Radiation Leak

The mutant becomes a walking source of radiation, lethal to all those around him. While this obviously makes him a dangerous enemy, it also makes leading a social life a supremely difficult and dangerous proposal. It’s not uncommon for a character with this mutation to look relatively normal, except he is extremely pale and gaunt, and he glows very softly in the dark.   Type: Major negative.   Effect: The mutant emits damaging radiation in a 30-foot radius. Living beings take 1 point of radiation damage each round, and must make a Fortitude save (DC 10 + half the mutant’s character level + mutant’s Constitution modifier) against radiation poisoning. In addition, the mutant acts as a moderate mutagen to those he touches (a victim need only save once every 12 hours against this effect). Radiation resistance 1 or higher blocks the damage and protects the individual from the accompanying poison and mutation effects.   The mutant gains radiation resistance 10, and is immune to all mutation effects from radiation and radiation-based mutagens of less than intense level.   The mutant may choose to wear a containment suit to protect those around him and maintain social ties to his friends and companions. He may also suppress the effect of this mutation at will, though at a cost—the radiation now ravages his own insides. The character must first succeed at a Concentration check against DC 20. If successful, the radiation effects are suppressed for a number of rounds equal to 2d6 + the character’s Wisdom modifier. The GM determines the duration of the suppression in secret, so the character cannot be sure how long he can maintain his control, though he may choose to let the radiation flow freely again even before his time is up.   Each round the character suppresses the radiation, he takes 1d6+3 hit points of damage, plus an additional point of damage for every round he has already spent suppressing the effects. If he takes damage or is otherwise disturbed during this time, he must make a new Concentration check against DC 15, or release the pent-up radiation immediately.   When he finally releases the radiation, the effect’s range is temporarily increased by 5 feet for every round he spent suppressing the effect. The radiation damage is also increased by +1 per round of suppression, or by +2 for those who are touching the mutant. At the GM’s discretion, nearby flora and fauna may well mutate into strange and terrible forms, and an impressive light show is very likely to occur, though individual effects always vary depending on the circumstances.   Biotech: No.


Cover image: Trash Planet by nkabuto