Friday, July 16, 2010

Jon, are you glowing?

Your buddy could be killing you in the Mutant Future. Those exposed to radiation on a frequent basis will eventually become a radiation hazard for those around them.

Beings in close proximity will be exposed to dangerous amounts of radiation near the severely irradiated.

Total Radiation Damage
Suffered from
Failed Saves.......Regular Radiation Emission Level
301-400................1
401-600................2
601-900................3
901-1300.............4
1301-1900...........5
1901-2000...........6
2001+...................7

Someone spending several hours of the day near someone emitting radiation must make a save vs radiation at +4. A successful save will result in no exposure and damage in this case.

Someone in closer contact for a few hours, such as sleeping in a tent together, being carried a long distance or riding a being emitting radiation must make a normal save vs radiation.

Those ingesting the blood (sap) or tissues or engaging in intimate contact with a radiation emitting being must make a save at -4.

Make a save the mornign after for any of the above exposure conditions during a day. Do not make more then one roll a day.

This variant used alone or with the earlier lifetime radiation exposure variant will really have an impact on campaigns. The irradiated will be avoided and mutants will be suspect and avoided by non-mutants. The standard model open society and mixed party may be a frightening and unusual thing to most of the occupants of setting where this variant is applied. This variant will not play well in many camapigns but there are plenty of ficitional models that support this style.

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