11-24-2011, 05:26 AM | #11 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [DF] Getting some use out of the radiation rules
Covered in a layer of plutonium?
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11-24-2011, 05:44 AM | #12 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: [DF] Getting some use out of the radiation rules
A polonium rusalka? One heck of a STD…
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11-24-2011, 05:56 AM | #13 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] Getting some use out of the radiation rules
Could still be an issue if its mounted on a steel body and it chooses to go swimming, even a thin layer across its entire body could be enough to cause a chaining reaction. Of cause if its body was silver it'd last a lot longer and be a nice loot pinata, not sure how radioactive silver can get if its used as an absorption medium for a long time though...
I personally think it should have fists of plutonium regardless, the extra density will produce one hell of blow and if it starts to lose the fight it can just pound its fists together and hold them there and 'splode shortly thereafter! >=D
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11-24-2011, 06:20 AM | #14 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Getting some use out of the radiation rules
Here's an article I cobbled together for Pyramid years ago, but never found the time to fully edit and submit. You might find it interesting:
Fantasy Radiation Radiation kills. This insidious threat shows no sign of its presence, offers no glimpse of eerie blue light or the slightest whiff of toxicity before it bathes its victim in its unique poison, who often doesn't even know he's been exposed until days later when his hair falls out and his organs begin to irrevocably fail him one by one. In this respect, GURPS depicts radiation accurately, in all its terrible glory. In comic books and fantasy novels, we find another depiction of radiation. Here, it glows with an unmistakable green light and manifests in obvious forms, such as pools of toxic goo or mysteriously radiant crystals. Only those that actually come into contact with the dangerous items suffer the effects of radiation, and they do so dramatically and immediately. However, instead of killing, the radiation mutates the target, twisting him into some unsightly creature and, perhaps, granting strange new abilities or initiating the character into the ranks of super-heroes. Realistic radiation has its use in grim war game, dark post-apocalyptic scenarios, or ruthlessly accurate depictions of space travel, but for games depicting comic books, fantasy novels and ridiculous space opera, the rules herein present an alternate view of radiation. These radiation rules allow for more energetic game play, with radiation presenting an immediate and obvious threat without acting as a death sentence to players. It remains dangerous, but rather than killing characters, it changes them for the worse. Beyond the genres listed above, an aspiring GM can modify these rules to depict the creeping horrors of other genres, such as the taint of undeath, or even the slow descent into madness or banality for characters who enter incompatible worlds. Rules Fantasy Radiation, for the most part, works exactly like standard radiation. Characters exposed to radiation gain Rads, and roll HT to resist its effects once, using the standard Radiation chart. How often the players roll, the sources of radiation and the methods of curing that radiation all remain the same. Fantasy Radiation has two key differences. First, all Fantasy Radiation is obvious. Players should be given a clear description of radiation in the vicinity. It might be a burning green pool of toxic waste, or an ominous yellowy mist, a pale green radiance, or a strange, glowing crystal. In places or settings where it might be invisible, it should leave signs of its presence: twisted trees, writhing shadows or excessive magic. Second, while the radiation chart remains identical to standard radiation, the effects do not, and operate as listed below: Quote:
Whenever radiation causes a mutation in a character, it results in a net loss of five character points. By default, this manifests as a zero point trait or a package of advantages and disadvantages that total up to zero points, chosen by the player (or, optionally, chosen by the GM, or randomly rolled on the chart below). Further, the character gains Unattractive [-4] and a single Unnatural Feature [-1], representing the visual manifestation of the mutation. Should a character already have levels of Appearance (negative or positive), mutations reduce the character's appearance by one level (from Attractive to Average, from Unattractive to Ugly, and so on). Should the reduction result in the loss of more than four points (such as dropping from Beautiful to Attractive), the GM should refund the difference to the player. If the loss of appearance would make the character uglier than “Hideous,” he suffers no appearance change, and loses only 1 point (for a new unnatural feature). The moment a player acquires a new mutation, he may choose to spend additional character points on his mutation to improve it (such as gaining a super-power rather than a mutation) or to mitigate its effects (by buying off the loss of appearance, for example), but either way, the player has a net loss of five points. Too many mutations can result in an unwieldy collection of disadvantages. Thus, the GM should consider an upper limit on the number of mutations a single character can have, such as three. Characters who gain new mutations beyond three instead replace a previous mutation with a new one. Mutations can be anything the GM finds appropriate to the setting, but these rules provide some examples below, arranged in a random-generation table for those who prefer to roll to see what fate befalls their character, or for the convenience of a GM who wishes to rapidly create a few mutant NPCs.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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11-24-2011, 06:21 AM | #15 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Getting some use out of the radiation rules
Quote:
The rules above work well to reflect the sort of radiation one might stumble across in a grim fantasy setting, but the rules can be slightly altered to better fit various settings. The easiest change, suitable for comic book games where radiation grants strange powers but never diminishes a character's beauty, removes the loss of appearance. As a result, each mutation grants a net loss of a single point from a new Unnatural Feature. This form of radiation penalizes players less but fits the less dangerous realities of a comic book world well. For more extreme changes, a GM might adapt and alter the above rules to better suit his own vision of any influence that slowly changes and warps characters. The important features of the chart above include an irritating condition in result A, an incapacitating condition in result B, and an extreme penalty in result E. A GM might replace these conditions and create a new list of mutations (and slightly different default assumptions, such as a mutation always granting -1 will rather than lower appearance) to create a new form of “radiation.” In particular, a GM might rule that, rather than dying, a character who fails his HT roll on result E either becomes an unplayable NPC, or gains some monstrous new racial template. Examples include: The Taint of Undeath: Necrotic influence slowly creeps across the land, turning rivers black and twisting trees and animals. Those who spend too much time in tainted lands gain rads. Condition A results in Severe Pain. Condition B results in Agony. Mutations can include a deathly pallor, unnatural regeneration, addictions to human flesh, and so on. A character who “dies” as a result of Condition E returns as a vampire or a zombie. Whimsy: In a world of dreams, or in the fantastic and beautifully magical lands on distant shores, characters slowly change to become less and less real and more and more magical. Condition A results in Euphoria, Condition B results in Hallucinations. Mutations grant increased beauty, magical powers, and animalistic bodies at the cost of sanity and willpower, or even an addiction to the excessive mana. A character who “dies” as a result of Condition E becomes irrevocably tied to the realms of magic (gaining a Mana dependency) or goes completely mad. Mundane Horrors: For magical creatures of fairy and fancy, the mundane world with its science, suffering and horrors of war might be anathema to them. Magical creatures who spend too long in the mundane world, or interact too much with “cold” scientific objects or dangerous items like guns might slowly devolve into something banal and ordinary. Condition A results in a Drowsy condition, Condition B results in a Daze, and those who “die” as a result of Condition E lose their magic and their ability to return to their magical world. Mutations can include benefits like Common Sense and higher IQ at the cost of losing magery, magic powers and gaining the Mundane disadvantage. Chaos versus Law: Combining Whimsy and Mundane Horrors above, characters find themselves caught between two dangerous poles. Both forms of radiation exist in the world, but the mutations do not cause a net loss in points. Furthermore, a character who gains a mutation from one source of radiation and thereafter gains a mutation from the other source might, at the GM's discretion, have both mtuations cancel out. Magic and Radiation In some ways, this article exists to inject new life into the Radiation College, who has suffered a long exile from Fantasy games (such as Dungeon Fantasy). Adopting these rules allows a Radiation mage to wield his twisting powers for immediate effect in battle. Most spells work just as always, but a few spells need to be modified to work in the system. See Radiation: With Fantasy Radiation, Radiation is always visible, removing the need for a spell. Remove it from the game, and Seek Radiation no longer has any prerequisites. All other spells remain the same. Restoration: The Restoration and Instant Restoration spell will cure the character of mutations, exactly as though restoring a lost limb. Inflict Mutation: Inflicts a mutation, same prerequisites as Wither Limb (and works similarly)
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 11-24-2011 at 06:25 AM. |
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11-24-2011, 09:37 AM | #16 | |
Join Date: Aug 2009
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Re: [DF] Getting some use out of the radiation rules
Quote:
1. It depends on their exact isotope mix. They might not have high enough concentration of weapons grade material to go into meltdown. 2. They are being kept from meltdown by the magic energies that hold the golem together and animate it. Once those energies are dispelled, such as by killing the golem ... you better hope you killed it with a series of suitably spaced dismemberment results! 3. Plutonium golems have Independent Body Parts and are invariably encountered in dismembered state. Once the fight starts, it's a race against time to prevent the golem from achieving critical mass! 4. This is fantasy, we don't do nukes or meltdowns. We only barely do radiation in the first place! Last edited by bcd; 11-24-2011 at 09:39 AM. Reason: fix typo |
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11-24-2011, 09:45 AM | #17 | |
Join Date: Oct 2006
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Re: [DF] Getting some use out of the radiation rules
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This is really impressive, thanks so much for posting it. |
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11-24-2011, 10:01 AM | #18 | |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] Getting some use out of the radiation rules
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Post it anyway! Ideas are never a bad thing. You might have stuff in there that the other post doesn't, or present just a more simple straight forward assessment of radiation in fantasy. Mailanka made a very good post don't get me wrong, but that shouldn't stop you chipping in too! =)
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Tags |
dungeon fantasy, radiation |
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