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Aftermath RPG Boards - Now Open! (title edited 2-24-2007)
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<blockquote data-quote="Rothe" data-source="post: 3343895" data-attributes="member: 39813"><p>Agreed. Making former industrial areas a toxic place to live. IIRC in our campaign we marked off "toxic" areas, but since play began 150-200 years after the ruin toxins had some time to thin even if they did not degrade. PCBs anyone?</p><p></p><p></p><p>That's it exactly! </p><p></p><p></p><p></p><p>This may be part of the same thing, again with the 150-200 year after timeline we used. Never fully explained it, but the concept being that the "virus" was one designed to do just what you suggest, make smart dogs (ala <em>A Boy and His Dog</em>), make smarter rats, baboons, etc. (secret military programs are always a good reason). After 150-200 years this virus has mutated or has kept working, or both, providing a ready explaination for the oddities. But again not that they are common.</p><p> </p><p></p><p>I like it. Shambling and biting is all that's required. </p><p></p><p> Same here, I should have put in vs. the elements in as well. Certainly natural evolution or random mutation wouldn't lead to intelligent rats, hence a virus designed (or which has mutated) to do such. Maybe there is something the rats need to do to maintain this virus in there system or the virus benefits from its host living longer. But the smart rat (master rat) was one of those rare surprises, and not a whole village of them in our campaign. The biggest danger after humans, IIRC, was feral dogs and rats, big (1-2 foot body), mean, hungry, post-apocalytic rats. <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></blockquote><p></p>
[QUOTE="Rothe, post: 3343895, member: 39813"] Agreed. Making former industrial areas a toxic place to live. IIRC in our campaign we marked off "toxic" areas, but since play began 150-200 years after the ruin toxins had some time to thin even if they did not degrade. PCBs anyone? That's it exactly! This may be part of the same thing, again with the 150-200 year after timeline we used. Never fully explained it, but the concept being that the "virus" was one designed to do just what you suggest, make smart dogs (ala [i]A Boy and His Dog[/i]), make smarter rats, baboons, etc. (secret military programs are always a good reason). After 150-200 years this virus has mutated or has kept working, or both, providing a ready explaination for the oddities. But again not that they are common. I like it. Shambling and biting is all that's required. Same here, I should have put in vs. the elements in as well. Certainly natural evolution or random mutation wouldn't lead to intelligent rats, hence a virus designed (or which has mutated) to do such. Maybe there is something the rats need to do to maintain this virus in there system or the virus benefits from its host living longer. But the smart rat (master rat) was one of those rare surprises, and not a whole village of them in our campaign. The biggest danger after humans, IIRC, was feral dogs and rats, big (1-2 foot body), mean, hungry, post-apocalytic rats. :) [/QUOTE]
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Aftermath RPG Boards - Now Open! (title edited 2-24-2007)
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