Run and Gun states that Magical Healing can also be used. What would your suggestion be for that? The Heal spell perhaps as it heals damage caused by disease/poison/gouging/repairing of limps still attached
So.. the character who was hit is a Shaman. He has (because of his back story) a very strong aversion to modern medicine/doctors/hospitals so did not get the help of a Medkit. He did throw a Heal spell on himself. The original damage was a 6P, and he healed 3 points of that. So he is still at 3P of radiation damage. He couldn't go to hospital because of his aversion and because he is SINless so he was resting up on someone's couch until he got so sick the other player called in a Bear Shaman street doc. By this point thought, the street doc couldn't do much except "stabilize" him and make him comfortable since magical healing had already been applied. Since all the damage wasn't cured, I ruled the patient is still affected by some radiation poisoning and for purely plot fun I made this like "Moderate" exposure since the original was 6P. If I went by the reduced value 3P. I might have ruled "Mild", giving him some naseau and allowed him to recover naturally but I wanted the plot hook and the urgency, etc.
But the rules are woefully inadequate here. And I looked in all my books for help.
In Run and Gun:
Mild Exposure - Like other mild environments the average metahuman will be fine here for a half a day or so but they’ll start feeling effects around twenty-four hours or so, as the radiation makes them experience Nausea (p. 409, SR5) at Power 2. The Power of the Nausea then increases by 1 every twelve hours. R&G p152
This is for standing around in the environment I assume and doesn't say what happens after you leave.
Moderate Exposure- Average metahumans last about 18 hours before Nausea at Power 3 kicks in. The Power increases by 1 every six hours. After seventy-two hours, the Nausea and other effects ravage the body so much that the body essentially gives up and abandons consciousness. R&G p152
Also for standing around in the environment I guess and doesn't say what happens after you leave.
Then they have the harsher environments which leave you giving off radiation afterwards..
In Street Grimoire:
Radiation attacks cause Physical damage. Armor provides no dice to resist Radiation damage, unless it has an upgrade to provide Radiation resistance, which provides dice equal to its rating for the Damage Resistance Test and the following Toxin Resistance Test. Treat every Radiation attack that hits as a toxin causing Nausea (see Toxins, p. 408, SR5) with a DV equal to net hits of the attack (before the Damage Resistance roll). SG p105
That's not really a lot of information either, except that you get hit with nausea.. Then what? Does it get worse? Are there lasting effects? Does it require special treatment?
Some healing rules I've found:
Augmented healing has proven the only therapeutic technique to heal radiation damage, even in cases of acute radiation poisoning. Augmentation p84
Which oddly conflicts with..
Cellular Repair: This specialized regenerative treatment repairs permanent cellular damage caused by neurotoxins or radiation, eradicates resulting disabilities, restores attribute loss due to disease or severe physical trauma, and even heals Essence loss inflicted by a critter with the Energy Drain or Essence Drain powers (see p. 288, SR4, and p. 99, Street Magic). It will not fix hereditary problems or disabilities integral to the subject’s own genetic expression Augmentation p88
Anti-Rad in the new Chrome Flesh says:
Anti-rad nanites bind contaminants in a solvent cage and inject damaged or mutated cells with a compound that induces cell death. CF p147
but also says:
Anti-rad nanoware reduces the Power of radiation damage by its Rating. Anti-rad is intended as a prophylactic measure and is unable to eliminate metastasized cancers or pre-existing cell mutations. CF p147
Which seems slightly contradictory to me.
And then there is:
Cellular Repair: This specialized regenerative treatment repairs permanent cellular damage caused by neurotoxins, radiation, magic, and other extreme sources. CF p156
Generally in SR, damage and healing are very abstracted, although B&B gives some more extensive rules. However, I find even those rules to be pretty inadequate and healing times to be FAR too quick so I am in the process of making some house rules for natural healing times and long-term recovery. But for radiation? <throws hands up in the air> Who knows?
That's why I decided just to go with a plot device for maximum "fun".