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Post by apseudo on Dec 13, 2010 5:18:21 GMT
Hullo All,
I've been fretfully prepping my first episode and would like some thoughts on how you might work high levels of ambient radiation, such as you might find naturally on an alien world or perhaps on one experiencing late-stage nuclear winter. I know the GM guide lays out radiation from specific sources, a reactor or a recent nuclear fallout cloud, but that starts at 500 rems at (6/12/18). I'm thinking more in the 200 to 300 rems range with the effects closer to those in The Mutants, flu like illness with serious consequences if left untreated. Thoughts, ideas, perhaps something you've already run?
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korith
2nd Incarnation
Posts: 131
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Post by korith on Dec 13, 2010 14:44:19 GMT
I'd suggest Resolve+Strength rolls against increasing difficulty with exposure. The first failure incurs a -2 penalty while remaining in the radiated area and visible symptoms of radiation-induced illness, while subsequent failures inflict attribute damage (perhaps 3/6/9 or so).
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Post by da professor on Dec 13, 2010 19:15:17 GMT
While the difficulty of the resistance roll should increase with extended exposure, it should not fall just because exposure has ended. Radiation sickness will kill if untreated.
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Post by apseudo on Dec 14, 2010 3:36:24 GMT
Thanks for the suggestion, korith. The penalty versus immediate damage, specifically.
Da professor, yes, there certainly can be terrible consequences if it's left untreated. From what I've read, initial symptoms from an acute exposure can take a couple hours to present and can last for a day or two, and be followed by a latent period before more serious problems appear. I will more than likely stop giving them attribute damage once they're out of the exposure, though limit healing rates and carry the symptoms through until they find treatment, which will be available. Of course, I am open to other suggestions that may smooth things out.
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