When a living thing (read: "you") is exposed to a source of radiation (radioactive creatures, nuclear power sources, certain weapons, etc.), you first have a chance to partially resist it.
First, roll a Gamma Protection check as normal. If the total exceeds the amount of incoming Gamma/Radiation damage, then the amount recieved is reduced by your Gamma Protection rating (not what you rolled; your actual score) to a minimum of half the original Gamma/Radiation damage. For example, you're receiving 10 Radiation damage. With a score of 6 in G-Protection, as well as succeeding on your protection roll, the end result is reducing the 10 to 5. The last point of protection is lost as the damage is already halved.
"Rads" are a separate total from Hit Points that keeps track of how much radiation you've acquired. At certain thresholds, penalties begin to set in as mutation and cancerous growths start to weaken the body.
It should be noted that while non-living things (robots for example) are completely immune to the effects of radiation, many races respond differently when irradiated. Ghouls have a much higher threshold before suffering penalties, and can passively "consume" Rads to heal their bodies much faster than normal. Super Mutants are effectively immune, and gain no advantages from it otherwise. Humans, however, must constantly remain vigilant of glowing pools and wasteland denizens.
Ghouls follow the rules below under the "Human Rad Thresholds" table, with two notable changes made:
- All "Current Rad" totals are doubled before the effects activate. For example, where a human would receive a penalty to Hit Points at 10 Rads, a Ghoul doesn't suffer the penalty until 20 Rads.
- Every in-game hour, a Ghoul with at least 1 Rad can choose to expend it and regain a single Hit Point immediately. This can be used indefinitely, and does decrease penalties if Rads are spent and the total is reduced to another bracket.
Human Rad Thresholds
|50||Death occurs as the body gives in to sickness.|