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Aftermath RPG Boards - Now Open! (title edited 2-24-2007)
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<blockquote data-quote="Shades of Green" data-source="post: 3343664" data-attributes="member: 3297"><p>Yes, most such radiation would be from nuclear reactos (powerplants for the most part) failing and leaking after their operators die in the Plague. Sure, there are probably some failsafes, but were these engineered to work for deacades without human supervision?</p><p></p><p>Also, don't forget chemical pollution - which is probably going to be far more common. Just think about all these waste dumps being washed and spread by the rishing tides, all the chemical factories faltering in the absence of supervision, and, ofcourse, all the environmental contamination already in place.</p><p></p><p></p><p>... With survivors living in the (above-water) upper stories and using improvised rafts to travel - I like that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Yep; serious radiation exposure will usually cause cancer (i.e. mutations in genes that regulate cell growth) and/or deformities in offsprings (usually caused by mutations in the gametes - sperm cells or ovae - that regulate the development of the embryo); even more radiation will cause radiation sickness (i.e. system failure due to too many genes in too many cells malfunctioning due to mutations and other bad things such as strand breaks and massive amounts of damaged proteins that can't be efficiently replaced). Scientifically speaking, most surviving Human radiation-induced mutants would be sorry cases of deformity and disability, not superheroes. Radiation produces "superpowers" (usually resistance to certain toxins) only in single-cell organisms, as they don't need a careful coordination between cells (and thus can't have cancer), have short generation spans (20 minutes in some bacteria) that allow for ultra-rapid evolution, and have massive populations (so even if 99.99999% of the bacterial or fungal colony dies, the remaining 0.00001 will still be millions, billions or more).</p><p></p><p></p><p>This is the avenue <em>Fallout</em> followed - and <em>System Shock</em> as well. I might include such things, but most strange creatures would be the offsprings of tailored organisms - especially things such as souped-up guard dogs (if you'd want to go over-the-top, make them rabid as well), or rats genetically-engineered to be used as a tool of sabotage (sneak into the enemy's bunkers and chew on the power and comm cables).</p><p> </p><p></p><p>You could have bio-zombies as well - maybe a modified strain of rabies that takes far less time to get from the wound to the brain, but far more time to kill the subject once making him crazy. Sure, these won't be undead in the D&D meaning of the word, but shamble and bite they will!</p><p></p><p></p><p>I prefer it mutant-light but Nature-heavy; humans vs. humans vs. the elements with several surprises thrown in. Rats won't rise to intelligence by mere evolution or mutation over just a few decades, though, but they could always be purposefully upgraded in that direction during the Biotech Bubble. Make the rat smarter, make it trainable, then attach a camera to its back and let it spy on enemy (or rival corp) installations... And chew on their wires as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I live in Kiryat Shmona, that's up north near the Lebanon border, though soon I'll be moving to Rehovot (somewhat to the south of Tel Aviv) to live with my girlfriend.</p><p></p><p>And Employee #2-4601 is my Traveller messageboard handle, borrowed from the main character's handle in <em>System Shock</em>.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 3343664, member: 3297"] Yes, most such radiation would be from nuclear reactos (powerplants for the most part) failing and leaking after their operators die in the Plague. Sure, there are probably some failsafes, but were these engineered to work for deacades without human supervision? Also, don't forget chemical pollution - which is probably going to be far more common. Just think about all these waste dumps being washed and spread by the rishing tides, all the chemical factories faltering in the absence of supervision, and, ofcourse, all the environmental contamination already in place. ... With survivors living in the (above-water) upper stories and using improvised rafts to travel - I like that :) Yep; serious radiation exposure will usually cause cancer (i.e. mutations in genes that regulate cell growth) and/or deformities in offsprings (usually caused by mutations in the gametes - sperm cells or ovae - that regulate the development of the embryo); even more radiation will cause radiation sickness (i.e. system failure due to too many genes in too many cells malfunctioning due to mutations and other bad things such as strand breaks and massive amounts of damaged proteins that can't be efficiently replaced). Scientifically speaking, most surviving Human radiation-induced mutants would be sorry cases of deformity and disability, not superheroes. Radiation produces "superpowers" (usually resistance to certain toxins) only in single-cell organisms, as they don't need a careful coordination between cells (and thus can't have cancer), have short generation spans (20 minutes in some bacteria) that allow for ultra-rapid evolution, and have massive populations (so even if 99.99999% of the bacterial or fungal colony dies, the remaining 0.00001 will still be millions, billions or more). This is the avenue [I]Fallout[/I] followed - and [I]System Shock[/I] as well. I might include such things, but most strange creatures would be the offsprings of tailored organisms - especially things such as souped-up guard dogs (if you'd want to go over-the-top, make them rabid as well), or rats genetically-engineered to be used as a tool of sabotage (sneak into the enemy's bunkers and chew on the power and comm cables). You could have bio-zombies as well - maybe a modified strain of rabies that takes far less time to get from the wound to the brain, but far more time to kill the subject once making him crazy. Sure, these won't be undead in the D&D meaning of the word, but shamble and bite they will! I prefer it mutant-light but Nature-heavy; humans vs. humans vs. the elements with several surprises thrown in. Rats won't rise to intelligence by mere evolution or mutation over just a few decades, though, but they could always be purposefully upgraded in that direction during the Biotech Bubble. Make the rat smarter, make it trainable, then attach a camera to its back and let it spy on enemy (or rival corp) installations... And chew on their wires as well :) I live in Kiryat Shmona, that's up north near the Lebanon border, though soon I'll be moving to Rehovot (somewhat to the south of Tel Aviv) to live with my girlfriend. And Employee #2-4601 is my Traveller messageboard handle, borrowed from the main character's handle in [I]System Shock[/I]. [/QUOTE]
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