The amount of mods, and what type of mods, can be applied to a vehicle, depend on its size and type.

A-Performance Mods
Mod Advanced Braking System Fuel Injection Turbocharger Hydraulic Suspension Availability All with the exception of Very Heavy Very Light, Light, Medium Very Light, Light, Medium All with the exception of Very Heavy Cost $50/chassis point

$50/chassis point $50/chassis point $100/chassis point

Advanced Breaking System-This mod will enable a vehicle to decelerate 50m more in a combat phase than it was able to before it was modified. Fuel Injection-This mod will enable a vehicle to accelerate 50m more in a combat phase than it was able to before it was modified. Turbocharger-This mod will enable a vehicle to reach a top speed 50m/combat phase more than it could before it was modified. Hydraulic Suspension-This mod will enable a vehicle to treat terrain as if it were one category less severe than what it actually is.

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B-Weapons
Some weapons are just too big to fit on certain vehicles and a vehicles size and design also limits the amount that can be attached to it. In Nuclear Derby, every weapon has a firepower rating that if fixed to a vehicle, must be subtracted from that vehicles total firepower score. A vehicle cannot have weapons that have a combined firepower rating greater than its own. The cost for the weapons listed in the table below reflects not only any alterations that may have to be made to fit the weapon to a vehicle, but also any electronics that may have to be added to fire them remotely, and the cost of fitting them. A weapon can only be fitted to a vehicle if its type is the same as, or lighter than, that vehicle. Weapon Machine Gun Heavy Machine Gun Gatling Gun Rocket Launcher Missile Launcher Light Cannon Heavy Cannon Mines Ram Type Very Light Light Damage* 2n 2n+2h Firepower 1 2 Range 12m/240m/ 360m 16m/320m/ 480m 20m/400m/ 600m 25m/500m/ 750m 30m/600m/ 900m 25m/500m/ 750m 30m/600m/ 900m 6m/-/-/-/Cost $900 $1,800

Heavy Medium Heavy Heavy Very Heavy Light Varies

2n+4h 3n+6h 4n+8h 3n+6h 4n+8h 2n Special

4 5 6 7 8 3 1

$3,600 $5,400 $8,100 $5,400 $8,100 $900 $450

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*h stands for hot dice. A hot dice is a hit that counts as 2 points instead of 1. Machine Gun-This is almost identical to a handheld machine gun but adapted to fit on to a vehicle. It can be mounted at an increased cost of 50% on light to very heavy vehicles, as some major modifications may have to be made to accommodate it. Heavy Machine Gun-This is a larger and more powerful version of the machine gun than one that is designed to be held in the hands. It can be turret mounted at an increased cost of 50% on light to very heavy vehicles, as some major modifications may have to be made to accommodate it. Gatling Gun-This is the largest and most powerful machine gun that can be fitted to a vehicle. Rocket Launcher-This consists of a launch pipe, or several launch pipes joined together, that is designed to fire explosive projectiles. Missile Launcher-This is similar in design to a rocket launcher but is larger and capable of firing bigger projectiles.

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Light Cannon-This is a very large calibre gun that fires explosive shells. Heavy Cannon-This is similar in design to the light cannon but is larger and capable of firing bigger shells. Mines-These are weight sensitive explosives that are dropped from out of the back of a moving vehicle. Ram-This is a large, sturdy piece of metal fixed to the front of a vehicle. The base damage dice are dependent on the size of the vehicle they are attached to (see the combat chapter.)

C-Armour
Armour for vehicles in Nuclear Derby takes the form of metal plates that are either bolted or welded on to their chassis. All vehicles, except cycles, provide those inside them automatic protection, provided an attacker does not manage to hit them through a weak or exposed spot (see the combat chapter for details.) A vehicle can only be modified with armour with a type that is the same as or less than its weaponry type. Type Cycle Car Van Lorry Tank** Cover* 0% 50% 50% 50% 100% Protection*** None 1n 1n 1n 6n

*This assumes that the target is either driving the vehicle, or is a passenger in a place properly designated for passengers. Cover will vary if the target is occupying some other space in the vehicle: i.e. in the boot of a car. **Tanks cannot be modified with extra armour plating.

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***A nudge can convert a hot dice to a normal hit. A further nudge will render it a miss. Armour will also slow a vehicle down and make it less manoeuvrable. Armour Very Light Light Protection +1n Speed* 100% Manoeuvrability Penalty Minor disadvantage if same as firepower rating Minor Disadvantage if same as firepower rating Minor Disadvantage if same as firepower rating Minor Disadvantage if same as firepower rating Cost $50/ chassis point $100/ Chassis point $150/ Chassis point $200/ Chassis point

+2n

75%

Medium

+3n

75%

Heavy

+4n

50%

*This applies to both the maximum speed of the vehicle as well as its acceleration/deceleration rates.

D-Defences
Armour plating is not the only defensive trick a vehicle can have up its proverbial sleeve: smoke screens and blackjacks are also very effective.

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Defence System Smoke Screen Blackjacks Oil Slick

Type Light Light Light

Cost $1,500 $1,000 $1,000

Smoke Screen-This mod fits a smoke generator to the back of a vehicle that will put any pursuer at a minor disadvantage to all attacks and manoeuvres while caught in it. The area the smoke covers is 50mX25m. It dissipates in 6 combat phases. Blackjacks-These are small metal spikes that are designed to always rest with a sharp point facing upwards that are used for bursting a vehicles tyres. Any driver driving their vehicle over blackjacks must undertake a drive skill challenge to try and avoid them with a difficulty of 4. If the challenge is failed, a die is rolled for each of the vehicles tyres with a indicating that one has burst (for the effects of driving with burst tyres see the hazards chapter.) Oil Slick-This defence system is designed to cause a pursuing vehicle to skid.

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3-Combat
Only those combat rules that are different or new compared to those found in Nuclear Winter will be presented in this chapter.

A-Facing
If a weapon is not mounted on a turret then it can only be fired in one direction which must be specified when it is fitted to a vehicle. If a weapon is in a fixed position, then in order to hit another moving vehicle an opposed driving challenge must be undertaken. If the attacking driver is the loser, then they are considered to not have been able to manoeuvre their vehicle into a firing position.

B-Attacking and Defending


When making an attack using a vehicle-mounted weapon, the person making the attack must use the lower of their drive skill and relevant weapon skill (usually their ranged weapon skill.) Likewise, the defending driver of such an attack must use the lower of their drive skill and dodge skill.

C-Ramming
The amount of damage caused by a ram can be dependent on the relative speeds of the vehicles involved. This is only the case if the vehicle being rammed is rammed from behind and is moving away from the shunting vehicle. Damage is calculated using the following formula:Attacking vehicles size+ attacking vehicles speeddefending vehicles speed (if moving away from the attacking vehicle.)

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Vehicle Size Very Light Light Medium Heavy Very Heavy

Base Damage* 4d 5d 6d 7d 8d

*d=dice. A ram adds 2n damage. For every 50m of speed the attacking vehicle is travelling at, add 1d. If 8d has been reached then each 50m of speed will add 1h.

The ramming vehicle will also take damage but for each point the driver has in the drive skill, they can roll one dice with each + result reducing the damage their vehicle takes by 1 point. A ram will also allow them two nudges to further reduce this damage. Armour reduces damage from rams in all cases to both the attacking and defending vehicles. Vehicles that hit people receive a minor advantage for the calculation of damage only and take no damage from the impact. Riders of cycles that ram either vehicles or people will have to succeed in a drive skill challenge with a difficulty of 1 for every 50m of speed they were travelling at or fall off. Falling of a moving cycle will do an amount of damage equal to 1d for every 50m of speed it was travelling at; armour can reduce this.

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4-Hazards
There are many dangers that a driver and their vehicle can run into, apart from other drivers vehicles.

A-Burst Tyres
Every burst tyre, or group of tyres in the case of a heavy goods vehicle, will reduce a vehicles maximum speed and its acceleration/deceleration rates by 50m. This is increased to 100m per tyre in the case of a cycle. All actions involving manoeuvring the vehicle in some way will also be made more difficult: in the case of a skill challenge, all difficulty levels will be increased by 1 for every burst tyre or group of tyres (maximum penalty of 2.) This is increased to 2 per tyre in the case of a cycle. All attacks made by fixed weapons will be at a minor disadvantage if any tyre/group of tyres is burst; this is only applicable to the attack roll, not the damage calculation.

B-Collisions
Vehicles that hit solid objects other than other cars will take and deal damage based on the material of the object struck: the President will have to decide the amount of damage dealt based on the type, thickness and size of this material. As a rough guide, this should range from 4-8d. Damage is calculated in exactly the same way as an ordinary ram (see the combat chapter.)

C-Skidding
Any time that a vehicle passes over an amount of a slippery substance that the President deems enough to cause it a problem, the driver of that vehicle must undertake a drive skill challenge with failure indicating that they have lost control of their vehicle. The vehicle will move in a random direction (except backwards) a total distance equal to 10% of its current speed.

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D-Falling
To calculate damage to a falling vehicle and those inside it, use the following formula:Vehicles take an amount of damage equal to double the listed damage on the falling table for an unprepared fall as shown in the Nuclear Winter rulebook; armour will reduce this. Characters inside a falling vehicle take damage as if the fall was prepared. To calculate the amount of damage dice, double the distance fallen amounts in the table.

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Nuclear Winter Beta Release Version 1.01 www.nuclearwinterrpg.weebly.com

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Hell Freezes Over

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