|Radiation is measured on a scale that indicates how often the target takes damage while they remain in the area of high radiation. A character's CON, divided by 5, indicates the level of radiation that they can safely ignore. Thus, someone with a 13 CON will never suffer damage while in an area of Intensity 3 radiation or less.|
There are very few locations on the southern continent (Gamma Company campaign) where the background radiation is less than 2. The shelters are established in an area where the background radiation is 2.
Relative Intensity is the intensity of the radiation, minus the individual's (CON/5). Thus, if the character has a CON of 18, and they are in an intensity 5 area, the relative intensity is 1 (CON of 18, divided by 5, rounds to 4; intensity 5 area, minus 4, equals a relative intensity of 1).
Note that drained CON DOES affect secondary characteristics as well. If the target is drained 10 active points of CON, they lose 5 CON, 1 ED, 1 REC, 10 END, and 2.5 STUN. In game terms, the Drain is bought with the +2 advantage that allows it to affect all characteristics of a given special effect but, to keep things simple, the drain will be computed for CON and then the secondary characteristics will be recalculated.
|Relative Intensity||Damage (CON Drain)||Every|
Having Life Support: Safe in High Radiation protects the character from all radiation damage that occurs with any frequency greater than every phase, and provides 2 points of Power Defense for any radiation damage above that.
Power Defense can only be used to reduce the damage if the character also has LS: Safe in High Radiation. Power defense that only applies to radiation damage can be bought by those with LS: Safe in High Radiation. The limitation is worth -1.
The antirad drugs that Captain Insecki brought along have the following characteristics:
Anitrad Drugs: (Total: 14 Active Cost, 4 Real Cost)
- Life Support (Safe in High Radiation), 8 Continuing Charges lasting 1 Hour each (+0), Usable By Other (+1/4) (2 Active Points); OAF Fragile (-1 1/4), Extra Time (Full Phase, Only to Activate, Character May Take No Other Actions, -1/2) (Real Cost: 1)
- Power Defense (10 points), 8 Continuing Charges lasting 1 Hour each (+0), Usable By Other (+1/4) (12 Active Points); OAF Fragile (-1 1/4), Only vs Radiation Damage (-1), Extra Time (Full Phase, Only to Activate, Character May Take No Other Actions, -1/2) (Real Cost: 3)
Note that if a character has power defense, but not LS: Safe in High Radiation, then using the antirad drugs will give them the power defense of the antirad drugs, plus their normal power defense.
One additional note: Ultraviolet Vision will allow the character to note the presence of radiation. With discriminatory, the character can get the exact intensity. Without discriminatory, they can get a geneal idea (plus or minus 1 with a successful PER roll, otherwise plus or minus 1/2d6).