Mutant World: Modified Radiation & Poison Rules

After killing both Sheldon and Melvin off in the Mutant World campaign, I resolved to modify the Poison and Radiation charts. There’s now an antidote for radiation, though the players probably won’t have it. There’s also no direct “Death” results, just more damage (which may cause those deaths anyway).

To use, cross-index the intensity of radiation with the defender’s CON.


The numbers indicate the number of d6 to roll for damage. Radiation damage can removed by eating Radaway paste (TL15). If administered within 2 melee rounds, the victim will take only 4d6 damage, at most.

Any creature taking over 8d6 of damage also receives a new mutation. Roll 1d6. 1-3 = physical; 4-6 = mental.  Any new mutation will manifest itself in one week of game time.

Use this chart for Poisons by subtracting 7d6 of damage from any result. Any damage of 3d6 or more with a Paralytic Poison paralyzes the victim. There is an antidote for every poison. If administered within 2 melee rounds, the victim will take only 2d6 damage, at most.

Many people poison their weapons when not hunting. To ascertain the intensity of monster and plant poisons when used on blades and arrows, use the following table:

Source of Poison Intensity
Venom sacks 50% of original intensity
Saliva 50% of original intensity
Contact poison on skin 100% of original intensity

About lostdelights

An old gamer flying his freak flag, I've been playing table-top role-playing games since 1978. I've been building my own system (Journeyman) since 1981.
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