Radiation Zones & Draw Rules
Zone | Draw Rate |
---|---|
Low | Draw 1 card per hour exposed |
Medium | Draw 1 card per 10–15 minutes |
High | Draw 1 card per round |
๐ Card Interpretations
❤️ Hearts (Safe-ish)
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Minor effects or false alarms
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“You feel a wave of warmth and nausea, but it passes.”
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No damage; possible fatigue or RP effect
♦️ Diamonds (Minor Consequences)
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Mild health penalties or cosmetic mutations
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-1 to saves for a while, itchy skin, glowing veins, nausea
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Possibly gain a "harmless" mutation
♣️ Clubs (Harmful)
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Hit point loss, serious illness, functional impairment
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Vomiting, bleeding gums, confusion, -2 CON for 1d6 hours
♠️ Spades (Dangerous)
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Roll on the mutation table or take serious damage
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Organ failure, seizures, terrifying mutation, sterility
๐งช Jokers
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Black Joker: Draw a mutation and take damage. Radiation poisoning at its worst.
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Red Joker: Mutation grants a temporary beneficial effect (super-sight, tough skin, etc.)—divine mutation or divine wrath?
⚙️ Modifiers (Optional)
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Protective Gear: Reduce number of draws or redraw Hearts on Clubs.
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Lingering Effects: Every Spade card drawn increases odds of mutation in the future (keep a “Radiation Scar” tally).
✨ Example Draws:
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In a Medium zone, a player draws a ♠️7 after 15 minutes: “You vomit violently as your vision doubles. Roll CON save d6 damage based on number of card (success gains a mutation)
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In a High zone, someone draws a ♥️2: “You feel dizzy, but push on. No effect—yet.”
Thanks to chatbot GBT for the assist on this design. Best GM tool ever!