Difference between revisions of "Radiation (3.5e Variant Rule)"
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+ | Radiation lacks usable rules in 3.5e Here my take on the mystery of SCIENCE! and the most lethal threat we can't even see. Radiation use rather simple rules that sacrifice a bit of realism for simplicity sake, I attempted to make it lethal (not like D&D mundane fire). If you like your game less lethal, lowering damages caused by [[#Instant Exposition|instant exposition]] by 5d6 and lowering every fortitude save by 3 point might do it. | ||
=== Doses === | === Doses === |
Revision as of 17:48, 8 January 2010
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Contents
Radiation
Radiation lacks usable rules in 3.5e Here my take on the mystery of SCIENCE! and the most lethal threat we can't even see. Radiation use rather simple rules that sacrifice a bit of realism for simplicity sake, I attempted to make it lethal (not like D&D mundane fire). If you like your game less lethal, lowering damages caused by instant exposition by 5d6 and lowering every fortitude save by 3 point might do it.
Doses
There 6 type of doses, going from insignificant to extreme.
- Insignificant
- Very Mild
- Mild
- Average
- Dangerous
- Extreme
Instant Exposition
Being exposed to a massive dose of radiation for a few second can have some heavy consequence. Like face melting and a nasty cancer. Being exposed to a large dose of (dangerous) radiation deal 10d6 damages that bypass any DR. Additionally you must make a fort save vs Radiation Sickness (DC 20).
Being exposed to a even nastier dose (extreme) deal 15d6, you are forced to make a fort save (DC 25) or die. You get radiation sickness either way.
Long-Term Exposition
Mild dose of radiation don't have instant effect... however some nasty long-term effect. Overall your face not melting, and that 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 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) increase by 1. The DC reset to original after you fail a save.
Dose | DC | Required Time of Exposition |
---|---|---|
Insignificant | 5 | 8 hours |
Very Mild | 10 | 4 hours |
Mild | 12 | 2 hours |
Average | 15 | 1 hours |
Dangerous | 20 | 30 minutes |
Extreme | 25 | 15 minutes |
Upon failing a save you get radiation sickness and contract a radiation disease, you take both penalty without saves.
Radiation Sickness
Radiation sickness make you exhausted and deal 1d6 constitution damages. Multiple radiation sickness constitution damages stack.
Radiation Disease
Upon contracting a radiation disease, you are required to roll a d6. Compared the result to the table below and take the associated penalties. Contraction the same disease twice cause further degradation, the effect of further degradation is described in each disease entry.
Number Rolled |
Disease Contracted |
---|---|
1 | Nerve Degradation |
2 | Muscle Degradation |
3 | Skin Degradation |
4 | Vital Organ Degradation |
5 | Sensory Organs Degradation |
6 | Roll again twice (ignore any other 6) |
Diseases' Descriptions
- Nerve Degradation: 2d6 dexterity drain. Further Degradation: You are Confused (permanent, don't stack with itself) you may avoid this effect by succeeding a DC 18 fortitude save (checked every day). You also take 1d6 dexterity damages.
- Muscle Degradation: 2d6 strength drain. Further Degradation: Your land speed halves (permanent, don't stack with itself). You also take 1d6 strength damages.
- Skin Degradation: 1d6 Charisma drain, -2 penalty to attack roll (permanent, don't stack with itself), skill check, ability check. Further Degradation: 1d4 point of strength and dexterity damages.
- Vital Organ Degradation: 3d6 constitution drain. Further Degradation: 1d6 constitution damages, 1 point of constitution drain.
- Sensory Organs Degradation: 2d6 wisdom drain. Further Degradation: (roll a d6) Must make a fort save (DC 18) or be permanently blinded (1-3) or be permanently deafened
Curing Radiation Sickness/Disease
A simple remove disease is enough to remove radiation sickness and repair further degradation effect(s). remove disease also reset long-term exposition's DC.
Ability score damages and drain must be cured normally (using any spells that would normally be able to do so.
Radiation Protection
Wearing a simple lead-lined protection suit lower give you a +4 circumstantial bonus on fort save against the effect of radiation and make exposure as if they were one step worse. A tailor-made suit cost as much as a full-plate made for your character but only grant a armor bonus of +4. Otherwise use the same statistic as a full-plate.
Back to Main Page → 3.5e Homebrew → Variant Rules
Author | Leziad + |
Identifier | 3.5e Variant Rule + |
Rating | Undiscussed + |
Title | Radiation + |