Quote:
Originally Posted by vicky_molokh
Radiation Resistance is already part of the template. How to price a flat immunity to a fixed point-equivalent amount of afflictable disads (but not more) is unclear to me.
|
Honestly, since you're inventing a new sort of radiation, I'd probably just say "this is how it works." Permanent radiation-induced disadvantages shield you from random new permanent disadvantages. Would outsiders who end up with permanent disadvatanges on their sheets get similar protection? That is to say - if you go on an adventure in the zone and pick up [-5] in permanent weird mutations, then go home long enough to heal the rads before heading back out there. Then he takes 35 Fols effective. Does he get an additional [-25] temp healing to [-1] permanent, bringing him to [-6] total at the end of the day? Or does he get [-20] temporarily, but they all heal?
Quote:
I'm just not sure whether +2 HT is actually good enough.
I do like the idea of a totally different quality-class that provides greater protection, but only against zone-specific stuff. Now I'm pondering whether this is too implausible in the context.
|
I was suggesting +2 HT on top of the Rugged bonus, but only vs. weird stuff. From what you've said so far there are Zone-specific products that are themselves shaped by the weird effects found there - why not make one such possibility resistance to further warping? Or however you want to justify it - it's certainly an expected trope that extant stuff in hostile environments can withstand said environments.
Quote:
Seeing selves as separate - definitely, but I'd prefer to see this as 'different, but neither better nor worse' (even though they're sure better in their main environment).
Language shift is something I already thought of, yes.
Æethetics - hmm, that makes one consider of having a separate racial Appearance level, despite technically being of the same race(s) as the surrounding continent.
|
You can also go halfway - not totally separate racial appearance levels, but a common Zoner-specific quirk "Prefers Zoners" or the converse for outsiders.
Quote:
Hmm. Maybe average two rolls - the normal survival and the weird survival, and see which one(s) are failures/successes.
Both successful - things are OK, some phenomena encountered harmlessly.
Weird success, normal failure, net result successful - a hazard has been avoided by smart use of ambient weirdness.
Vice-versa, net result successful - weird complications, but things went OK.
Weird failure, normal success, net result failure - things were OK, but the weirdness suddenly ruined everything.
Etc.
|
Workable. Beware roll-bloat, of course, but that's always the temptation in these circumstances, I suppose.
Quote:
Well, southern parts of it are receding gradually. Otherwise it mostly migrates within established boundaries. So you'd rather not try to colonise certain right-now-okay areas, unless you're ready to deal with the weirdness returning eventually.
The cause of disturbances is very vaguely linked to spacetime anomalies resulting from attempts to make FTL gates. (And yes, the anomalies started some time before the FTL gate experiment was performed - and on a different planet too.)
|
Wait, so do the people on this planet have any inkling of these FTL experiments? Or did they just get the weird end of the stick?