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How long would it take for the effects of massive radiation to show up?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1411322" data-attributes="member: 94"><p>Here's my own (pseudo-realistic, but still fun) take:</p><p></p><p><span style="color: red"></span></p><p><span style="color: red"><strong>FALLOUT</strong></span></p><p><span style="color: red">Radiation damage is measured in rads, and an area that</span></p><p><span style="color: red">poses a radiation hazard is measured in rads per interval</span></p><p><span style="color: red">(per round, per minute, per hour, or per day). The shorter</span></p><p><span style="color: red">the interval, the more dangerous the hazard.</span></p><p><span style="color: red"></span></p><p><span style="color: red">For each full interval that a character is exposed to</span></p><p><span style="color: red">fallout, he accumulates rads. The character must make a</span></p><p><span style="color: red">Fortitude save (DC10 + total accumulated rads) or he takes</span></p><p><span style="color: red">1 point of Constitution damage.</span></p><p><span style="color: red"></span></p><p><span style="color: red">If a character’s Con is reduced to 0, or if at any time a</span></p><p><span style="color: red">character’s accumulated rads exceed his Con score, he</span></p><p><span style="color: red">dies.</span></p><p><span style="color: red"></span></p><p><span style="color: red"><strong>Radiation Recovery/Resistance</strong></span></p><p><span style="color: red">Provided a character can retire to a fallout-free zone, his</span></p><p><span style="color: red">body will begin to recover.</span></p><p><span style="color: red"></span></p><p><span style="color: red">x In the least grim variant, all characters recover at the</span></p><p><span style="color: red">rate of 1 rad per day.</span></p><p><span style="color: red"></span></p><p><span style="color: red">xx In this variant, the charcter must succeed at a</span></p><p><span style="color: red">Fortitude save (DC10 + rads) to recover 1 rad. If the check</span></p><p><span style="color: red">fails, the character’s rad level does not change.</span></p><p><span style="color: red"></span></p><p><span style="color: red">xxx In the most grim variant, the character must make</span></p><p><span style="color: red">a Fortitude save as above in order to recover 1 rad. If</span></p><p><span style="color: red">this check is failed, not only does the character’s rad</span></p><p><span style="color: red">level remain, the character takes an additional 1 point of</span></p><p><span style="color: red">Constitution damage.</span></p><p><span style="color: red"></span></p><p><span style="color: red">In some campaigns, PCs may be able to purchase</span></p><p><span style="color: red">medication to flush the body or speed the recovery rate.</span></p><p><span style="color: red">One such example is <em>prussian blue</em>, so named because it is</span></p><p><span style="color: red">literally a type of dye used in paint. A character who takes</span></p><p><span style="color: red">prussian blue immediately after exposure can recover an</span></p><p><span style="color: red">additional 1 rad per day.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Better still, of course, is the use of preventative measures</span></p><p><span style="color: red">prior to entering an area of fallout. Hazmat suits provide</span></p><p><span style="color: red">a fixed layer of radiation resistance (similar to any other</span></p><p><span style="color: red">energy resistance) while iodine-based tablets form a</span></p><p><span style="color: red">buffer to absorb a fixed number of rads before losing</span></p><p><span style="color: red">effectiveness.</span></p><p><span style="color: red"></span></p><p><span style="color: red"><strong>Variant: Mutations</strong></span></p><p><span style="color: red">In some campaigns, fallout does not simply kill; instead,</span></p><p><span style="color: red">those exposed to radiation become mutants with unusual</span></p><p><span style="color: red">abilities.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Using this variant, a player whose rads exceed his</span></p><p><span style="color: red">Constitution score does not immediately die. Instead, the</span></p><p><span style="color: red">character can opt to reduce his rad level by accepting one</span></p><p><span style="color: red">or more mutations.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Once per day, a character who would otherwise die</span></p><p><span style="color: red">from radiation can instantly reduce his rad level by 2 for</span></p><p><span style="color: red">every 0.2 CR of mutations he accepts. (See Chapter X-x,</span></p><p><span style="color: red">Creature Creation, for the CR cost of various abilities and</span></p><p><span style="color: red">drawbacks.)</span></p><p><span style="color: red"></span></p><p><span style="color: red">The nature of the mutations is entirely at the whim of the</span></p><p><span style="color: red">GM (though he may solicit player input). The mutations</span></p><p><span style="color: red">may be either entirely positive (adding 0.2 CR in new</span></p><p><span style="color: red">abilities per 2 rads reduced, and thus permanently</span></p><p><span style="color: red">increasing the character’s CR) or a balance of positive</span></p><p><span style="color: red">and negative (for example, +0.1 CR of a positive effect</span></p><p><span style="color: red">and -0.1 CR of a negative effect, for a total of 0.2 CR in</span></p><p><span style="color: red">changes but a net CR increase of +0.0). Mutations should</span></p><p><span style="color: red">never be entirely negative.</span></p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1411322, member: 94"] Here's my own (pseudo-realistic, but still fun) take: [color=red] [b]FALLOUT[/b] Radiation damage is measured in rads, and an area that poses a radiation hazard is measured in rads per interval (per round, per minute, per hour, or per day). The shorter the interval, the more dangerous the hazard. For each full interval that a character is exposed to fallout, he accumulates rads. The character must make a Fortitude save (DC10 + total accumulated rads) or he takes 1 point of Constitution damage. If a character’s Con is reduced to 0, or if at any time a character’s accumulated rads exceed his Con score, he dies. [b]Radiation Recovery/Resistance[/b] Provided a character can retire to a fallout-free zone, his body will begin to recover. x In the least grim variant, all characters recover at the rate of 1 rad per day. xx In this variant, the charcter must succeed at a Fortitude save (DC10 + rads) to recover 1 rad. If the check fails, the character’s rad level does not change. xxx In the most grim variant, the character must make a Fortitude save as above in order to recover 1 rad. If this check is failed, not only does the character’s rad level remain, the character takes an additional 1 point of Constitution damage. In some campaigns, PCs may be able to purchase medication to flush the body or speed the recovery rate. One such example is [i]prussian blue[/i], so named because it is literally a type of dye used in paint. A character who takes prussian blue immediately after exposure can recover an additional 1 rad per day. Better still, of course, is the use of preventative measures prior to entering an area of fallout. Hazmat suits provide a fixed layer of radiation resistance (similar to any other energy resistance) while iodine-based tablets form a buffer to absorb a fixed number of rads before losing effectiveness. [b]Variant: Mutations[/b] In some campaigns, fallout does not simply kill; instead, those exposed to radiation become mutants with unusual abilities. Using this variant, a player whose rads exceed his Constitution score does not immediately die. Instead, the character can opt to reduce his rad level by accepting one or more mutations. Once per day, a character who would otherwise die from radiation can instantly reduce his rad level by 2 for every 0.2 CR of mutations he accepts. (See Chapter X-x, Creature Creation, for the CR cost of various abilities and drawbacks.) The nature of the mutations is entirely at the whim of the GM (though he may solicit player input). The mutations may be either entirely positive (adding 0.2 CR in new abilities per 2 rads reduced, and thus permanently increasing the character’s CR) or a balance of positive and negative (for example, +0.1 CR of a positive effect and -0.1 CR of a negative effect, for a total of 0.2 CR in changes but a net CR increase of +0.0). Mutations should never be entirely negative.[/color] [/QUOTE]
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How long would it take for the effects of massive radiation to show up?
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