Radiation (3.5e Variant Rule)

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

Doses
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.

Radiation Disease
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.
  • 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 (4-6).

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.

Author Notes

This variant can also be used for magical radiation instead of mundane atomic radiation.



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