love the bomb handbook
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"A narrative post-apocalypse RPG system by Mark Iradian"TRANSCRIPT
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LOVE THE BOMB Created by Mark Iradian
©2006 by Mark Iradian. All rights reserved. Permission is granted to
copy, distribute and/or modify this document under the terms of the
GNU Free Documentation License, Version 1.2 or any later version
published by the Free Software Foundation; with the Invariant Sections being LIST
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LOVE THE BOMB A narrative post-apocalypse RPG system by Mark Iradian
Table of Contents WHAT IS LOVE THE BOMB?...................................................................................................................................... 5
WHAT IS A NARRATIVE RPG?.................................................................................................................................. 5
THINGS YOU’LL NEED TO PLAY LOVE THE BOMB RPG .......................................................................................... 5
CHARACTER CREATION ............................................................................................................................................. 6
STRENGTH ........................................................................................................................................................................ 6
DEXTERITY........................................................................................................................................................................ 6
VITALITY ........................................................................................................................................................................... 6
KNOWLEDGE ..................................................................................................................................................................... 6
CHARM............................................................................................................................................................................... 6
PERCEPTION ..................................................................................................................................................................... 6
SKILLS ................................................................................................................................................................................. 8
ROLLING THE DICE ..................................................................................................................................................... 10
COMPETITION ROLLS ................................................................................................................................................... 10
COMBAT........................................................................................................................................................................... 10
HEALTH AND CRITICAL ROLLS ................................................................................................................................... 11
HEALTH AND OTHER VITALS ................................................................................................................................ 13
FOOD AND WATER ......................................................................................................................................................... 14
POISON, DISEASE, AND RADIATION .......................................................................................................................... 14
RESTING .......................................................................................................................................................................... 15
TRAPS .............................................................................................................................................................................. 16
DRUGS AND ADDICTIONS............................................................................................................................................. 16
EQUIPMENT AND TECHNOLOGY ................................................................................................................................. 17
HISTORY ........................................................................................................................................................................... 19
LOVE THE BOMB .......................................................................................................................................................... 23
PLAYING THE GAME................................................................................................................................................... 31
MUTANTS AND ROBOTS ............................................................................................................................................... 31
SHELTER AND FACTIONS ............................................................................................................................................. 32
WEATHER AND VILLAGES ............................................................................................................................................ 32
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Throughout the billions of years, mankind has struggled, evolved and sought to master his domain. He has
guaranteed his place as king of this world. It is his responsibility alone. Earth belongs to him and no other
organism dares challenge his title. He has the right to control it, live it, and end it.
Mankind did not know when to stop. He mastered the atom, a particle of which controls everything, yet his
own people turn their backs on him. He became angry at those who speak ill of him or assaulted his
temples. Jealously, revenge, and anger begins to control him.
Mankind could never be erased and he knew this. With his knowledge and power over the atom, he began
using destructive tactics that gave his former title of master. He knew that it would cost a great deal of
sacrifice from his own people. Perhaps, when this is over, he will once again rise to power.
And if he didn’t, would anyone care?
The world is his. Let him do what he wants with it.
Love the Bomb.
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What is Love The Bomb?
Love The Bomb RPG is a classless pen and paper
roleplaying game where you, the player, take on
a role of a character that is stuck in a world
filled with decaying ruins, lifeless fields, and
deadly diseases. You are one of the few
survivors on this giant dirt of sphere called
Earth and decided to try live it out as opposed
to taking your own life. Well, you could take
your own life, but it wouldn’t just as exciting,
now would it?
The game is meant for three to six people. One
player must be the Game Master, who controls the
characters and environment that interacts with
the rest of the player.
What is a Narrative RPG?
A narrative RPG is a somewhat more freeform
based roleplaying, focusing more on storytelling
than action or rolling excessive number of dice.
Usually, in a narrative RPG game, the game
master (GM) needs to be able to improvise his
plot, and the rules, as his players move along
with the story. It is the Game Master’s job to
provide an entertaining story for his players,
while taking on the role of dozens of NPCs (Non-
player character) that will help or hinder the
player’s role.
The player’s job is to become the actor of the
GM’s plot. It is their responsibility to play a
realistic character that has both weaknesses and
strengths. If the player’s character is dying,
the performance of said character should act
like they are dying. The player must always
stay in character; whether it is the knowledge
of the world or their skills. The GM has every
right to disapprove a character because it
doesn’t fit with the storyline.
Things you’ll need to play Love The Bomb RPG
Before you begin a game of Love The Bomb RPG,
you must have the following:
A) 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and 20-sided dice.
B) Pencil and Paper. C) Someone to be the Game Master who has a
storyline in his head and fair.
D) Two or more people that will create their post-apocalypse personification
and willing to be the Game Master’s
bitch for the next several hours.
E) NOT REQUIRED BUT RECOMMENDED: Beer, pretzels, pizza, and soft drinks.
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Character Creation
Unlike other RPGs, Love The Bomb uses words
instead of numbers for characters. Therefore,
players are able to create either really
powerful characters or really weak characters,
depending on the plot and theme the GM plans to
use for the game session.
The first part of character creation of your
Stats. Stats are determined by your characters
background (more on this later).
Strength
The measurement of physical power. Used for
numerous situations like pinning someone down or
lifting something heavy. Pulling, pushing,
crushing, moving, and other physical challenges
are used by Strength.
Dexterity
How nimble your character is. The ability to
jump long distances or dodging at the right
moment are examples of dexterity. Anything that
requirements movement of the body is determined
by Dexterity.
Vitality
This statistic is your character’s resistance,
whether it is addictions, poisons, or anything
physical. Vitality also affects how long he can
breathe, how long he can run, and so forth.
Food and Drinks are also affected by Vitality
Finally, Vitality also plays a role when in
combat, able to take an extra bullet or stab
wound.
Knowledge
This is a measurement of general knowledge of
the world. Whether it is dealing with gang
politics, computer electronics, or street
smarts, Knowledge is tested when dealing with
information that isn’t common.
Charm
Charm is a mixture of both your looks and your
personality. Charm is used in social
situations, such as debating, negotiating or
making deals.
Perception
Your perception allows you to notice clues or
other abnormalities in a scene that would
otherwise be bypassed by others. It can also be
used for smells, hearing, and other senses.
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Briefing deadEarth
8 deadEarth
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Skills
Skills are abilities that are not an
inherent trait. Skills can be anything
from seduction to growing weed. They can
be specific like trivia knowledge of a
specific music group, to something really
broad like being Canadian. There is no
list of skills; it’s up to you to decide
what skills are used to shape your
character.
Skills, alongside with Stats, are created
by using words. Skills give your character
a more direct image of your character.
They should represent how others see your
character. If your character knows
different styles of Martial Arts, list all
of them if you want to.
Here is an example character. His name is
Muff and he is a car mechanic by day and
works out in the middle of the night. He
uses his Desert Eagle at the local range,
where his reigning champion for over 2
years at the local town. He has been a
follower of Christianity for over 20 years,
although does sin ever now and then. Once
a week, he trades some bullets or guns
given to him as payment for his mechanic
skills to spend some personal times with
the ladies.
Talented Car Mechanic (D10)
Devoted Christian Follower (D8)
A Skilled Lover (D12)
A Professional Marksman (D8)
Now you’re probably wondering about the
dice.
As mentioned before, every stat and ability
is described using words when creating your
character’s background. Once you are done
writing the background, you should figure
out what level your stat and skills go to.
Non-Existent
The lowest of them all. This rank is for
those just absolutely horrible at the
chosen skill or trait. You use this rank
for skills not listed on your character,
reflecting their lack of experience. You
can be a crap cook, but it doesn’t mean you
can’t try.
SKILL LEVEL DIE SAMPLES
Non-existent D20 + 5 poor, crap,
unskilled
Below Average D20 amateur,
beginner
Average D12 decent,
mediocre
Above Average D10 skilled,
professional
Expert D8 expert, pro,
very good
Master D6 amazing, master
Perfected D4 godlike,
grandmaster
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Below Average Skills listed here can be equal to minor
side hobbies or tasks done a long time ago.
They may have started using it, but never
really much farther than the basics.
Average
Anything listed under this level is
considered to be mediocre; nothing special
nor terrible. Simply put, this level is
for skills that they practice somewhat
often but never went further to try and
master.
Above Average They are so advanced in their skill, that
they are probably making a living out of it
or made it into a profession.
Expert This goes beyond the person’s profession,
and the character is probably very well-
known in the circles or communities of
those into the same skill. An example of
this would be firearms, seduction, or
acting.
Master One word: Einstein. If a skill hits here,
the character is known world-wide about it.
Perfected It would be very rare to find someone who
has perfected a skill. People with a
perfected title are considered gods among
their craft and should only be reserved for
incredibly special characters.
“Skill and confidence are an
unconquered army.”
~ George Herbert
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Rolling the Dice
Whenever there is a situation involving a chance
of failure, a ‘test’ needs to be made using
either the character’s Stats or Skills. The GM
determines what is used and the ‘difficulty’
number that needs to be passed. In most
situations, a 6 or lower is needed to pass the
test. Higher numbers mean the test is easier,
while a lower number means a more difficult task.
The outcome does determine the degree of success
or failure. If someone rolled a twenty, for
example, it would be considered a ‘critical
failure’ and something disastrous is likely to
happen. A one, on the other hand, means you have
succeeded without flaw or ‘critical success’.
Competition Rolls
There will be scenarios when two characters duke
it out using the exact same skills, a competition
roll is made. A competition roll is very simple:
Roll two dice belonging to the same stat or skill
used, and the one with the lowest result wins.
Arm wrestling? Strength. Racing down the
street? Driving. Beer drinking contest?
Vitality.
The difference between the two results also
affects the outcome of the contest. If there is
a tie involved, than there is a tie.
Combat
Combat in Love the Bomb is perhaps one of the
more dangerous combat systems you’ll see in an
RPG. There is no magic to protect you or some
cybernetic implants to make you survive several
shotgun blasts. Getting a good shot in your
character can result in a quick and rather
painless death (depending where you have been
shot), just like real life.
The initiative (who goes first) is relied on the
wisdom of the GM and the situation. For example,
if the party didn’t detected the group of
automatic thugs on the rooftop, the thugs will go
first.
Every turn is described in a narrative fashion
and the winner of the competition roll gets to
decide what happens on that exact moment. Your
character can do literally almost anything in
combat, from rolling to the side to aiming the
thug’s head with his magnum. Essentially, the
winner of the roll dictates what happens in
combat. The GM has the authority to slightly
change the outcome, if he wants to.
The only two key differences between combat and
competition rolls are: Combat uses two different
skills/stats depending on what action is being
narrated, and health rolls.
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Health and Critical Rolls
Most of the time, there is always
that thin chance of survival (or
perhaps a big chance) when the
unexpected hits a character. A
pistol shot in the gut, a high-
powered rifle in the shoulder, or an
insanely powerful car crash.
Depending on the situation and
magnitude of the damage, the GM will
ask the player to do a health roll
and give a difficulty based on the
scenario. Failing at a health roll
means the player suffers greater
wounds which might have negative
effects on the character (e.g. wound
in leg means agility-based rolls are
more difficult). Continuing to fail
health rolls might lead to a Critical
Roll.
A Critical Roll is literally a do or
die, meaning if the player fails this
roll, there is a good chance of that
character ending up dead. This type
of roll is reserved for either
failing numerous health rolls (up to
GM, suggestion is 4), or for those
high damaging scenarios like a good
sniper bullet into a man’s torso who
happens to be wearing kelver.
Failing a critical roll can either
mean that the character has
officially become incapitated and
must be taken to the hospital; or the
character dies. Again, depending on
the GM and the situation involved, it
can go either way.
Remember that Health and Critical
rolls are used if there is a
chance (even a slim chance) of
surviving. A pointblank shotgun
in the gut without any armor
stopping the force will kill a
character instantly.
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Character Creation deadEarth
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Health and other vitals
Like in real life, getting shot isn’t an
experience without its losses. When fists
are flying, bats are swinging, and guns
are blazing, someone is bound to get hurt
amongst the chaos.
Unless one of the crew members has First
Aid skill along with a good medical kit,
there is a good chance that a doctor will
be needed. A doctor is one of the most
valued members of society, able to heal
wounds that would otherwise be life
threatening. Doctors expect big payment
payment, whether it is an expensive gun or
a load of rations, and are often cited to
be very tough negotiators.
When dealing with hospitals, the GM should
focus on two things when naming the
doctor’s price: The skill of the doctor
and the critical nature of the wound.
Much like the characters in the party,
NPCs (non-player characters) also have
their own set of skills, and doctors are
no expectations.
The party has a lot of options when it
comes to healing their brothers and
sisters. They can visit a first rate
doctor who is an expert at his field (D8)
or go to guy who can’t even stitch
properly and performs surgeries in his
basement (D20).
Once the payment is made, the GM rolls for
the doctor against the difficulty number
(higher for easy injuries, lower for
critical ones. Normal is still 6).
Failing the test does not mean that the
crew is charged again, but a very high
roll can actually result is increased
magnitude of the injury, making a crap
situation into a pretty shitty one.
Just remember that even though the doctor
might perform the operation with success,
it doesn’t mean the character’s injuries
are instantly cured. Medications,
painkillers, a night’s rest, or a cast
might be needed.
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Food and Water
You are stuck in a world where a can of dog food
can save someone’s life, insane famine victims
fight over a diseased carcass, and water is just
as valuable as gold.
Both food and water are separate needs, so you
will need plenty of water flasks and food rations
before setting off into the wastelands.
Fortunately, you are at a time where most of the
violent killings and suicides have ended and it
is now possible to grow some food on the soil due
to the fallout declining. Still, the food and
water in a post-nuclear holocaust environment
isn’t what you would call ‘good’ and many people
would rather keep their food then trade it for a
gun. People who know how to farm are extremely
valuable at these dire times but the knowledge of
farming isn’t common, thus your character will
never know how to farm.
Characters can survive by drinking 2 liters of
water and having two meals a day. It is up to
the GM to determine when these two necessities
are needed and what your character goes through
when these needs are not met.
Poison, Disease, and Radiation
Besides getting a fatal blow to the head or
starving yourself, there are other things that
could kill you while trekking through the
wasteland. Poisons from various predatory
animals, diseases from eating bad food, and being
idiotic enough to walk into radioactive fallout
are good ways to shorten your life.
Both Poison and Diseases can be resisted against,
according to your Vitality stat. Whenever you
come in contact with venom or a disease, you must
roll your Vitality stat and try to get it equal
or under the difficulty number listed.
Once poisoned, your character’s life will slowly
zap away and if not treated soon, he/she might
die. The affects of poison should be portrayed
in your character (ex: One poison might make your
limbs go numb, therefore you cannot move or
defend yourself). You cannot be healed with
normal healing kits and the only way to get rid
of poison is to either let the poison run its
course or use the First Aid (or similar) skill.
The difficulty when using the First Aid skill
depends on the strength of the poison. Rare
powerful poisons can kill someone instantly.
Disease/Poison
Strength
Difficulty
Number
Weak 12
Moderate 10
Strong 8
Deadly 6
Lethal 4
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Disease, on the other hand, does not damage
your health. Instead, it reduces one (or
more) of your character’s Stats, degrading
it by one skill level (ex: Above-Average to
Average). Diseases do not wear out in
time, unlike poison, and they can be
contagious. Diseases can also ruin your
limbs or destroy a body sense (e.g. taste)
temporarily. The effects are up to the GM.
Like poison, being diseased disallows the
ability to be healed, even by normal
healing kits. The only way to be cured of
a disease is to find a working medical
facility and either use a First-Aid related
skill or get a doctor. Just remember that
diseases can also be airborne, blood borne,
or be in tainted food and don’t require
direct contact from animals. (Hope your GM
is not creative).
Radiation is deadliest out of three. Do
not buy into the myth that radiation
mutates a person. Radiation isn’t
something that a group of travelers in
wasteland would want; they know it doesn’t
“mutate” them, but deforms them. Leukemia,
Third Degree Burns, Conflagration, and
destroyed cells are small examples of what
Radiation can do. There isn’t much
radiation fallout as there was one thousand
years ago, but they are still places that
are contaminated by radiation and should be
avoided at all costs.
Light radiation does not glow or give any
signs. In fact, Radiation can look
completely normal in an area, making it
very deadly to poor unsuspecting travelers.
The only way to detect radiation in the
area is to get a Geiger counter, a very
rare item in the wastelands. There is no
resistance for radiation and there is no
way to cure it. Radiation effects on you
can be various, way too much to list here.
The effects of Radiation on a character are
up to the GM.
Resting
Resting is a requirement for anyone in the
wastelands. You are human and must sleep
like any other living organism. Resting
can be used to heal wounds slowly or to
kill off time. However, it is highly
recommended that when resting, you and your
party should be in a safe place. They are
nocturnal carnivorous creatures out there
and they like easy prey at night.
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You can rest anytime and how long you want, but
any hostile encounters in the wasteland will get
the first move in combat if they catch you. You
are simply a stationary blind target for those
Raiders and hungry critters.
Traps
Doors, chests, and lockers are some of things
that can be trapped by their owners. A trap can
have numerous effects, from incredibly high
voltage to spraying deadly viruses. The
imagination is left up to the GM.
To detect a trap, a Perception skill roll has to
be made and roll under the GM’s difficulty
(usually 6, the lower the harder). Once
detected, the Explosives (or any other trap-
related) skill is used to disarm the trap. You
can also trap things yourself, if you have the
right equipment and pass all necessary rolls
assigned by the GM.
Drugs and Addictions
Getting addicted is one of sure-fire ways to end
your life. In this radioactive wasteland where
food comes in a form of an 8-legged rat, drugs
are often perceived as either a death wise or an
escape from this horrible reality. But
sometimes, in the hardest of situations, you will
need that extra boost of strength or vitality, or
insert a needle into your brain to enhance your
perception. However, a drug does come with a
very hefty price.
They are numerous drugs in this game, way too
many to list here. Some of them are your basic
stuff, like crack, while others were created
during the declining of the fallout. Each drug
has their own addiction rating and with each use
of the drug, the player must make an addiction
check against the rating by Rolling his Vitality
and beat the number. If he fails, his character
has become addicted to that specific drug and
every 8 hours (possibly including sleep), he must
have the drug or else he might even go berserk or
do something that be classified as insane. The
only way to get rid of an addiction is to see a
doctor (other players cannot help) and weeks in
solitude to fight his urges. This is a very
expensive process.
A simple knowledge check or drug-related skill
can determine exactly what the drug does and it’s
addiction rating. Otherwise, you need to take
the dealer’s word for it.
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What a drug does is modifies the roll of 6
Stats of the Character: Strength,
Vitality, Dexterity, Charm, Knowledge, and
Perception. A ‘good’ drug will modify the
result of the roll by making it lower,
while a ‘bad’ drug does the opposite. It
is very possible for a drug to affect
different stats at the same time. The
duration of the drug is up to the GM.
Example Drug: Angel Eye gives -2 to
Vitality roll with a Dangerous addiction
rating.
Equipment and Technology
Your character’s starting equipment
should match your character’s skill and
background. A military man, for example,
would have plenty of weapons and ammo. A
man of science and math would have a
calculator, a notebook, and a pistol.
Discuss with your GM to what items you
will need. Starting characters also get
about a week worth of water and rations,
a starting pistol and some clips.
Unlike other roleplaying games, there is
not a huge list of items, their weight,
or what damage they do. Being a
narrative roleplaying game, the GM will
use (hopefully) common sense on the
likely damage of the weapon and the
players won’t think they can over 1000
pounds worth of inventory. Being shot by
a sniper or assault rifle hurts a lot
more than a 9mm pistol. Clips play a
very important role with your weapon,
because a clip is depleted from your
inventory after you are finished combat.
Even if you used one bullet, the clip is
gone.
Much of the technology has been recovered
but the major problem is the lack of
power to run most of the available
technology. Generators cannot be built
without fuel and very few individuals
have working generators. If someone does
have a generator, there is a good chance
that they are hidden from plain sight
inside an underground shelter.
Vehicles such as cars, tanks, and even
airplanes still exist. Some of them can
be operated. Weapons that you know today
are being used, with a few additional
sci-fi imaginative weapons.
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History
2009 - The President of the United States bows down to international and
domestic pressure on troops being
deployed in hostile foreign soil.
Civil violence and assaults on police
officers in the United Stated are no
longer considered uncommon news by the
mainstream media and the tabloids.
Radio hosts and book authors blast both
the president’s character and policies
on a daily basis. The Iraqi Prime
Minister declares his hostiles
intentions to Iran for supporting the
insurgents.
In response to the growing instability
of the United States, Saudi Arabia and
several other members of OPEC back away
from the once almighty US Dollar and
set their oil prices exclusively in
Euros. Canada cuts off NAFTA and
closes its borders to the United
States.
Within days, the wealthy citizens and
currency exchange brokers cashes in
their US Dollars for Euros and Yen.
The huge change within the world’s
financial were overwhelmed and lost
over half its value within a few hours.
In several weeks, the result was the
worst Depression the world has ever
witnessed.
Banks became targets for attacks,
racial tensions explode, Muslims are
besieged by Christians, and brownouts
become an excessive problem. The
biggest spark, however, was the failed
assassination attempt of the Saudi
Arabia’s king, leading the country into
martial law and suppression of civil
rights.
In late 2009, the North America
continent was going through as some
might say an ‘economic hell’. The
United States, with its huge deficit
and negative trade balance, completely
destroyed the United States economy.
Canada’s job market, relying heavily on
the United States, shrinks to
nothingness while French Canadians
demand separation and Native Americans
forcibly claiming more land. Alberta
has retreated from the Canadian
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confederation and becomes its own country.
2010 - The provinces of Canada have become into their own countries; the confederation is
dead. Skirmishes at the US-Mexico border are
more violent and common. British and French
patriots begin burning Islamic flags on
street corners and kill those who support
Muslims. In the Middle East, Palestine
disappears from the map by Israel forces and
Egypt’s army is nearly destroyed after
failing to support the Palestines. Shortly
after Iran’s nuclear missile test, Iraq’s
army mobilizes to disable Iran’s nuclear
ability.
The United Nations destroys itself in a vote,
with over 100 nations voting in favor of the
destruction of the UN. The treaty of NATO
and the European Union burns itself out as
domestic priorities take over.
2011 – To fight the depression, numerous nations imposes import restrictions and
outrageous tariffs. California is the first
state to leave the Union, believing that the
United States government has demonstrated the
inability to protect the people from the
violent fighting between the Hispanics,
Anglo, African, and Asian minorities. Texas
and his neighboring states follow suite,
creating their own country. Soon afterwards,
the Union that created the United States is
in pieces and the President is assassinated.
Australia retakes the North Eastern Australia
after several weeks under the control of the
rebels, and takes the pole position in the
economic recovery race. Japan begins to
build up their military again and puts an
economic embargo on North Korea.
2012 – Islamic terrorists have breached the walls of Israel and detonate three suitcase
nukes, disintegrating 94% of the population
and the infrastructure. Israel counter
attacks by launching nuclear missiles at not
only Mecca, but several Muslim countries in
Africa and the Middle East. As the Iraqi
tanks and planes shred the country of Iran,
the allies of Iran have launched nuclear
missiles with their destination being
Baghdad. Several countries in North America
lie in ruins as they all exchange nuclear
missiles with one another, with Alberta being
the first casualty due to their vast and rich
oil fields.
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In Asia, North Korea launches two
nuclear warheads at Japan for pre-
emptive strike reasons. Japan
retaliates by carpet bombing both North
and South Korea infrastructure and
military bases. Japan also claims
responsibility for a nuclear missile
sabotage in North Korea, resulting in
huge population losses within the
surrounding area.
Tibet terrorists bomb several
government buildings in China,
including twelve nuclear power plants.
The fallout spreads to Russia and other
countries in the Asia continent.
2013 – Global temperature begins to rise at an extraordinary rate. South
America is completely flooded, with
shores of Europe, Africa, Asia, and
North America being submerged in water.
Australia is in a civil war after a
successful assassination of the prime
minister and reported food storages for
the booming population and immigrants.
Militants from China are caught
stealing oil from the Russian
pipelines. Russia launches a pre-
emptive missile strike at China before
mobilizing their army. China counter-
attacks with their own list of missiles
and army, leading to a very bloody
battle that only last several weeks
before both countries have their
governments overthrown and lead to
Anarchy.
Several European countries like Poland,
the United Kingdom, Spain, and France,
become subjects of a campaign of
terrorist attacks, including nuclear
missile silos, low yield nuclear bombs,
and nuclear power plants. Domestic
riots increased, factions between the
populations are created, and floods are
increased.
Much of the world is covered in Nuclear
Winter and Australia is the first
country to die out. With food storage
and faction conflicts, Australia
becomes a shadow of it’s former self.
Other countries follow through.
“Power corrupts. Absolute power is kind of neat.” John Lehman, US Secretary of the Navy 1981-1987
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Love The Bomb
Nuclear Blast The first thing bomb victims experience
is the intense flux of photons
from the blast, which releases 70-80%
of the bomb's energy. The effects go up
to third degree thermal burns and are
not a pretty sight.
Initial deaths are due to this effect.
The next phenomenon is the supersonic
blast front. You see it before you hear
it. The pressure front has the effect
of blowing away anything in its path.
After the front comes the overpressure
phase. It would feel like being
underwater a few hundred meters. (At a
few thousand meters under the sea,
pressurized hulls implode.) The
pressure gradually dies off, and there
is a negative overpressure phase, with
a reversed blast wind. This reversal is
due to air rushing back to fill the
void left by the explosion.
The air gradually returns to normal
atmospheric pressure. At this stage,
fires caused by electrical destruction
and ignited debris turn the place into
a firestorm.
Then come the middle term effects such
as keloid formation and retinal
blastoma. Genetic or hereditary damage
can appear up to forty years after
initial irradiation.
The Mushroom Cloud The heat from fusion and fission
instantaneously raises the surrounding
air to 10 million degrees C.
This superheated air plasma gives off
so much light that it looks brighter
than the sun, and is visible hundreds
of kilometers (km) away. The resultant
fireball quickly expands. It is made up
of hot air, and hence rises at a rate
of a few hundred meters per second.
After a minute or so, the fireball has
risen to a few kilometers, and has
cooled off to the extent that it no
longer radiates.
The surrounding cooler air exerts some
drag on this rising air, which slows
down the outer edges of the cloud. The
unimpeded inner portion rises a bit
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quicker than the outer edges. A vacuum effect
occurs when the outer portion occupies the
vacuum left by the higher inner portion. The
result is a smoke ring. The inner material
gradually expands out into a mushroom cloud,
due to convection. If the explosion is on the
ground, dirt and radioactive debris get
sucked up the stem, which sits below the
fireball.
Collisions and ionization of the cloud
particles result in lightning bolts
flickering to the ground. Initially, the
cloud is orange-red due to a chemical
reaction when the air is heated. When the
cloud cools to air temperature, the water
vapor starts to condense. The cloud turns
from red to white.
In the final stages, the cloud can
get about 100km across and 40km
high, for a megaton class explosion.
Electromagnetic Pulse (EMP) A nuclear explosion gives off
radiation at all wavelengths of light. Some
is in the radio/radar portion of the spectrum
- the EMP effect. The EMP effect increases
the higher you go into the atmosphere. High
altitude explosions can knock out electronics
by inducing a current surge in closed circuit
metallic objects - electronics, power lines,
phone lines, TVs, radios, etc. The damage
range can be over 1000km.
Overview of Immediate Effects The three categories of immediate effects
are: blast, thermal radiation (heat), and
prompt ionizing or nuclear radiation. Their
relative importance varies with the yield of
the bomb. At low yields, all three can be
significant sources of injury. With an
explosive yield of about 2.5 kilotons (kT),
the three effects are roughly equal. All are
capable of inflicting fatal injuries at a
range of 1km.
The fraction of a bomb's yield emitted as
thermal radiation, blast, and ionizing
radiation is essentially constant for all
yields, but the way the different forms of
energy interact with air and target
vary dramatically. Air is essentially
transparent to thermal radiation. The thermal
radiation affects exposed surfaces, producing
damage by rapid heating. A bomb that is 100
times larger can produce equal thermal radiation
intensities over areas 100 times larger.
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The area of an (imaginary) sphere centered
on the explosion increases with the square
of the radius. Thus the destructive radius
increases with the square root of the
yield (this is the familiar inverse square
law of electromagnetic radiation).
Actually the rate of increase is somewhat
less, partly due to the fact that larger
bombs emit heat more slowly which reduces
the damage produced by each calorie of
heat. It is important to note that the
area subjected to damage by thermal
radiation increases almost linearly with
yield. Blast effect is a volume effect.
The blast wave deposits energy in the
material it passes through, including air.
When the blast wave passes through solid
material, the energy left behind causes
damage. When it passes through air it
simply grows weaker. The more matter the
energy travels through, the smaller the
effect. The amount of matter increases
with the volume of the imaginary sphere
centered on the explosion. Blast effects
thus scale with the inverse cube law which
relates radius to volume. The intensity
of nuclear radiation decreases with the
inverse square law like thermal radiation.
However nuclear radiation is also strongly
absorbed by the air it travels through,
which causes the intensity to drop off
much more rapidly. These scaling laws
show that the effects of thermal radiation
grow rapidly with yield (relative to
blast), while those of radiation
rapidly decline.
In a small nuclear attack (bomb yield
approx. 15kT) casualties (including
fatalities) would be seen from all three
causes. Burns (including those caused by
an ensuing fire storm) would be the most
prevalent serious injury (two thirds of
those who would die the first day would be
burn victims), and occur at the greatest
range. Blast and burn injuries would be
found in 60-70% of all survivors. People
close enough to suffer significant
radiation illness would be well inside the
lethal effects radius for blast and flash
burns, as a result only 30% of injured
survivors would show radiation illness.
Many of those people would be sheltered
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from burns and blast and thus escape the main
effects. Even so, most victims with radiation
illness would also have blast injuries or
burns as well.
With yields in the range of hundreds of
kilotons or greater (typical for strategic
warheads) immediate radiation injury becomes
insignificant. Dangerous radiation levels
only exist so close to the explosion that
surviving the blast is impossible. On the
other hand, fatal burns can be inflicted well
beyond the range of substantial blast damage.
A 20 megaton bomb can cause potentially fatal
third degree burns at a range of 40km, where
the blast can do little more than break
windows and cause superficial cuts.
A convenient rule of thumb for estimating the
short-term fatalities from all causes due to
a nuclear attack is to count everyone inside
the 5 psi blast overpressure contour around
the hypocenter as a fatality.
In reality, substantial numbers of people
inside the contour will survive and
substantial numbers outside the contour will
die, but the assumption is that these two
groups will be roughly equal in size and
balance out. This completely ignores any
possible fallout effects.
Overview of Delayed Effects Radioactive Contamination. The chief delayed
effect is the creation of huge amounts of
radioactive material with long lifetimes
(half-lifes ranging from days to millennia).
The primary source of these products is the
debris left from fission reactions. A
potentially significant secondary source is
neutron capture by non-radioactive isotopes
both within the bomb and in the outside
environment.
When atoms fission they can split in some 40
different ways, producing
a mix of about 80 different isotopes. These
isotopes vary widely in stability; some are
completely stable while others undergo
radioactive decay with half-lifes of
fractions of a second. The decaying isotopes
may themselves form stable or unstable
daughter isotopes. The mixture thus quickly
becomes even more complex, some 300 different
isotopes of 36 elements have been identified
in fission products. Short-lived isotopes
release their decay energy rapidly, creating
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intense radiation fields that also
decline quickly. Long-lived isotopes
release energy over long periods of
time, creating radiation that is
much less intense but more persistent.
Fission products thus initially
have a very high level of radiation
that declines quickly, but as the
intensity of radiation drops, so does
the rate of decline. A useful rule-of-
thumb is the "rule of sevens". This
rule states that for every seven-fold
increase in time following a fission
detonation (starting at or after 1
hour), the radiation intensity
decreases by a factor of 10. Thus after
7 hours, the residual fission
radioactivity declines 90%, to one-
tenth its level of 1 hour. After 7*7
hours (49 hours, approx. 2 days), the
level drops again by 90%. After 7*2
days (2 weeks) it drops a further 90%;
and so on for 14 weeks. The rule is
accurate to 25% for the first two
weeks, and is accurate to a factor of
two for the first six months. After 6
months, the rate of decline becomes
much more rapid. The rule of sevens
corresponds to an approximate t^-1.2
scaling relationship.
These radioactive products are most
hazardous when they settle to the
ground as "fallout". The rate at which
fallout settles depends very strongly
on the altitude at which the explosion
occurs, and to a lesser extent on the
size of the explosion.
If the explosion is a true air-burst
(the fireball does not touch
the ground), when the vaporized
radioactive products cool enough
to condense and solidify, they will do
so to form microscopic particles.
These particles are mostly lifted high
into the atmosphere by the rising
fireball, although significant amounts
are deposited in the lower atmosphere
by mixing that occurs due to convective
circulation within the fireball. The
larger the explosion, the higher and
faster the fallout is lofted, and the
smaller the proportion that is
deposited in the lower atmosphere. For
explosions with yields of 100kT or
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less, the fireball does not rise above the
troposphere where precipitation occurs. All
of this fallout will thus be brought to the
ground by weather processes within months at
most (usually much faster).
In the megaton range, the fireball rises so
high that it enters the stratosphere. The
stratosphere is dry, and no weather processes
exist there to bring fallout down quickly.
Small fallout particles will descend over a
period of months or years. Such long-delayed
fallout has lost most of its hazard by the
time it comes down, and will be distributed
on a global scale. As yields increase above
100kT, progressively more and more of the
total fallout is injected into the
stratosphere.
An explosion closer to the ground (close
enough for the fireball to touch) sucks large
amounts of dirt into the fireball. The
dirt usually does not vaporize, and if it
does, there is so much of it that it forms
large particles. The radioactive isotopes are
deposited on soil particles, which can fall
quickly to earth. Fallout is deposited over a
time span of minutes to days, creating
downwind contamination both nearby and
thousands of kilometers away. The most
intense radiation is created by nearby
fallout, because it is more densely
deposited, and because short-lived isotopes
haven't decayed yet. Weather conditions can
affect this considerably of course. In
particular, rainfall can "rain out" fallout
to create very intense localized
concentrations. Both external exposure
to penetrating radiation, and internal
exposure (ingestion of radioactive material)
pose serious health risks.
Explosions close to the ground that do not
touch it can still generate substantial
hazards immediately below the burst point
by neutron-activation. Neutrons absorbed by the
soil can generate considerable radiation for
several hours. The megaton class weapons have
been largely retired, being replaced with much
smaller yield warheads. The yield of a modern
strategic warhead is, with few exceptions, now
typically in the range of 200-750 kT. Recent
work with sophisticated climate models has
shown that this reduction in yield results in a
much larger proportion of the fallout being
deposited in the lower atmosphere, and a much
faster and more intense deposition of fallout
than had been assumed in studies made during
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the sixties and seventies. The reduction in
aggregate strategic arsenal yield that
occurred when high yield weapons were
retired in favor of more numerous lower
yield weapons has actually increased the
fallout risk.
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Playing the Game
As you are probably well aware, most of
the information is very vague. This is
intentional. Unlike most other RPGs,
you are not forced to follow background
information provided in the rulebook.
There is no ‘specific faction trying to
take over the world’ or famous people
with huge globs of back story This
book is merely to provide tools to
create a narrative roleplaying
experience in a post-apocalypse
setting. You decide what factions you
will be with or against, what weapons
are used, and where it happens. You
can fudge the rules/results every now
and then. This is your game, after
all.
This section will deal with the bare
bones of playing the game and
storyline.
Mutants and Robots
At the time when the world started
blowing each other up, the technology
of robot stalled. With the economic
depression and declining
infrastructure, dwindling corporations
had other problems to deal with. That
doesn’t mean there isn’t a possibility.
Perhaps in Japan, there was a select
few scientists that created working
prototypes of Robot Androids against
North Korea or other such scenario.
However, if you plan on going for a
realistic game, robots should be out of
the question.
Mutants are perhaps one of the more
cliché traits of the post-apocalypse.
If you are a veteran of roleplaying
games in a post-apocalypse setting,
you’ve probably come across a few games
like Gamma World that had sentinel
plant creatures or a huge radiation
chart.
As mentioned before, radiation does not
mutate a person but deforms them.
Personally, I would not use mutants,
because it goes against the nature and
power of radiation. However, nothing
is stopping you from using them.
Mutant animals like large rats or lions
can roam around the landscape, killing
those around them.
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Shelter and Factions
Without shelters, there is a very good
chance that the best men and women of the
human race would be wiped out from the
blast. These shelters, either built by
paranoid people or the government, have
the necessary resources to survive a
number of years before stepping foot
outside. They have their own generator,
their own food, and possibly their own
weapons. The most organized and powerful
factions were probably hiding inside a
well-planned shelter and were ready for a
time like this.
This is not to say that shelters are
considered heaven. Human nature takes
it’s course and they might be disorder
inside the shelter. One person is hogging
more food then the others, or perhaps
something simple like jealously over a
girl. Ordinary things can demolish a
man’s work of creating an underground
bunker because of a select few.
Weather and Villages
Before you start the game, you should
decide on what type of weather and skies
will be presented. Events like Nuclear
Winter or Fallout Rain will an affect on
the characters and villages within. The
time also affects the sky. If the game
starts immediately after the nuclear
holocaust, black smoke will cover the sky
and even daytime would be considered night
(look back at the Persian Gulf with the
oil well burnings). Take these things
into consideration before asking the
players to describe their characters.
For those outside the shelter, small
communities will be formed and the current
attitude and behavior could be seen as
‘tribal’ and ‘untrustworthy’. Treaties
will be made between small towns, or there
can be pillaging for that necessary
resource such as food or water. Without
proper generators, cities cannot be
rebuilt and communication is restricted
only by letter or word of mouth. The
world that was once small due to the Age
of Information has become big again.