Nuked! Player Rules
Overview
This source functions as a compact player-rule handout for running harsh post-apocalyptic play with minimal mechanical overhead.
Design Value
- Fast onboarding for low-prep survival sessions.
- Clear player-facing expectations for risk and scarcity.
- Good fit for one-shots and interlude expeditions.
Core Resolution Loop
The raw source defines a clear four-step action structure:
- Referee describes what the characters perceive.
- Players state what they do.
- If the action is possible but risky, the referee telegraphs consequences and calls for an ability test.
- Success resolves as intended; failure resolves with situational consequences.
Impossible actions are not rolled. Some actions take time or tools without requiring tests.
Ability and Test Procedure
- Roll d20 equal to or under the relevant ability to succeed.
- Opposed tests: both sides roll; highest successful roll wins.
- If both opposed rolls fail, both sides suffer consequences.
- Advantage/disadvantage is applied by rolling 2d20 and keeping best/worst.
This keeps the system in the old-school "rulings first" mode while preserving a predictable core.
Combat Sequence
Combat operation:
- PCs make Agility tests for initiative.
- Successful PCs act first, then NPCs, then failed PCs.
- On turn: move (30 ft) and take one action.
- Attack test uses Muscle (melee), Sense (ranged), or Brains (relics).
- Defender chooses Counter-Attack or Dodge.
- Attack, counter, and dodge rolls resolve simultaneously.
Damage model details:
- Damage dice can explode.
- Defense die reduces incoming damage.
- 0 HP is unconscious; below 0 HP is dead.
- Damage types are acid, energy, physical, poison, radiation.
Stunts and Fiction-First Tradeoff
The source allows damage-for-effect exchange:
- on a successful attack opportunity, declare a stunt (trip, disarm, grapple, etc.),
- target chooses to take stunt effect or weapon damage.
This gives tactical texture without adding subsystem complexity.
Attrition Economy (Usage Dice)
After combat, used weapons/armor roll usage dice:
- result 1-2 degrades the item's usage die.
Combined with deprivation rules, this creates constant survival pressure even in short expeditions.
Recovery and Deprivation
Survival loop:
- meal plus full rest restores 1d8 HP,
- deprivation (food/water/sleep over 24h) prevents healing and imposes disadvantage,
- each deprived day adds one fatigue slot,
- safe haven rest restores HP and clears fatigue if deprivation cause is solved.
Character Generation Compression
The raw source supports fast zero-to-play chargen:
- Abilities: 2d6+6 in order, then one swap.
- HP: 1d8.
- Grit: 8 minus starting HP; one-use rerolls.
- Start with one trait pick from Perk/Mutation options plus random character traits.
- Starting loadout: ration/water/fuel usage dice and rolled gear/armor/weapons.
Table and Content Inventory
The source includes a complete quick-start table suite rather than only rules prose:
- Starting armor table (d20 tiered from no armor to heavy armor + shield).
- Starting weapon table (d20 spanning melee, handgun, bow, rifle, shotgun, carbine).
- Scrapper gear table (d20 utility items with Usage Die quality).
- Trait generators for physique, clothes, scars, virtue, vice, and background.
- Junk-pocket generation and perk/mutation selection hooks.
This means it can run as a stand-alone player packet for one-shot setup without additional chargen supplements.
Campaign Pressure Model
Nuked's pressure comes from three linked attrition channels:
- HP loss and lethality at 0/below-0 thresholds.
- Equipment decay through post-combat usage-die rolls.
- Deprivation leading to disadvantage and fatigue-slot tax.
That triad creates a stable survival tone even with very light rules overhead.
Referee Utility for Science-Fantasy Campaigns
The strongest extracted value for your depot is procedural economy:
- minimal rules overhead,
- explicit wear-and-tear loop,
- portable stunt mechanic,
- immediate wasteland tone from character tables.
This makes the source a strong reference for survival-heavy modules and harsh side procedures.