Radiation Hazards

By Ghostofman, in Game Masters

So... Radiation is bad for most squishy organic types, in sufficient quantities and durations.

Any suggestions on how to represent this in-system?

Off-hand I'm thinking treat it like an environmental hazard like fire/heat or acid, but the Armor Mod in Special Modifications seems to suggest two things. 1) You roll for it using Resilience and 2) Damage provided by the radiation can be soaked.

So now I'm leaning more towards something akin to a Fear Check, where the players will roll a Resilience check and the results kick out penalties or buffs, and one such penalty would be they take damage (which could be soaked.)

.Any suggestions?

11 hours ago, Ghostofman said:

So... Radiation is bad for most squishy organic types, in sufficient quantities and durations.

Any suggestions on how to represent this in-system?

Off-hand I'm thinking treat it like an environmental hazard like fire/heat or acid, but the Armor Mod in Special Modifications seems to suggest two things. 1) You roll for it using Resilience and 2) Damage provided by the radiation can be soaked.

So now I'm leaning more towards something akin to a Fear Check, where the players will roll a Resilience check and the results kick out penalties or buffs, and one such penalty would be they take damage (which could be soaked.)

.Any suggestions?

Probably the simplest way to use it as you said, similar to Fear. Make sure to increase difficulty gradually if they converge on the source. Also you can use it to scramble communications, just to make the scene more tense if needed :)

11 hours ago, Rimsen said:

Also you can use it to scramble communications, just to make the scene more tense if needed

Oh, I'm doing that and more. Ye olde WEG materials established that pretty much everything is negatively impacted by ionizing radiation. One of my favs... Blasters, especially low powered ones, become extremely unreliable.