Rotification

A withered and irradiated creature preserved through strange radiation induced mutations and weird science.

Rotification is a process by which creatures become mummified and preserved while still remaining alive through a combination of radiation exposure induced mutations and favorable priming conditions. They become a creature that is now dependent on radiation exposure for lucidity and survival. While uncommon, this strange process can still happen to anyone who is exposed to enough radiation and the right conditions.

Playing a Rotter

When you choose or contract this Disease you will trade out all traits and abilities offered by your species for the Following Rotter Traits and Abilities. You may retain any Movement Abilities and Natural Weapons or Armor granted by your initial species.

Traits

Rotified

You Cannot Drown or Suffocate. You Cannot Reproduce. You Do Not Age. You are Immune to Toxic Damage, you are Resistant to Venom and Poison Damage and can no longer Contract Diseases or Viruses. You Receive -5 Damage from Critical Hits(except Kinetic Damage Critical Hits).

Rotten Existence

You Cannot gain sustenance from unirradiated food or drink.

The effects of Ingesting or Injecting Potions, Brews, Salves, Medicine or Narcotics is reduced to half their normal effects.

You cannot be Wounded except by Slash Wounds.

Cognition- You Gain a Cognition Pool equal to your Intellect or Wisdom Modifier. You can only Regain Cognition Points by consuming Irradiated Proteins or by remaining in an Irradiated Area.

You do not regain HP while resting unless you spend a Cognition Point prior to the resting period.

Going Rabid - With each cognition point you spend your Intellect Modifier is reduced by 1. If your Intellect Modifier reaches -1 or fewer you immediately become a Rabid Rotter, starving for radiation, unable to control your actions, under the control of the Narrator. This state persists until your current Intellect Modifier is 1 or higher due to the consumption of Irradiated Proteins or absorption of Ambient Radiation.

Self Healing - While in active combat you can spend 1 Cognition Point to regain 1d10 + WIS or INT Modifier HP.

You can Spend 2 Cognition Points to recover from any 1 Slash Wound.

Use the table below as a reference for Radiation Absorption/Consumption rates.

Radiation Levels Cognition Points Granted
1 Gy(100 RADs) Ambient 1 Per Hour spent in Irradiated Area
Irradiated Food, Water and Proteins  1 Per Gy(100 RADs) of Radiation consumed in food, water and proteins

Rotter's Visage

It is difficult to hide the fact that you are what you are. A half-mummified freak of nature that somehow thrives in an environment that would kill most. Your skin is withered and dry, your nose, eyelids, lips, or ears may have rotted off during the harsh rotification process. Your eyes may be bloodshot, perpetually red or glow like uranium.

While Undisguised a Perception or Investigation Skill Roll of 10 or higher is sufficient to discover your rotter nature.

Abilities

Rotter Bite

You possess an unnaturally powerful bite that leeches radiation into those bitten.

Turn Portion Melee Attack Action
Range Adjacent
Damage 1d10 + CON Modifier Toxic(Radiation) Damage 

Target: Target a single creature within Melee(Adjacent) Range.

Attack: Make a Melee Attack Roll with your Training Bonus Added + your STR or DEX Modifier to the Roll Result.

Hit: Deal 1d10 + CON Modifier Toxic(Radiation) Damage to the Target. In addition to this, creatures bitten by a rotter(and subtract any of the damage from their HP Pool) must roll a Constitution Saving Throw. The DC is equal to the Rotter's CON Modifier + 10.

Failure: Creatures that Fail the Saving Throw suffer 1 Gy(100 RADs) of Radiation Exposure.

Success: Creatures that Pass the Saving Throw are otherwise unaffected.

Miss: The target is undamaged and unaffected.

Rotter Variety

Not all Rotters have the same Abilities and Traits. Choose one of the following Abilities or Traits at no XP Cost and later you may acquire new Rotter Abilities or Traits at their XP Cost during Level Up.

Abilities

Radiation Burst

You have the ability to release bursts of stored radiation from within your body, down to the marrow in your bones.

XP Cost: 2 Prerequisites: Rotification

Turn Portion: Action ARP Cost: 1 Stamina Range: 3 Meter Blast(centered on you).

Effect: All Living(Non-Rotter) Creatures within Range(except yourself) must Roll a Constitution Saving Throw. The DC is equal to the Rotter's Constitution Modifier + 10.

Failure: Living Creatures that Fail the Saving Throw suffer 1 Gy of Radiation exposure and are dealt 1d10 + CON Modifier Toxic(Radiation) Damage.

Success: Creatures that Pass the Saving Throw are unaffected.

Radiation Blast

You have the ability to release bursts of stored radiation in your body in the form of a projected blast.

XP Cost: 2 Prerequisites: Rotification

Turn Portion: Action ARP Cost: 1 Stamina Range: 10 Meters Target: A single Living(Non-Rotter) Creature within Range.

Effect: Make a Ranged Attack Roll vs the chosen target.

Hit: The target must Roll a Constitution Saving Throw. The DC is equal to the Rotter's Constitution Modifier + 10.

Failure: Living Creatures that Fail the Saving Throw suffer 1d4 Gy of Radiation exposure and are dealt 2d10 + CON Modifier Toxic(Radiation) Damage.

Success: Creatures that Pass the Saving Throw are dealt half the above damage and Radiation exposure(rounded down).

Irradiated Touch

You have the ability to release bursts of stored radiation in your body through physical contact with others.

XP Cost: 2 Prerequisites: Rotification

Turn Portion: Action ARP Cost: 1 Stamina Range: Touch / 1 Meter Target: A single Living(Non-Rotter) Creature within Range.

Aware Target: Make a Melee Attack Roll vs the chosen target.

Unaware Target: You automatically Hit the target, but still Roll an Attack Roll as you could still Critically Hit.

Hit: The target must Roll a Constitution Saving Throw. The DC is equal to the Rotter's Constitution Modifier + 10.

Failure: Living Creatures that Fail the Saving Throw suffer 1d4 Gy of Radiation exposure and are dealt 2d12 + CON Modifier Toxic(Radiation) Damage.

Success: Creatures that Pass the Saving Throw are dealt half the above damage and Radiation exposure(rounded down).

Traits

Rotten Strength

You have incredible and unnatural strength for a person that looks like a corpse.

XP Cost: 2 Prerequisites: Rotification

Increase your STR Score by 2. You gain +2 to all Grapples.

Rotten Speed

You have deadly and unnatural speed for a person that looks like a corpse.

XP Cost: 2 Prerequisites: Rotification

Increase all Movement Speeds you possess by 2.

Rotten Resilience

You have been granted incredible and unnatural Resilience.

XP Cost: 2 Prerequisites: Rotification

Effect: +2 AC and +10 Armor Points that Regen after HP is fully recovered.

Radiation Damage Healing

You naturally heal whenever you are dealt damage by radiation.

XP Cost: 3 Prerequisites: Rotification

When you are dealt Toxic(Radiation) Damage you are instead healed for an amount equal to the damage dealt.

Radiation Regeneration

You naturally heal whenever you are exposed to significant radiation.

XP Cost: 2 Prerequisites: Rotification

While exposed to at least 1 Gy(100 RADs) of Radiation you regenerate 1 HP per round(5 Seconds).

Rapid Radiation Regeneration

You naturally heal whenever you are exposed to significant radiation at a rate that increases with the level of exposure.

XP Cost: 4 Prerequisites: Rotification, Radiation Regeneration

While exposed to at least 1 Gy(100 RADs) of Radiation you regenerate a number of HP per round(5 Seconds) equal to the Gy Exposure in the area.

Radiation Enhancement

You become faster and stronger whenever you are exposed to significant radiation.

XP Cost: 3 Prerequisites: Rotification

While exposed to at least 1 Gy(100 RADs) of Radiation you gain +2 to your STR Modifier and Movement Speed.

Radiation Empowerment

You become faster and stronger whenever you are exposed to significant radiation, the more radiation the stronger the effect.

XP Cost: 6 Prerequisites: Rotification, Radiation Enhancement

While exposed to at least 1 Gy(100 RADs) of Radiation you gain +2 to your STR Modifier and Movement Speed per Gy of Radiation exposure(limit +10).