Saturday, September 7, 2013

Radiation rules

Well, radiation certainly rules in the wasteland, but I'm talking mechanics here. I've been going over the radiation rules as I wrote them down a few years ago but the system strikes me as too complicated. The radiation rules in Savage Worlds on the other hand are too basic for the importance of radiation in the Fallout universe. So I've been tinkering with the rules and here's the result. Instead of Rad Resistance being a die type to check against a static number of radiation intensity, it is now a static value (like Toughness) against variable types of radiation damage. Checks are now made every minute of in-game time, instead of at variable intervals.

I've also rethought the effects of radiation poisoning, and while the result is more complex than the -1 penalty to all rolls , just like wounds or fatigue, it is now closer in line with how radiation poisoning works in the crpgs, and perhaps a bit more distinct. Also simplified is the Incapacitation due to radiation; it's now a straightforward Vigor check, with any more bizarre results (like becoming a Ghoul, Glowing One, etc) relegated to the Harder to Kill edge from standard Savage Worlds.

Finally all items, Hindrances and Edges to do with Rad Resistance have been changed accordingly.

I'd be interested to know what you guys think!



Radiation

Rad(iation) Resistance reflects to what extent the character is shielded from the detrimental effects of exposure to nuclear radiation. Rad Resistance functions as a Toughness value for radiation damage. The base value for a human character is Vigor divided by 4, rounded down. Ghouls have a high radiation resistance, and can withstand Low or Medium radiation area’s, but do experience negative effects from High or Lethal doses of radiation. They have a base Rad Resistance of 6. Super Mutants are immune to all forms of radiation. Characters can additionally have Edges, Hindrances, items or chems that modify Rad Resistance.

 

There are 4 levels of radiation intensity: Low, Medium, High and Lethal. Characters take a certain amount of radiation damage every minute (10 rounds of combat) they spend in an irradiated zone. The effects from radiation are tracked in a different Incapacitation track, called Rad Poisoning. If the radiation damage received equals or exceeds the character’s Rad Resistance, he/she receives 1 level of Rad Poisoning. Some creatures emit or have attacks which cause radiation in such doses as to be hazardous.

 

Radiation damage should be rolled in secret by the Overseer. Characters can find out the atmospheric radiation level by using a Geiger Counter, PipBoy or similar devices. Glowing Ones can sense variations in radiation level as a feeling of warmth.

 

Radiation level
Radiation damage
Low
1d4
Medium
1d6
High
1d8
Lethal
1d12

 

A human or Ghoul character can get 3 levels of Rad Poisoning before they are Incapacitated. When a character becomes Incapacitated he/she must make a Vigor check. Success indicates the character survives; failure results in death. Characters with the Harder to Kill Edge may survive in case of a failed Vigor check; a human character becomes a Ghoul; a Ghoul character randomly gains the Glowing One or Feral Hindrance.

 

The effects of Rad Poisoning are as follows. The effects of multiple levels are cumulative. A lowered Trait affects linked attributes such as Toughness and Encumbrance Limit as well.

 

Rad Poisoning level
Effects
1
Very nauseous, fatigued; Strength drops 1 die type
2
Vomiting, hair loss; Agility and Vigor drop 1 die type
3
Skin loss; All Traits drop 1 die type, -2 Charisma
4
Intense agony; Incapacitation

 

The only way to reduce Rad Poisoning is by taking RadAway or visiting a clinic in a major town for radiation purge treatment. There are also said to be certain rare, edible fungi and fruits that absorb radiation.

Tuesday, September 3, 2013

What's so rad about these scorpions anyway?

Normal Radscorpions are so last year, vault dwellers nowadays are fighting:
 
 
Giant Radscorpion

St d12, Ag d6, Vi d8, Sm d4, Sp d4

Fighting d10, Notice d8, Stealth d6

Pace 6, Run d6, Toughness 14(4), Parry 7

Pincers: St+d8

Stinger: St+d10

Armor +4: Chitinous skin

Poison: Anyone wounded or Shaken by a stinger attack must succeed in a Vigor roll at -2 or immediately become paralyzed for 2d6 rounds. After this period the victim must make a new Vigor roll; if unsuccessful the victim stays paralyzed until healed, death follows in 1 hour

Grapple: A Giant Radscorpion may grapple a foe with one or both pincers. If it uses both, each must make a successful opposed Strength roll. Escaping from a double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger attack against a grappled foe is made at +2, +4 if the victim is held in both pincers

Imp. Frenzy

Large

Low Light Vision

Size +4

 

Giant Radscorpion Queen (Wild Card)

St d12+2, Ag d6, Vi d10, Sm d6, Sp d4

Fighting d12, Notice d8, Stealth d6

Pace 6, Run d6, Toughness 16(4), Parry 8

Pincers: St+d8

Stinger: St+d10

Armor +4: Chitinous skin

Poison: As Giant Radscorpion

Grapple: As Giant Radscorpion

Imp. Frenzy

Large

Low Light Vision

Size +5

 

Albino Radscorpion (Wild Card)

St d12, Ag d6, Vi d8, Sm d4, Sp d4

Fighting d10, Notice d8, Stealth d6

Pace 7, Run d8, Toughness 14(4), Parry 7

Pincers: St+d8

Stinger: St+d10

Armor +4: Chitinous skin

Poison: As Giant Radscorpion

Grapple: As Giant Radscorpion

Imp. Frenzy

Large

Low Light Vision

Slow Regeneration: If exposed to direct sunlight, an Albino Radscorpion can make a natural healing check every 3 rounds. It can only heal a maximum of 1 wound per check

Size +4

 

Bark Scorpion

St d6, Ag d8, Vi d8, Sm d6, Sp d6

Fighting d8, Notice d6, Stealth d8

Pace 8, Run d10, Toughness 8(2), Parry 6

Pincers: St+d4

Stinger: St+d6

Armor +2: Chitinous skin

Poison: Anyone wounded or Shaken by a stinger attack must succeed in a Vigor roll at -4 or immediately become paralyzed for 1d6 rounds while the poison reaches the character’s heart. After this period, the victim must make a new Vigor roll at the start of each round as per Bleeding Out rules. Failure indicates the character dies

Grapple: As Giant Radscorpion

Imp. Frenzy

Low Light Vision

Friday, March 8, 2013

Vertibird vehicle stats

These stats are for the two types of VB-02 Vertical Take Off and Landing craft "Vertibird" used by the Enclave around 2241.

Vehicle: Troop transport
Acc/TS: 15/48
Toughness: 20 (4)
Crew: 2+10
Cost: Military
Notes: Climb 0, Fixed Gun, Heavy Armor, Heavy Weapons
Weapons: 1 (nose: H&K L30 Gatling Laser)

Vehicle: Gunship
Acc/TS: 20/60
Toughness: 24 (6)
Crew: 2+6
Cost: Military
Notes: Climb 1, Fixed Gun, Heavy Armor, Heavy Weapons
Weapons: 4 (nose: H&K L30 Gatling Laser, wings: 2 x Rockwell BigBazooka Rocket Launcher, bombs: Mini-nukes: 4D8 x 10 damage in a LBT, AP 10, Medium Radiation check)