Difference between revisions of "Radiation (3.5e Variant Rule)"

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{{Author
 
{{Author
 
|author_name=Leziad
 
|author_name=Leziad
|date_created=25 November, 2009
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|date_created=25 November, 2009<br>
|status=v1.0
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Remade: 19th July 2018
|editing=Spelling and grammar only, please.
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|status=v2.0
 
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== Radiation ==
 
== Radiation ==
  
Radiation lacks usable rules in 3.5e. Here is my take on the mystery of SCIENCE! and the most lethal threat we can't even see. Radiation uses rather simple rules that sacrifice a bit of realism for simplicity's sake, I attempted to make it lethal (not like D&D mundane fire). If you like your game less lethal, lowering damage caused by [[#Instant Exposure|instant exposure]] by 5d6 and lowering every fortitude save by 3 points might do it.  
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The subject of radiation is not covered in the basic rule of Dungeons and Dragons, at the time of it creation science fantasy and steampunk were not as popular of a genre. However some game do use concept like radiation and other more modern dangers and thus the existence of this ruleset. The system does not aim to be extremely realistic, instead providing a somewhat simple frame to include such a danger in a campaign.
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The danger of radiation is instant, insidious or both, it is a silent killer that is not merciful at all. This ruleset aim less at covering the rules for long term exposure such as cancer, instead focusing on the not-so short term radiation poisoning.
  
 
=== Doses ===
 
=== Doses ===
  
There are 6 types of dose, going from insignificant to extreme.  
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The lethality of radiation exposure really depend on the doses, which is rated in six categories ranging from ''insignificant'' to ''extreme''. The dosage categories are as follow:
* Insignificant
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* Insignificant  
* Very Mild  
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* Very Mild
 
* Mild
 
* Mild
 
* Average
 
* Average
 
* Dangerous
 
* Dangerous
* Extreme
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* Extreme:
 
   
 
   
=== Instant Exposure ===
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=== Radiation Poisoning ===
 
 
Being exposed to a massive dose of radiation for a few seconds can have some heavy consequences. Like face melting and a nasty cancer. Being exposed to a large dose of (dangerous) radiation deals 10d6 damages that bypasses any DR. Additionally you must make a fort save vs Radiation Sickness (DC 20).
 
 
 
Being exposed to a even nastier dose (extreme) deals 15d6, you are forced to make a fort save (DC 25) or die. You get [[#Radiation Sickess|radiation sickness]] either way.
 
 
 
=== Long-Term Exposure ===
 
  
Mild doses of radiation don't have instant effects... however they have some nasty long-term effects. Overall your face doesn't melt, and that's a good thing. For each day you spent more than 2 hours exposed to a mild dose of radiation roll a fortitude save (DC based on the [[#Doses|dose]]). For each dose graver than mild, divide the required time of exposure by 2. Multiply it by 2 for each dose lighter than mild. Each day you succeed your save the DC of the next day (even with a different dose) increases by 1. The DC resets to the original after you fail a save.
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The amount of time required to be spent in an radioactive area or near radioactive objects depend on the dose (see table below). Once the elapsed time has passed the creature is allowed to make a [[Fortitude]] save, the DC increase by 1 for each previous save whether it is a success or a failure (to a maximum of +5). The DC reset if the creature is able to rest 8 hours in an area without radiation. Upon failing the [[Fortitude]] save, the creature take a 1 points of [[Constitution]] damage, a creature is considered [[SRD:Fatigued|Fatigued]] for as long as it has [[Constitution]] damage from radiation poisoning.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ Doses
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|+ Radiation Poisoning
 
! Dose || DC || Required Time of Exposition
 
! Dose || DC || Required Time of Exposition
 
|-  
 
|-  
| Insignificant || 5 || 8 hours
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| Insignificant || - ||
 
|-  
 
|-  
| Very Mild || 10 || 4 hours
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| Very Mild || 5 || 8 hours
 
|-  
 
|-  
| Mild || 12 || 2 hours
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| Mild || 10 || 4 hours
 
|-  
 
|-  
 
| Average || 15 || 1 hour
 
| Average || 15 || 1 hour
Line 47: Line 43:
 
|}
 
|}
  
Upon failing a save you get radiation sickness and contract a radiation disease, you take both penalties without saves.
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====Direct Source Exposure====
  
=== Radiation Sickness ===
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Upon being exposed to the direct source of a Dangerous or Extreme dose, the exposed creature must immediately make the Radiation Poisoning DC. If it fail it take 1d6 points of [[Constitution]] Damage and 1 points of [[Constitution]] [[SRD:Ability Drain|Drain]]. This is radiation poisoning and the exposed creature is [[SRD:Fatigued|Fatigued]] for as long as it has [[Constitution]] damage from radiation poisoning (but not the drain).
  
Radiation sickness makes you [[SRD:Exhausted|exhausted]] and deals 1d6 [[SRD:Constitution|constitution]] damage. Multiple radiation sickness [[SRD:Constitution|constitution]] damages stack.
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It is possible to maintain lethal exposure for multiple rounds, similarly like background exposure the DC increase by 2 for each previous save.
  
=== Radiation Disease ===
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====Lethal Dose====
  
Upon contracting a radiation disease, you are required to roll a d6. Compare the result to the table below and take the associated penalties. Contracting the same disease twice causes further degradation, the effect of further degradation is described in each disease entry.
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If a creature has taken at least half of her [[Constitution]] in [[Constitution]] damage and drain, she count as having received a lethal dose. The exposed creature cannot heal the damage normally unless she receive treatment, each day she also take 1 additional point of [[Constitution]] damage  until she dies.
  
{| class="zebra d20"
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==== Curing Radiation Poisoning ====
|+ Radiation Disease
 
! Number<br>Rolled || Disease Contracted
 
|-
 
| 1 || [[#Nerve Degradation|Nerve Degradation]]
 
|-
 
| 2 || [[#Muscle Degradation|Muscle Degradation]]
 
|-
 
| 3 || [[#Skin Degradation|Skin Degradation]]
 
|-
 
| 4 || [[#Vital Organ Degradation|Vital Organ Degradation]]
 
|-
 
| 5 || [[#Sensory Organ Degradation|Sensory Organs Degradation]]
 
|-
 
| 6 || Roll again twice (ignore any other 6)
 
|}
 
  
==== Diseases' Descriptions ====
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If a creature has received a non-lethal dose then normal rest can easily cure radiation poisoning over time. The ability damage and drain must be dealt with as normal, such as requiring magic for the former.
 
 
* '''{{Anchor|Nerve Degradation}}:''' 2d6 [[SRD:Dexterity|dexterity]] drain. '''Further Degradation:''' You are [[SRD:Confused|''Confused'']] (permanent, doesn't stack with itself). You may avoid this effect by succeeding on a DC 18 fortitude save (checked every day). You also take 1d6 [[SRD:Dexterity|dexterity]] damage.
 
 
 
* '''{{Anchor|Muscle Degradation}}:''' 2d6 [[SRD:Strength|strength]] drain. '''Further Degradation:''' Your land speed is halved (permanent, doesn't stack with itself). You also take 1d6 [[SRD:Strength|strength]] damage.
 
 
 
* '''{{Anchor|Skin Degradation}}:''' 1d6 [[SRD:Charisma|Charisma]] drain, -2 penalty to attack rolls (permanent, doesn't stack with itself), skill checks, and ability checks. '''Further Degradation:''' 1d4 points of [[SRD:Strength|strength]] and [[SRD:Dexterity|dexterity]] damage.
 
 
 
* '''{{Anchor|Vital Organ Degradation}}:''' 3d6 [[SRD:Constitution|constitution]] drain. '''Further Degradation:''' 1d6 [[SRD:Constitution|constitution]] damage, 1 point of [[SRD:Constitution|constitution]] drain.
 
 
 
* '''{{Anchor|Sensory Organ Degradation}}:''' 2d6 [[SRD:Wisdom|wisdom]] drain. '''Further Degradation:''' (roll a d6) Must make a fort save (DC 18) or be permanently [[SRD:Blindness/Deafness|blinded]] (1-3) or [[SRD:Blindness/Deafness|deafened]] (4-6).
 
 
 
==== Curing Radiation Sickness/Disease ====
 
 
 
A simple [[SRD:Remove Disease|''remove disease'']] is enough to remove radiation sickness and repair further degradation effects. [[SRD:Remove Disease|''remove disease'']] also resets [[#Long-Term Exposure|long-term exposure]]'s DC.
 
 
 
Ability damage and drain must be cured normally (using any spells that would normally be able to do so).
 
  
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If a creature has taken a lethal dose and is slowly dying, then a DC 25 [[SRD:Heal Skill|Heall]] check while she is in full bed rest allow her to recover her [[Constitution]] damage as normal and negate the daily damage. Once the creature's Constitution is restored above half she is no longer degrading and can resume recovering normally. Alternatively a [[SRD:Remove Disease|''remove disease'']] or stronger effect will immediately cease the degradation, although the damage and drain must still be cured normally.
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==== Radiation Protection ====
 
==== Radiation Protection ====
  
Wearing a simple lead-lined protection suit gives you a +4 circumstantial bonus on fort saves against the effects of radiation and makes exposure as if it were one step worse. A tailor-made suit costs as much as [[SRD:Full Plate Armor|full plate]] made for your character, but only grants an armor bonus of +4. Otherwise use the same statistics as [[SRD:Full Plate Armor|full plate]].
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There is both magical and mundane protection against radiation, both a [[Light Pressure Suit (3.5e Equipment)|Light Pressure Suit]] and [[Heavy Pressure Suit (3.5e Equipment)|Heavy Pressure Suit]] reduce the effective radiation dose by 1. A [[Protection from Radiation (3.5e Spell)|''protection from radiation'']] spell provide immunity to radiation, although each round of direct source exposure from an extreme source of radiation count as 6 light damage for the purpose of reducing the duration of the spell.
 
 
== Author Notes ==
 
 
 
This variant can also be used for magical radiation instead of mundane atomic radiation.  
 
  
  

Latest revision as of 20:49, 19 July 2018

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Author: Leziad (talk)
Date Created: 25 November, 2009

Remade: 19th July 2018

Status: v2.0
Editing: Clarity edits only please
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Radiation[edit]

The subject of radiation is not covered in the basic rule of Dungeons and Dragons, at the time of it creation science fantasy and steampunk were not as popular of a genre. However some game do use concept like radiation and other more modern dangers and thus the existence of this ruleset. The system does not aim to be extremely realistic, instead providing a somewhat simple frame to include such a danger in a campaign.

The danger of radiation is instant, insidious or both, it is a silent killer that is not merciful at all. This ruleset aim less at covering the rules for long term exposure such as cancer, instead focusing on the not-so short term radiation poisoning.

Doses[edit]

The lethality of radiation exposure really depend on the doses, which is rated in six categories ranging from insignificant to extreme. The dosage categories are as follow:

  • Insignificant
  • Very Mild:
  • Mild
  • Average
  • Dangerous
  • Extreme:

Radiation Poisoning[edit]

The amount of time required to be spent in an radioactive area or near radioactive objects depend on the dose (see table below). Once the elapsed time has passed the creature is allowed to make a Fortitude save, the DC increase by 1 for each previous save whether it is a success or a failure (to a maximum of +5). The DC reset if the creature is able to rest 8 hours in an area without radiation. Upon failing the Fortitude save, the creature take a 1 points of Constitution damage, a creature is considered Fatigued for as long as it has Constitution damage from radiation poisoning.

Radiation Poisoning
Dose DC Required Time of Exposition
Insignificant -
Very Mild 5 8 hours
Mild 10 4 hours
Average 15 1 hour
Dangerous 20 30 minutes
Extreme 25 15 minutes

Direct Source Exposure[edit]

Upon being exposed to the direct source of a Dangerous or Extreme dose, the exposed creature must immediately make the Radiation Poisoning DC. If it fail it take 1d6 points of Constitution Damage and 1 points of Constitution Drain. This is radiation poisoning and the exposed creature is Fatigued for as long as it has Constitution damage from radiation poisoning (but not the drain).

It is possible to maintain lethal exposure for multiple rounds, similarly like background exposure the DC increase by 2 for each previous save.

Lethal Dose[edit]

If a creature has taken at least half of her Constitution in Constitution damage and drain, she count as having received a lethal dose. The exposed creature cannot heal the damage normally unless she receive treatment, each day she also take 1 additional point of Constitution damage until she dies.

Curing Radiation Poisoning[edit]

If a creature has received a non-lethal dose then normal rest can easily cure radiation poisoning over time. The ability damage and drain must be dealt with as normal, such as requiring magic for the former.

If a creature has taken a lethal dose and is slowly dying, then a DC 25 Heall check while she is in full bed rest allow her to recover her Constitution damage as normal and negate the daily damage. Once the creature's Constitution is restored above half she is no longer degrading and can resume recovering normally. Alternatively a remove disease or stronger effect will immediately cease the degradation, although the damage and drain must still be cured normally.

Radiation Protection[edit]

There is both magical and mundane protection against radiation, both a Light Pressure Suit and Heavy Pressure Suit reduce the effective radiation dose by 1. A protection from radiation spell provide immunity to radiation, although each round of direct source exposure from an extreme source of radiation count as 6 light damage for the purpose of reducing the duration of the spell.



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AuthorLeziad +
Identifier3.5e Variant Rule +
RatingUndiscussed +
TitleRadiation +