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Vacuum, Temp and Radiation Damage

I'm not sure this has ever been adressed in 2300, though I agree if it has not, it should.

I found nothing about it in the 2300 AD Consolidated Errata (I'm not sure how canon it is, but is in the page of Far Future, so I think it's more or less oficial)
 
Im working on a set of rules to playtest.. Ill post them once I get them thought through. Heavy use of the Shock mechanic in there, as a good way to introduce environmental damage.
 
Heres a very rough draft on radiation. It assumes no protection. Ill have to go through and desigate the protection leves of various suits etc, or just make it up as it comes up in the game. Feedback Welcome!

Radiation exposure is measured in Rads, and although the symptoms of exposure can be treated and overcome (for the most part) exposure itself is cumulative. Certain drug therapies have proven effective in reducing exposure and threating the side effects but currently there is no way to reverse an individual’s Rad count.

Typical Radiation Levels
High Radiation Space Region 100 Rads/hour
Moderate Radiation Space Region 30 Rads/hour
Minor Solar Flare 25 Rads/hour
Major Solar Flare 50 Rads/hour
Minor Reactor Leak 10 Rads/hour
Major Reactor Leak 20 Rads/hour
Radiated Site 5 Rads/hour
Highly Radiated Site 60 Rads/hour
Background Radiation 1 -5 Rads/day

Radiation Effects – Immediate Exposure
<50 rads = None

50-150 rads = Nausea (all tasks one level harder)

151-300 rads = Burn (light wound), hair loss, Nausea

301-500 rads = Burn (light wound + 1 shock) Hair Loss, Nausea, Vomiting/Diarrhea (RT:END 2/hour or Dazed for 1d10 turns)

501-800 rads = Burn (2 light wound + 2 shock) V/D, Nausea, Hair Loss, Sterility, Immune Compromise, DIF:END 2/hour or Unconscious for 1d10 x 3 turns

800+ rads = Burn (3 light wounds + 3 shock) V/D, Nausea, Hair Loss, Sterility, Immune Compromise; FOR:END every hour or Unconscious 1d10 hours, DIF:END 1/day Death


Radiation Effects – Cumulative Exposure

As Immediate exposure except no burns are typically experienced and characters lose an Endurance point for every 200 Rads exposed to.


Interventions – individuals suffering from radiation exposure can only overcome the symptoms through medical attention after a day of rest and recovery per 100 rad exposure. Three times this period if not in a fully equipped infirmary.

Routine – by Medically trained personnel with automed
Difficult – by Medically trained personnel with equipment only or untrained w/ automed
Formidable – by Medically trained personnel without equipment or untrained/with

Hyrenaline Cocktail – a mixture of Hyrenaline and several other minor elements, as well as potassium iodide for the thyroid, which can reduce the effects of prolonged radiation exposure. An injection last 24 hours and reduces radiation exposure to 30%. Lv11/dose

Peterocyclomethyanide– a short term medication that reduces exposure to about 10% for 1-2 hours but causes severe nausea (+1 difficulty to tasks) Lv28/dose

Betrium Hydrochlorazine – a drug infused in a patient suffering from radiation sickness. When infused over 24 hours decreases the difficulty of treatment tasks by one level. Lv 16/dose
 
Heres a preliminary handling of cold. I havent assigned the actual temperatures yet - using vague descripters instead. Any suggestions?

Chill – no effect short term but long term exposure (hours) may result in mild hindrances to performance and concentration due to shivering, confusion (hypoglycemia, vasoconstriction) and numbing of extremities (RT:END Hourly or all tasks one level harder, +1 Dif/4 hours) Treatment includes warming environment and/or fluids for 15 min/hour exposed

Cold – If not protected all tasks are one level harder. DIF:END to avoid effects, +1 Dif/hour. Failure causes severe shivering and shunting of blood volume (confusion) making all tasks 2 levels harder. Every 4 hours DIF:END or 1 Shock. Treatment requires rest and fluids in a warm environment for 12 hours/4 hours exposed

Freezing – all tasks two levels harder. DIF:END every hour or 1 shock. 1 shock/4 hours unavoidable.Treatment requires rest, fluids, active warming techniques for 12 hours/1 hour exposed.

Sub Freezing – All tasks 2 levels harder. FOR:END or 1 shock/5 minutes

Deathly Cold – All tasks 3 levels harder. 1 Shock/minute. FOR:END/turn or unconscious
 
As far as a vacuum is concerned, the reading Ive done seems to indicate a human would remain concious for maybe a single turn, then pass out and die in the next 2-4 minutes unless rescued. No real need for a special rule there. Cant see even the toughest hero avoiding it.
 
Heres a bit on exposure to heat. Gotta admit, the damage system in 2300 is kind of unwieldy isnt it?

Warm – Short term exposure will have no effect but prolonged exertion can hinder performance. RT:END/4 hours or become fatigued causing all tasks to be one level harder. Regular rests and plenty of fluids can extend this period while heavy labor and restricted fluids can lesson it or make the check more difficult. Treatment involves fluids and cooler temperatures for 10min/hour of exposure.

Hot – Tasks are one level harder if DIF:END is not passed. DIF:END every 4 hours of exertion (8 hours at moderate activity) or exhaustion sets in. (all tasks 1 level harder, 2 harder if DIF:END not passed) DIF:END/8 hours of activity or 1 shock. Treatment includes fluids and cool temperatures for 20min/hour exposed.

Very Hot – All tasks are one level harder. DIF:END every hour of exertion (every 2 at moderate activity, 4 inactive) or exhaustion sets in. (all tasks 1 levels harder, 2 harder if DIF:END not passed) DIF:END at each check also to avoid 1 shock. Treatment includes fluids, cool temperatures and active cooling for 30min/hour exposed.

Blistering – All tasks are two levels harder. DIF:END every hour to avoid shock. 1 light wound (burn)/4 hours of exposure.

Scorching – All tasks are two levels harder. 1 shock per hour of activity. 1 light wound(burn)/hour of exposure.

Open Flame or High Temperature Direct Contact –
Based on duration of contact with short duration (a few seconds) causing a potential light wound with a DPV based on the situation. (running though a pile of burning debris = DPV .4 or grabbing a flaming hot piece of iron = DPV 1) Prolonged exposure inflicts a potential serious wound. (moving through a burning structure = DPV .7, caught in the blast of a flame weapon DPV 1) Exposed material may catch fire and subject the individual to a potential light wound .5/turn until extinguished.
 
As far as a vacuum is concerned, the reading Ive done seems to indicate a human would remain concious for maybe a single turn, then pass out and die in the next 2-4 minutes unless rescued. No real need for a special rule there. Cant see even the toughest hero avoiding it.

useful consciousness is 20 to 30 sec.... but no real "wounding" ... based upon the nasa vacuum and high altitude testing.
 
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