Lane Shutt
Mongoose
I'm still working out the actual effect of radiation expressed in D20 stats but the system is ready for player input.
The present rules for Radiation have one major fault - a high level or lucky character can avoid any damage. By using a fixed DC save throw taken periodically they ignore the cumulative nature and increasing severity of radiation damage. The reality is that people experience the physical effect of radiation exposure gradually unless subject to a large dose in a short time. As their dose increases the effects become progressively more severe, from slight nausea to dead in D6 days. While the onset effects occur over a range of absorbed dose at some point everyone will suffer some effect.
----------updated 5/21--------------------------------
The (My) solution to this shortcoming is to track radiation exposure and make make periodic saves with DC and effects based on current exposure levels. The basics, for your review, are as follows.
New stat: Radiation Dose (RD) represents the amount of radiation exposure and resultant biological damage the character has sustained.
This exposure is measured in centiGray (cGy) which is approximately the amount of radiation absorbed, by an average person, per year. Given time the character may recover from some or all damage, reducing their RD.
Taking radiation damage: Any time a character is exposed to radiation he may be required to make a saving throw to avoid the effects. The characters RD is compared to table ### to determine the save DC and effects. Saving throws are normally mare every 20 cGy or once per hour, whichever is longer.
If their new RD exceeds the upper limit of any dose range they will automatically suffer the effects of that range with no save.
If the characters RD increased by less than 100 cGy in the last hour use the Save DC for the lowest range their RD falls within.
If their RD increased by 100 cGy or more, such as an instant source, use the DC for the highest range they fall in. Failing a save causes the character to suffer the effects of that and all lower ranges. Even if they pass the save for doses greater than 100 cGy they must still save vs any lower ranges.
Note - once a save is failed for a dose range no saves are needed until reaching the next higher range.
Ex: Sgt. Jones had an RD of 460cGy and received a dose of 70cGy in the last hour. He was not suffering from the 50-500 effects but since his new RD is 530cGy he will now. The dose was less than 100 so he saves vs DC 20 for the 300-800 range. He passes the save so only suffers minor effects. Later that day a Nuke goes off nearby and he receives an instant 700cGy raising his RD to 1230. He passes the (DC 35) save for the 1k-3k range but fails the save for 500-1500. He now suffers from severe symptoms and any non overlapping effects from lower ranges. He should probably head to the nearest Radiation Ward and spend a couple years away from nukes.
Sources: guidelines will be provided for persistent and instant sources. A persistent source, such as fallout or unshielded warheads, will have a dose/time. Instantaneous sources like nuclear detonations and particle weapons will have a step increase in dose.
Effects: these are approximate numbers but should give an idea of the overlap of severity levels.
Note - similar effects are not cumulative, exhaustion replaces fatigue etc.
Skill checks: negative modifiers at each severity level
Death: each severity level will have primary damage of Dx Con loss, secondary damage will be 1 pt Con loss at XX interval. Saving vs secondary damage will stop Con loss and prevent death.
Healing: each week with no radiation exposure will automatically reduce the RAD by a fixed amount. This may be modified by high/low Con. Lost Con is recovered weekly once you stop taking damage and not exposed to radiation.
Anti Radiation Drugs/ Medical Treatment: rather than miracle healing these will reduce the Save DC.
Shielding: vehicle armor will reduce any dose received. Most likely mechanic will be to divide the Dose by the Armor Hardness plus one. Dedicated shielding and structures will also have values assigned. Distance will also reduce the dose received.
Equipment: some changes to equipment stats and function would be made.
Damage to vehicles: Radiation has different effects on equipment than human bodies. Instead of cumulative damage to tissue it interferes with electronic systems, these will have a chance of failing or degraded performance based on radiation levels and hardening.
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These rules should not scare characters away from encounters with radiation or using nukes, the saves and damage can be endured at low exposure levels, but they will have to be more cautious. Nuking downtown then rushing in to rob the bank vault is probably not a viable plan.
Comments?
Too Complicated?
Anything unclear?
The present rules for Radiation have one major fault - a high level or lucky character can avoid any damage. By using a fixed DC save throw taken periodically they ignore the cumulative nature and increasing severity of radiation damage. The reality is that people experience the physical effect of radiation exposure gradually unless subject to a large dose in a short time. As their dose increases the effects become progressively more severe, from slight nausea to dead in D6 days. While the onset effects occur over a range of absorbed dose at some point everyone will suffer some effect.
----------updated 5/21--------------------------------
The (My) solution to this shortcoming is to track radiation exposure and make make periodic saves with DC and effects based on current exposure levels. The basics, for your review, are as follows.
New stat: Radiation Dose (RD) represents the amount of radiation exposure and resultant biological damage the character has sustained.
This exposure is measured in centiGray (cGy) which is approximately the amount of radiation absorbed, by an average person, per year. Given time the character may recover from some or all damage, reducing their RD.
Taking radiation damage: Any time a character is exposed to radiation he may be required to make a saving throw to avoid the effects. The characters RD is compared to table ### to determine the save DC and effects. Saving throws are normally mare every 20 cGy or once per hour, whichever is longer.
If their new RD exceeds the upper limit of any dose range they will automatically suffer the effects of that range with no save.
If the characters RD increased by less than 100 cGy in the last hour use the Save DC for the lowest range their RD falls within.
If their RD increased by 100 cGy or more, such as an instant source, use the DC for the highest range they fall in. Failing a save causes the character to suffer the effects of that and all lower ranges. Even if they pass the save for doses greater than 100 cGy they must still save vs any lower ranges.
Note - once a save is failed for a dose range no saves are needed until reaching the next higher range.
Ex: Sgt. Jones had an RD of 460cGy and received a dose of 70cGy in the last hour. He was not suffering from the 50-500 effects but since his new RD is 530cGy he will now. The dose was less than 100 so he saves vs DC 20 for the 300-800 range. He passes the save so only suffers minor effects. Later that day a Nuke goes off nearby and he receives an instant 700cGy raising his RD to 1230. He passes the (DC 35) save for the 1k-3k range but fails the save for 500-1500. He now suffers from severe symptoms and any non overlapping effects from lower ranges. He should probably head to the nearest Radiation Ward and spend a couple years away from nukes.
Sources: guidelines will be provided for persistent and instant sources. A persistent source, such as fallout or unshielded warheads, will have a dose/time. Instantaneous sources like nuclear detonations and particle weapons will have a step increase in dose.
Effects: these are approximate numbers but should give an idea of the overlap of severity levels.
Code:
Level RAD DC Effect
minor 50-500 10-15 minor nausea, fatigue, low chance of death
moderate 300-800 15-20 nausea, exhaustion, 50%+ death
severe 500-1500 20-25 slow (D3+2 weeks) death
screwed 1k-3k 35 death in D3 weeks
Dead Meat 2.5k+ 40 death in D3 days
Skill checks: negative modifiers at each severity level
Death: each severity level will have primary damage of Dx Con loss, secondary damage will be 1 pt Con loss at XX interval. Saving vs secondary damage will stop Con loss and prevent death.
Healing: each week with no radiation exposure will automatically reduce the RAD by a fixed amount. This may be modified by high/low Con. Lost Con is recovered weekly once you stop taking damage and not exposed to radiation.
Anti Radiation Drugs/ Medical Treatment: rather than miracle healing these will reduce the Save DC.
Shielding: vehicle armor will reduce any dose received. Most likely mechanic will be to divide the Dose by the Armor Hardness plus one. Dedicated shielding and structures will also have values assigned. Distance will also reduce the dose received.
Equipment: some changes to equipment stats and function would be made.
Damage to vehicles: Radiation has different effects on equipment than human bodies. Instead of cumulative damage to tissue it interferes with electronic systems, these will have a chance of failing or degraded performance based on radiation levels and hardening.
--------------------------------------------------
These rules should not scare characters away from encounters with radiation or using nukes, the saves and damage can be endured at low exposure levels, but they will have to be more cautious. Nuking downtown then rushing in to rob the bank vault is probably not a viable plan.
Comments?
Too Complicated?
Anything unclear?