For a No Man's Land- The Mutant Front campaign Gas plays a major role as the boogie man doom of the setting. Chemical contamination is the lingering threat that kills and mutates.
The rules need to be adjusted to reflect the threat and danger of Gas. The method used for No Man's Land- The Mutant Front is to modify the existing radiation rules.
Chemical Contamination (hereafter simplified as Contamination) is a common hazard in the apocalyptic setting of No Man's Land- The Mutant Front.
Linger contamination in many regions expose people to it's hazards long after the shells have burst. Some mutants bear a continuing that of contamination and others may use it as a weapon their body produces.
Contamination is recorded as an intensity class of 1 to 10. Damage from contamination occurs per exposure which may be per attack or ongoing exposure by the round,turn or hour. Some areas may expose visitors to the threat of contamination over a longer period. If characters are exposed to this weaker background contamination during overland travel saving throws are recommended to be made but once per day. Contamination in some areas may only pose a threat to those that eat local foods, contact too much dust or drink the water in the contaminated area.
A victim of contamination typically suffers 1d6 damage per intensity level on a failed save vs contamination. Some gases have special effects that also effect those that fail a save. A successful saving throw reduces damage to half that of a failed save and no special effects are suffered. If a character prone to mutation fails 5 saving throws versus contamination in one day, the character receives one new random mutation that will develop fully in 2-5 days.
Some mutations, special abilities and equipment will reduce the intensity level of contamination a character is exposed to. If this contamination is reduce under an intensity level of 1 no harm will be suffered.
Future posts will cover special effects of gases and modification to mutations and equipment.