Radiation

Radiation rules
Radiation builds up in a character’s body. For every Exposure Interval (EI) that the character is exposed to radiation, she absorbs an amount of rads equal to the amount of rads the hazard inflicts reduced by her radiation resistance.

The length of an EI is determined by the hazard. Passing through a warehouse of seeping barrels of glowing goo will likely inflict Rads every turn, while passing near a megaspell crater will probably only inflict Rads every hour.

Rad-inflicting consumables, such as irradiated food, inflict their radiation only once.

Each Exposure Interval is considered a separate instance of radiation and is reduced by a character’s Radiation Resistance as a percentage; If a character is leaving the center of a radiation source, the following example may occur: (Note: the boost to radiation resistance from equipment such as radiation suits does not reduce rads from consumed sources, but the radiation resistance boost from magic or chems will.)
 * 12m from source: 200 rads (-20, due to a rad resistance of 10%)
 * 20m from source 120 rads (-12, due to a rad resistance of 10%))

Rads are cumulative.

Radiation effects table
When a character’s rads increase beyond certain levels, she takes damage to her SPECIALs according as below, reducing the SPECIALs affected (minimum 1). This damage remains until her accumulated rads are reduced to a lower level. Consult the main articole for more informaion on Rad Child and special races.

Muny Rad Child
Ghoul: (Rad Child, base 0 heal rate, no SPECIAL penalties)

Alicorn: (Rad Child, no SPECIAL penalties)

Radiation is beneficial to you. You regenerate through exposure, consuming rads. Your body consumes rads at a rate of 5 rads per hit point regenerated. However, your radiation resistance and natural healing rate are only a quarter of the normal value. Once triggered, healing will continue until completed or all rads are expended, regardless of total rads.

(1 round is equivalent to 30 second on average)

Limbs and the main Health pool are healed separately. For every 5 rads, the main pool will be healed by 1HP, while also a single limb being healed by 1 HP. Limb HP is distributed to the most damaged limbs first.

Unlike Alicorns, Ghouls and certain monsters, standard races with this trait are subject to the normal SPECIAL penalties and at over 1000 rads, will still die.

Shedding radiation
When not healing, your body sheds radiation at a much slower rate, dissipating them into the immediate environment. (Companions may become irradiated from exposure at higher levels)

** If a character surpasses 1000 rads, shedding of radiation may sometimes become much faster or much slower, varying instance to instance. A Glowing Ghoul may lose rads slower even when at lower rads, while a Super Alicorn is likely to lose them faster; again, this varies case to case.