Hazards
ACID
Acids range from extremely weak to extremely strong (e.g., hydrochloric, perchloric, nitric, and sulfuric acids). Most laboratory acids are dangerous only to the eyes, but strong or highly concentrated acids can “burn” through equipment and flesh. For game purposes, treat strong alkalis just like strong acids. If the victim is splashed with strong acid, he suffers 1d-3 points of corrosion damage. If the acid splashes on his face, he must make a HT roll to avoid eye damage. On a failure, or on a direct hit to the eyes, the damage is to his eyes. Use the Crippling Injury rules (here) to see whether he is blinded – and if so, whether the blindness is permanent. On a critical failure, permanent blindness is certain (acquire the Blindness disadvantage).If the victim is immersed in acid, he takes 1d-1 corrosion damage per second. If his face is immersed, he must also roll for eye damage (see above) every second. If the victim swallows acid, he takes 3d damage at the rate of 1 HP per 15 minutes. A successful Physician or Poisons roll can halt this damage; treatment requires 2d minutes.
Used against a lock’s pins or other small, vulnerable items, acid requires 3d minutes to eat through the item. A vial of acid powerful enough to produce these effects is a TL3 item, and costs $10.
AFFLICTIONS
An “affliction” is a harmful effect other than direct injury or fatigue, usually the result of an attack, hazard, illness, magic spell, or toxin. In most cases, the victim gets a HT roll to resist, and only suffers the affliction on a failure. Duration depends on the cause; see the relevant disease, hazard, poison, spell, or weapon description for details.Irritating Conditions
Coughing or Sneezing: You are at -3 to DX and -1 to IQ, and cannot use Stealth.Drowsy: You are on the verge of falling asleep. Make a Will roll every two hours you spend inactive. On a failure, you fall asleep, and sleep until you are awakened or get a full night’s sleep. On a success, you have -2 to DX, IQ, and self-control rolls.
Drunk: You are highly intoxicated:-2 to DX and IQ, and -4 to self-control rolls except those to resist Cowardice. Reduce Shyness by two levels, if you have it.
Euphoria: You have a -3 penalty to all DX, IQ, skill, and self-control rolls.
Nauseated: You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness. A rich meal in the past hour gives -2; anti-nausea remedies give +2. On a failure, you vomit for (25 - HT) seconds – treat as Retching, below.
Pain: You have a penalty to all DX, IQ, skill, and self-control rolls. This is-2 for Moderate Pain, -4 for Severe Pain, and -6 for Terrible Pain. High Pain Threshold halves these penalties; Low Pain Threshold doubles them.
Tipsy: You are slightly intoxicated:-1 to DX and IQ, and -2 to self-control rolls except those to resist Cowardice. Reduce Shyness by one level, if you have it.
Incapacitating Conditions
All of these afflictions prevent you from taking voluntary action for the duration. In addition to their other effects, you’re effectively stunned (-4 to active defenses). In combat, you must Do Nothing on your turn. If an affliction lets you drop, you can sit, kneel, go prone, etc. if standing, or go prone if kneeling or sitting. If it lets you stagger, you can drop, change facing, or step or crawl one yard. In all cases, you are still effectively stunned.Agony: You are conscious but in such terrible pain that you can do nothing but moan or scream. If standing or sitting, you fall down. While the affliction endures, you lose 1 FP per minute or fraction thereof. After you recover, anyone who can credibly threaten you with a resumption of the pain gets +3 to Interrogation and Intimidation skill rolls. Low Pain Threshold doubles the FP loss and torture bonus. High Pain Threshold lets you overcome the agony enough to function, but at -3 to DX and IQ.
Choking: You are unable to breathe or speak. You may do nothing but drop. While the choking endures, you suffer the effects of suffocation (see Suffocation, below). If you have an object lodged in your throat, a friend can try a First Aid roll to clear it; roll at-2 before TL7. Each attempt takes 2 seconds. If you have Doesn’t Breathe or Injury Tolerance (Homogenous), you cannot choke!
Daze: You are conscious – if you are standing, you remain upright – but you can do nothing. If you are struck, slapped, or shaken, you recover on your next turn.
Ecstasy: You’re incapacitated with overwhelming pleasure. Treat as Agony, but neither Low Pain Threshold nor High Pain Threshold has any effect – and instead of a bonus for torture, someone offering to continue the pleasure gets +3 to any Influence roll! If you have Killjoy, you’re immune.
Hallucinating: You can try to act, but you must roll vs. Will before each success roll. On a success, you merely suffer 2d seconds of disorientation. This gives -2 on success rolls. On a failure, you actually hallucinate for 1d minutes. In this case, the penalty is -5. The GM is free to specify the details of your hallucinations, which need not be visual. On a critical failure, you “freak out” for 3d minutes. You might do anything! The GM rolls 3d: the higher the roll, the more dangerous your action.
Paralysis: You cannot move any voluntary muscles, and fall over if you are not in a balanced position. You remain conscious, and can still use advantages or spells that require neither speech nor movement.
Retching: You are conscious but vomiting (or suffering dry heaves). You can try to act, but you will be at -5 to DX, IQ, and Per, and automatically fail at any action that requires a Concentrate maneuver. At the end of the retching spell, you lose 1 FP. You gain no benefit from recent meals or oral medication – you’ve thrown it up.
Seizure: You suffer a fit of some kind. Your limbs tremble uncontrollably, you fall down if standing, and you cannot speak or think clearly. You can do nothing. At the end of the seizure, you lose 1d FP.
Unconsciousness: You are knocked out, just as if you had suffered injury.
Mortal Conditions
Coma: You collapse just as if you had been wounded to -1xHP or below and passed out; see Recovering from unconsciousness. You get a single HT roll to awaken after 12 hours. On a failure, you won’t recover without medical treatment. Until you receive treatment, roll vs. HT every 12 hours. On any failure, you die.Heart Attack: Your heart stops functioning (“cardiac arrest”). You immediately drop to -1xFP. Regardless of your current HP, you will die in HT/3 minutes unless resuscitated – see Resuscitation (here. If you survive, you will be at 0 HP or your current HP, whichever is worse. Missing HP heal normally. If you die and it matters what your HP total was, treat this as death at -1xHP or your current HP, whichever is worse. Injury Tolerance (Diffuse, Homogenous, or No Vitals) grants immunity to this affliction.
Hazardous Atmospheres
Earth’s atmosphere is 78% nitrogen and 21% oxygen (plus 1% comprising a number of other gases). Visitors to other planets (and victims of lab accidents or death traps) might encounter other atmospheres, most of which are unsafe for humans without proper protection. Of course, “breathable air” for humans might be deadly for nonhumans, and vice versa! Corrosive: The atmosphere reacts with exposed flesh. Those with the Sealed advantage are safe; those in sealed suits might be safe, but some gases eat away at seals. Small concentrations in otherwise breathable air require a roll at HT to HT-4 every minute to avoid 1 point of corrosion damage. Victims suffer coughing (see Afflictions, above) after losing 1/3 their HP, blindness (as the disadvantage) after losing 2/3 their HP. Atmospheres made up mostly of corrosive gases have effects comparable to immersion in acid (see Acid, p. 428) and count as suffocating. Corrosives include ammonia and nitrides. Chlorine and fluorine are extremely corrosive and toxic!Toxic: The atmosphere is poisonous. Individuals without respirators, Doesn’t Breathe, Filter Lungs, etc. are susceptible. Ordinary airborne industrial pollutants might require a daily HT roll to avoid 1 point of toxic damage. Lethal gases would call for a HT-2 to HT-6 roll every minute to avoid 1 point of toxic damage. If such gases make up most of the atmosphere, they inflict at least 1d toxic damage per 15 seconds (no resistance possible) and count as suffocating. A typical toxic gas is carbon monoxide. Chlorine and fluorine are deadly in tiny concentrations, and also corrosive.
Suffocating: The atmosphere is unbreathable. For humans, this means it lacks oxygen. Those without Doesn’t Breathe or an air supply start to suffocate (see Suffocation, p. 436). Hydrogen, methane, and nitrogen are all suffocating. As noted above, an atmosphere made up mostly of corrosive or toxic gases is suffocating as well – but these usually kill so rapidly that suffocation becomes irrelevant
ATMOSPHERIC PRESSURE
Regardless of its composition, an atmosphere may be difficult or impossible to breathe if its pressure is wrong. We measure air pressure in “atmospheres” (atm. 1 atm. is air pressure at sea level on Earth.Trace (up to 0.01 atm.): Treat an atmosphere this thin as vacuum (see Vacuum, below).
Very Thin (up to 0.5 atm.): The air is too thin to breathe. Earth’s atmosphere becomes “very thin” above 20,000’. If you lack protection (e.g., the Doesn’t Breathe advantage, or a respirator and oxygen tanks), you suffocate– see Suffocation (below). Vision rolls are at -2 without eye protection.
Thin (0.51-0.8 atm.): Earth’s atmosphere is “thin” between 6,000’ and 20,000’. Thin air is breathable if oxygen is present in Earthlike percentages, but it is hard on unprotected individuals. Increase all fatigue costs for exertion by 1 FP. Vision rolls are at-1 without eye protection. Finally, anyone who breathes thin air for an hour or more must check for “altitude sickness.” Make a daily HT roll at +4.
Critical success means acclimatization – do not roll again. Success means no effect today. Failure means headaches, nausea, etc., giving -2 to DX and IQ. Critical failure means the victim falls into a coma after 1d hours; see Mortal Conditions (above). Roll against Physician skill once per day to revive the victim before he dies.
Dense (1.21-1.5 atm.): The air is breathable, with some discomfort: -1 to all HT rolls, unless you have a pressure suit. If the air contains more than 50% oxygen, you must wear a “reducing respirator” that lowers oxygen partial pressure, or suffer -2 to DX due to coughing and lung damage.
Very Dense (1.51+ atm.): As “dense,” but a reducing respirator is required if the air is more than 10% oxygen. Usually quite hot from greenhouse effects.
Superdense (10+ atm.): As “very dense,” but the atmospheric pressure is so great that it can actually crush someone who is not native to it, unless he has Pressure Support or an armored suit that provides this advantage; see Pressure (below). Visitors to Venus, or deep inside Jupiter, experience hundreds of atmospheres of pressure! Such atmospheres are often poisonous, which presents a separate problem.
These rules assume you are native to 1 atm. and can function normally at 0.81-1.2 atm. If your native pressure differs from 1 atm., multiply all the pressure ranges above by your native pressure in atm. For example, if you’re native to 0.5 atm., a “dense” atmosphere for you would be 0.610.75 atm. and a “thin” one would be 0.26-0.4 atm.
COLD
Cold can be deadly, but only magic or superscience can produce cold quickly enough to cause damage in combat. Armor offers its usual DR against such “instant” cold attacks, but it must be insulated or heated to shield against prolonged exposure toambient cold.Make a HT or HT-based Survival (Arctic) roll, whichever is better, every 30 minutes in “normal” freezing weather. For most humans, this means temperatures below 35°F, but see Temperature Tolerance (here). In light wind (10+ mph), roll every 15 minutes. In strong wind (30+ mph), roll every 10 minutes. Additionally, strong wind can dramatically reduce the effective temperature (the “wind chill factor”). Also see the modifiers below:
Light or no clothing: -5
Ordinary winter clothing: +0
"Arctic" clothing: +5
Heated suit: +10
Wet clothes: additional -5
Every 10 degrees below 0 Farenheit of effective temperature: -1
Failure costs 1 FP. As usual, once you go below 0 FP, you will start to lose 1 HP per FP. Recovery of FP or HP lost to cold requires adequate shelter and a heat source (flame, electric heat, body warmth, etc.).
Thermal Shock: Sudden immersion in icy waters (e.g., any of Earth’s oceans far from the equator) or a cryogenic environment can cause death by thermal shock. Note that impure water (e.g., saltwater oceans) can be below the usual freezing temperature!
If you are wearing a completely waterproof “dry suit,” you are only affected as per normal freezing. Otherwise, roll against HT once per minute of immersion. Do not modify this for clothing. On a success, you lose 1 FP. On a failure, you lose FP equal to the margin of failure. Don’t forget to check for drowning as well!
COLLISIONS AND FALLS
When a moving object hits another object, this is a collision. Use the rules below for ramming attempts, accidental crashes, falls, and dropped objects.Damage from Collisions
An object or person’s Hit Points and velocity determine collision damage. Mass only matters indirectly: massive objects usually have high HP, but it would hurt more to collide with a locomotive than with a pillow of the same mass! HP take into account both mass and structural strength. “Velocity” is how fast the character or object is moving in yards per second (2 mph = 1 yard per second). Velocity could be anything up to Move. It might exceed Move when diving or falling; see High-Speed Movement.An object in a collision inflicts dice of crushing damage equal to (HP x velocity)/100. If this is less than 1d, treat fractions up to 0.25 as 1d-3, fractions up to 0.5 as 1d-2, and any larger fraction as 1d-1. Otherwise, round fractions of 0.5 or more up to a full die.
If an object is bullet-shaped, sharp, or spiked, it does half damage, but this damage is piercing, cutting, or impaling, rather than crushing.
Alternatively, calculate velocity in yards per second as the square root of (21.4 ¥ g ¥ distance fallen in yards), where g is the local gravity in Gs (g = 1 on Earth). Round to the nearest whole number.
Immovable Objects
If a moving object hits a stationary object that is too big to push aside like the ground, a mountain, or an iceberg – it inflicts its usual collision damage on that object and on itself. If the obstacle is breakable, the moving object cannot inflict or take more damage than the obstacle’s HP + DR.Hard Objects: If the immovable object is hard, use twice the HP of the moving object to calculate damage. Clay, concrete, ordinary soil, and sand are all “hard,” as is a building, mountain, or similar obstacle.
Soft Objects: If the immovable object is soft – e.g., forest litter, hay, swamp, or water – damage is normal. However, elastic objects (mattresses, nets, airbags, etc.) give extra DR against collision damage, ranging from DR 2 for a feather bed to DR 10 for a safety net, trampoline, or airbag. When striking water or a similar fluid, a successful Swimming roll (or vehicle control roll, if “ditching” a vehicle) means a clean dive that negates all damage. This roll is at a penalty for velocity; use the speed penalty from the Size and Speed/Range Table.
Falling
A fall is a collision with an immovable object: the ground. Find your velocity when you hit using the Falling Velocity Table.Example: Vladimir is pushed out a fifth story window. He falls 17 yards. When he hits the street, his velocity is 19 yards/second. Bill has 10 HP, but he uses twice this because he hit a “hard” surface. Damage is (2 x 10 x 19)/100 = 3.8d, which rounds up to 4d crushing.
Falls and Armor: All armor, flexible or not (but not innate DR), counts as “flexible” for the purpose of calculating blunt trauma from falling damage. Thus, even if the victim has enough armor DR to stop the falling damage, he suffers 1 HP of injury per 5 points of falling damage.
Controlled Falls: If you are free to move, you can use Acrobatics skill to land properly. On a success, reduce falling distance by five yards when calculating velocity. If falling into water, you can do this or attempt a proper dive (see above) – decide which first!
Terminal Velocity: “Terminal velocity” is the maximum speed a falling object can achieve before air resistance negates further acceleration under gravity. Air resistance is relatively negligible for distances shown on the table, but increases drastically for longer falls. Terminal velocity varies greatly by object. For human-shaped objects on Earth, it is 60-100 yards/second. Use the low end for a spread-eagled fall, the high end for a swan dive. For dense objects (e.g., rocks) or streamlined objects, it can be 200 yards/second or more!
The terminal velocity rules assume Earth-normal gravity (1G) and atmospheric pressure (1 atm.). Multiply terminal velocity by the square root of gravity in Gs. Then divide it by the square root of pressure in atm. Thus, gravity under 1G, or pressure above 1 atm., reduces terminal velocity; gravity over 1G, or pressure below 1 atm., increases it. Note that terminal velocity is unlimited in a vacuum!
Damage from Falling Objects
If an object falls on someone, find its velocity on the table above and calculate damage as for an ordinary collision. To hit someone with a dropped object, use Dropping skill.Most dropped objects will have Acc 1. Your target cannot avoid the object unless he knows it’s coming. If he’s aware of it, he can dodge.
A falling object with a Size Modifier equal to or greater than that of whoever it lands on impedes the victim’s movement. He may move only one yard on his next turn, and his active defenses are -3. These penalties result from bulk, not mass, so ST is irrelevant.
Hit Location from a Fall
If using hit locations, roll randomly for the hit location damaged in a fall. If the injury is to an extremity or a limb, do not ignore injury in excess of that required to cripple it. Instead, subtract the full amount from HP! If the fall would cripple a limb, roll 1d. On 5-6, all limbs of that type are crippled, although there is no extra injury.Collision Angle
The angle at which you hit adjusts velocity, affecting damage. This is especially true in collisions between two moving objects!Head-On: In a head-on collision between two moving objects, collision velocity is the sum of the objects’ velocities. The slower object cannot inflict more dice of damage than the faster one.
Rear-End: If a faster object overtakes and strikes a slower one, collision velocity is that of the striking object minus that of the struck object. The struck object cannot inflict more dice of damage than the striking one.
Side-On Collisions and Falls: If a moving object strikes a stationary one, or strikes a moving object side-on, collision velocity is that of the striking or falling object. The struck object cannot inflict more dice of damage than the striking or falling one.
Example: A car with 60 HP, moving at 50 mph (velocity 25), strikes a pedestrian with 10 HP. The pedestrian was fleeing from the car at Move 5, so this is a “rear-end” collision. Collision velocity is 25 (car) - 5 (pedestrian) = 20. The car inflicts (60 x 20)/100 = 12d crushing damage on the pedestrian; the pedestrian inflicts (10 x 20)/100 = 2d crushing damage on the car.
Overruns
If the Size Modifier of the striking object in a collision exceeds that of the struck object by two or more (e.g., a car hitting a man) the striking object “overruns” the struck object. This inflicts additional crushing damage: roll thrust damage for ST equal to half the striking object’s HP (or half its ST score, if it has one). Even a slow moving elephant or a tank can crush someone who doesn’t get out of the way. This rule does not apply to falls.Anything with a ST attribute can deliberately trample as well.
Whiplash and Collision
Anyone inside an object that comes to a sudden stop in a fall or a collision (a falling elevator, a crashing car, etc.) takes damage. Find the speed lost in the “stop” and work out falling damage for this velocity. Seatbelts or straps give DR 5 vs. this damage; airbags give DR 10. In a collision involving an open vehicle, also work out knockback from this damage for those who weren’t strapped in. This is how far they fly.ELECTRICITY
If an uninsulated person is exposed to electricity, he may receive a shock. The effects of electric shock are highly variable, ranging from momentary stunning to instant death! This section helps the GM assess these effects if a character receives a shock during an adventure. If a specific attack or scenario gives different rules, they override the guidelines below.All electrical damage falls into one of two classes: nonlethal or lethal. Against either, metallic armor (e.g., plate armor) provides only DR 1 – and if the wearer is grounded, he actually attracts electrical attacks, giving the attacker +2 to hit.
Nonlethal Electrical Damage
High-voltage, low-power shocks are unlikely to kill, but can stun the victim or even render him unconscious. This is called “nonlethal electrical damage.” Examples include electric stun weapons, realistic electric fences, and static shocks on a cool, dry day. The GM should require an immediate HT roll whenever someone is zapped.Modifiers: From +2 for a short circuit in a battery-powered gadget down to -3 or -4 for a specially designed stun weapon. Nonmetallic armor gives a bonus equal to its DR – but surface shocks (e.g., from a cattle prod) tend to flow over armor rather than through it, and have an armor divisor of (0.5), while energy weapons designed to arc through armor have an armor divisor of (2) or even (5). On a failure, the victim is stunned. An instantaneous jolt (static electricity, electrolaser, etc.) stuns for one second, after which time the victim may roll vs. HT once per second to recover. A continuous shock (stun gun, electric fence, etc.) stuns for as long as the victim is in contact with the source, and for (20 - HT) seconds after that, with a minimum of 1 second. After this time, the victim may roll vs. HT each second to recover. The basic HT modifier for the strength of the shock (but not for DR) applies to all recovery rolls.
Electromuscular Disruption (EMD): Some weapons (D-HEWs in human space) deliver a more powerful current that induces convulsions. The HT roll is at -5, and if the victim fails, he is knocked down and paralyzed instead of merely stunned. Otherwise, the effects are as above.
Lethal Electrical Damage
High-power shocks cook flesh and inflict real damage; they can even stop the victim’s heart! This is called “lethal electrical damage.” Examples include power mains, lightning bolts (natural and magical), and cinematic electric fences.Lethal electric shocks inflict burning damage: only 1d-3 to 3d around the house, but 6d on up for lightning, transmission lines, etc. A victim who suffers any injury must make a HT roll at -1 per 2 points of injury suffered. On a failure, he falls unconscious for as long as the current is applied, and for (20 - HT) minutes afterward, with a minimum of 1 minute. He will be at -2 DX for another (20 - HT) minutes when he recovers. Failure by 5 or more, or any critical failure, results in a heart attack; see Mortal Conditions. Lethal electricaldamage also causes “surge” effects in victims who have the Electrical disadvantage.
Localized Injury: Attacks that don’t affect the target’s entire body – including most magical electricity attacks cause pain and burns, but not unconsciousness or cardiac arrest. Treat this as normal burning damage, except that the victim must make a HT roll at -1 per 2 points of injury suffered. On a failure, he is stunned for one second, after which time he may roll vs. HT once per second to recover. If the injury is to the arm or hand, he must also make a Will roll or drop anything carried in that hand.
FLAME
Exposure to flame inflicts burning damage. See Wounding Modifiers and Injury and Hit Location for wounding effects. Below are some additional special rules.Fire Sources
Adventurers often encounter flaming oil, high-tech weapons, Innate Attacks, etc. not to mention the burning rubble these attacks leave behind!If you spend part of a turn in a fire (e.g., running through the flames), you take 1d-3 burning damage. If you spend all of a turn in a fire of ordinary intensity – or if you are on fire – you take 1d-1 damage per second. Very intense fires inflict more damage; for instance, molten metal or a furnace would inflict 3d per second! Use Large Area Injury in all cases.
Continued exposure to a fire can result in intense heat that can rapidly fatigue you even if the flames themselves cannot enetrate your DR. See Heat (below).
Incendiary Attacks: Any attack with the Incendiary damage modifier does one point of burning damage in addition to its other damage; in effect, it has a one-point linked burning attack. Examples include torches (see Torches and Flashlights) and flaming arrows (see Flaming Arrows). High-tech tracer bullets also qualify.
Catching Fire
A single hit that inflicts at least 3 points of basic burning damage ignites part of the victim’s clothing. (The Ignite Fire spell does this at its third level of effect). This does 1d-4 burning damage per second and is distracting (-2 to DX, unless the damage simply cannot harm the target). To put out the fire, the victim must beat it with his hands. This requires a DX roll, and each attempt takes a Ready maneuver. A single hit that inflicts 10 or more points of basic burning damage ignites all of the victim’s clothes. This does 1d-1 burning damage per second and is very distracting (-3 to DX, except when rolling to put out the fire). To put out the fire, the victim must roll on the ground. This requires a DX roll, and each attempt takes three Ready maneuvers. Jumping into water takes only one second, and automatically extinguishes the fire. If a wooden shield takes 10 or more points of burning damage in one second, the bearer is at -2 to DX, and takes 1d-5 burning damage per second until he gets rid of it.In all cases, remember to apply shock penalties to DX if the flame inflicts injury!
The above guidelines assume ordinary clothing. Armor is good protection against fire; clothing worn over armor (e.g., a surcoat) might burn, but the armor’s DR reduces the damage normally. Clothing that is wet or worn under armor is almost impossible to ignite, and won’t stay lit. On the other hand, fancy dresses, lace cuffs, and so on, ignite if they take even 1 point of burning damage!
Remember to divide damage from tight-beam burning attacks by 10 when applying the rules above.
Making Things Burn
Materials are grouped into six “flammability classes,” based on the amount of burning or incendiary damage needed to set them aflame:Super-Flammable (e.g., black powder, ether): Negligible damage (candle flame).
Highly Flammable (e.g., alcohol, paper, tinder): 1 point.
Flammable (e.g., dry wood, kindling, oil): 3 points.
Resistant (e.g., seasoned wood, clothing, rope, leather): 10 points.
Highly Resistant (e.g., green wood, flesh): 30 points.
Nonflammable (e.g., brick, metal, rock, fireproof synthetics): N/A.
A fire source (including any incendiary attack) that inflicts the listed amount of burning damage in a single damage roll ignites the material immediately. Divide damage by 10 for tight-beam burning attacks. If the flame fails to ignite the material immediately, but could do so on its best damage roll, roll damage once per second for as long as it is in contact. Even if the flame is incapable of inflicting enough damage on its best roll, it may set things afire with prolonged contact. Roll 3d for every 10 seconds of contact. Materials one category up (e.g., Flammable materials taking 1 point per second) catch fire on a 16 or less; those two categories up (e.g., Flammable materials touching a candle flame) catch on a 6 or less. Once a material starts burning, it may ignite adjacent materials. Make separate rolls for it based on the fire’s damage (1d-1 per second for an ordinary fire).
GRAVITY AND ACCELERATION
A change in gravity can be harmful. These rules describe health effects; see Different Gravity for the effects of gravity on common tasks.Space Adaptation Syndrome (“Space Sickness”)
Those who are not native to micro or zero gravity (“free fall”) may become nauseated and disoriented by the constant falling sensation. Roll against the higher of HT or Free Fall when you first enter free fall. The Space Sickness disadvantage gives -4.On a success, you are unaffected. On a failure, you are nauseated (see Afflictions), which may trigger vomiting. If you begin to retch while wearing a vacc suit, you may choke; treat this as drowning (see Swimming). Roll against the better of HT or Free Fall every 8 hours to recover. If you suffer from Space Sickness, you cannot adapt!
High Acceleration
Make a HT roll whenever you experience a sudden acceleration (“G force”) of at least 2.5 times your home gravity. Treat a home gravity under 0.1G as 0.1G for this purpose. Modifiers:-2 per doubling of acceleration (-2 at 5¥ home gravity, -4 at 10x, and so on +2 if seated or lying prone, or -2 if upside down. On a failure, you lose FP equal to your margin of failure. On a critical failure, you also black out for 10 seconds times your margin of failure. A sudden acceleration may throw you against a solid object. If this happens, treat it as a collision with that object at a velocity equal to 10 x G-force of the acceleration.HEAT
In ordinary hot weather, you will experience no ill effects if you stay in the shade and don’t move around much. But if you are active in temperatures in the top 10° of your comfort zone or above – over 80°F, for humans without Temperature Tolerance (p. 93)– make a HT or HT-based Survival (Desert) roll, whichever is better, every 30 minutes.Modifiers: A penalty equal to your encumbrance level (-1 for Light, -2 for Medium, and so on -1 per extra 10° heat. Failure costs 1 FP. On a critical failure, you suffer heat stroke: lose 1d FP. As usual, if you go below 0 FP, you start to lose 1 HP per FP. You cannot recover FP or HP lost to heat until you move into cooler surroundings. In addition, at temperatures up to 30° over your comfort zone (91-120° for humans), you lose an extra 1 FP whenever you lose FP to exertion or dehydration. At temperatures up to 60° over your comfort zone (121-150° for humans), this becomes an extra 2 FP.
Intense Heat: Human skin starts to burn at 160°; see Flame (above) for damage. Even if no damage penetrates your DR, you will rapidly overheat if the ambient temperature is more than 6 x your comfort zone’s width over your comfort zone (e.g., in a fire). After 3 x DR seconds, make a HT roll every second. On a failure, you lose 1 FP. Your DR provides its usual protection against burning damage, but it has no effect on this FP loss.
Sunburn: After a day of full sun on unprotected skin, an albino will be near death and a light-skinned Caucasian will be very uncomfortable (1d-3 damage). Darker-skinned individuals may itch, but aren’t in much danger. Details are up to the GM.
Armor: Armor prevents sunburn and provides its full DR against burning damage – but only armor that provides Temperature Tolerance (through insulation or a cooling system) can prevent FP loss due to heat. This feature is standard on battlesuits and TL9+ combat armor.
Pressure
Adventurers are most likely to encounter extreme pressure in superdense atmospheres (see Atmospheric Pressure) or deep underwater (where pressure increases by about 1 atmosphere per 33’ of depth). Pressures in excess of your native pressure – 1 atm., for a human – are not always immediately lethal, but present serious risks.Over 2 x native pressure: You risk “the bends” (see below) if you experience over 2 ¥ native pressure and then return to normal pressure. With Pressure Support 1, the bends are only a risk when returning from over 10 x native pressure. With Pressure support 2 or 3, you are immune to the bends.
Over 10 x native pressure: You may be crushed! On initial exposure and every minute thereafter, roll vs. HT at a basic +3, but -1 per 10 x native pressure. If you fail, you suffer HP of injury equal to your margin of failure. If your Size Modifier is +2 or more, multiply injury by SM. With Pressure Support 2, read this as “Over 100 x native pressure” and “-1 per 100 x native pressure.” With Pressure Support 3, you are immune to pressure.
The Bends
When you are breathing air that has been compressed (e.g., using scuba gear), your blood and tissues absorb some of the nitrogen gas in the compressed air. When you return to normal pressure, or “decompress,” this nitrogen escapes, forming small bubbles in the blood and muscles. This can result in joint pains, dizzy spells, possibly even death. These symptoms are known as “the bends.”You risk the bends if you return to normal pressure after experiencing pressure greater than twice your native pressure (or 10 times native pressure, with Pressure Support 1). To avoid this, you must decompress slowly, spending time at intermediate pressures to allow the nitrogen to escape harmlessly. Divers and mountaineers use precise tables to determine decompression times based on time spent at a given pressure. For game purposes, at up to 2 atm. (about 33’ underwater), a human can operate for any amount of time and return without risk. At up to 2.5 atm. (50’ depth), a human can safely operate for up to 80 minutes and return without requiring slow decompression. Greater pressures reduce the safe time without slow decompression: at 4 atm. (100’ depth), it’s about 22 minutes; at 5.5+ atm. (150’ depth), there is no safe period.
Safe decompression involves slowly lowering the pressure, either naturally (e.g., a diver deliberately taking hours to reach the surface) or in a decompression chamber. The time required increases with both pressure and exposure time. It can be several hours – or even days.
If you fail to decompress slowly enough, make a HT roll. Critical success means no ill effects. Success means severe joint pain, causing agony (see Incapacitating Conditions, p. 428 roll vs. HT hourly to recover. Failure means unconsciousness or painful paralysis; roll vs. HT hourly to regain consciousness, with each failure causing 1d of injury. Once conscious, you suffer joint pain, as described above. Critical failure results in painful death. Recompression to the highest pressure experienced lets you roll at HT+4 every five minutes to recover from all effects short of death.
An instant pressure reduction can also result in explosive decompression; see Vacuum (below) for details. All effects are cumulative!
RADIATION
Radiation threatens high-tech heroes in the form of solar flares, cosmic rays, nuclear accidents, radioactive materials, and lethal weapons (nuclear bombs, particle beams, etc.). Exposure is measured in rads. The more rads received, the greater the chance of ill effects. Whenever a character is exposed to radiation, the GM should note both the dose and the date. Each dose diminishes separately from all others; it starts to heal after 30 days, at the rate of 10 rads per day. However, 10% of the original dose never heals (except via ultra-tech, magic, etc.).Example: A reactor technician spends a day in a “hot” environment and receives a 200-rad dose. After 30 days, that particular dose starts to heal at 10 rads/day. After another 18 days, the remaining dose is 20 rads – 10% of 200 rads – and stops healing.
Radiation Hazards
Cosmic Rays: A constant hazard for space travelers. Inflict 1 rad/week. Only massive shielding protects people.Fallout: Small radioactive particles, such as those produced by a ground-burst nuclear bomb. Inflicts 2-5 rads/minute within a few hours of the blast, and several rads/hour over the next day. If you breathe or swallow fallout (in contaminated food or water), the ingested material delivers a continuing dose (see below).
Fission Plant Accident: 1,000 rads/hour or more! This is only in close proximity (e.g., the reactor room divide dose by the square of the distance in yards from the source.
Ingested Radioactive Material: Plutonium, radium-226, uranium235, etc. Even tiny doses can cause 1 rad/day to several rads/minute, depending on the isotope. (Some radioactive materials, such as plutonium, are also extremely toxic!)
Innate Attack: An attack with the Radiation damage modifier delivers one rad per point of damage rolled.
Nuclear Blast: One-megaton fission air or space burst at 2,000 yards: 6,600 rads.
Effects of Radiation on Living Things
When a living being accumulates at least 1 rad (but no more than once per day, for continued exposure to a given source), he must make a HT roll. On the Radiation Effects Table, below, find his current accumulated dose in the “Accumulated Dose” column. Apply the modifier in the “HT” column to his HT roll. Then roll the dice. Use the first result in the “Effects” column on a critical success, the second on a success, the third on a failure, and the last on a critical failure.The dose has no obvious effect, but doses continue to accumulate.
A: Radiation burns and chronic “somatic” damage. HT hours after irradiation, suffer 1d of injury and gain Low Pain Threshold for one week (those with High Pain Threshold lose this instead). If you recover, make two more HT rolls with the modifier on the table: one to avoid sterility, the other to avoid gaining the Terminally Ill (1 year) disadvantage. Gain either condition only on a critical failure.
B: Hematopoietic syndrome. As A, but as well, after HT hours you are nauseated (see Irritating Conditions) for a further (40 - HT) hours; lose 1d each from DX, IQ, and FP; and acquire the Hemophilia disadvantage. Each day, make a HT roll with the modifier on the table. On a critical success, you heal 2 points each of DX, IQ, and FP; on a success, you recover 1 point of each; on a failure, there is no improvement; and on a critical failure, you lose 1 point of each and are nauseated that day. After recovering all lost DX, IQ, and FP, you no longer suffer from Hemophilia or need to make daily HT rolls.
C: Gastrointestinal syndrome. As B, but in 1d/2 weeks, you also lose all body hair and must make daily HT rolls. On a critical failure, you suffer 1d points of injury; on a failure, 2 points of injury; on a success, 1 point of injury; and on a critical success, injury stops and normal recovery can occur (and hair starts to grow back). Until injury stops, you have Susceptible to Disease -3 and suffer from nausea. If you lose more than 2/3 of your HP to radiation, your teeth and nails start to fall out.
D: Terminal radiation sickness. As C, except HP loss begins in 1d/2 days, and even a critical success won’t stop daily HP loss – it only postpones it for a day. Death is certain.
E: Rapid cerebrovascular death. After one hour, you lose 1d from each of DX, IQ, and FP; take 1d of injury; gain Hemophilia, Low Pain Threshold, and Susceptible to Disease-3; and are nauseated. Make an hourly HT roll. Critical failure means instant death from brain hemorrhage; failure means loss of another 2 points of DX, IQ, and FP, and 2 more points of injury; success means 1 extra point of each; critical success mean no decline that hour.
Other Effects: In addition to these effects, a single dose of 200+ rads causes sterility and blindness for 1d months; a dose of 500+ rads makes it permanent. An accumulated dose of 100+ rads increases the risk of birth defects. Should you become a parent, make a HT roll, at +3 if you are male. On a failure, the child has some sort of birth defect (GM’s option).
Radiation and Nonhumans
The above effects apply to humans and most other mammals. Other creatures may have Radiation Tolerance. Machines are not affected unless they have the Electrical disadvantage. Each time such a machine accumulates a dose of 100 rads, make a HT roll at a basic +4, -1 per 100 rads accumulated dose. On a failure, it ceases to function until repaired. On a critical failure, it is destroyed (any data stored on it is also lost).Radiation Protection
Any material between you and the radiation source grants a Protection Factor (PF) that reduces your received dose. Divide our dose by PF; e.g., PF 100 means 1/100 the dose. Half an inch of lead, 1.5 inches of steel, or 750 yards of air has PF 2; a yard of water has PF 8; a yard of earth has PF 27; and a yard of concrete has PF 64. Shielding protects differently against certain types of radiation. Radiation from solar flares and planetary radiation belts (like the Van Allen belt) is mostly free electrons and alpha particles: multiply PF by 20. Against cosmic rays, divide PF by 100!Radiation Treatment
All costs below are per treatment. Drugs are available that can halve your effective rad dosage if a dose ($500) is taken 1-3 hours in advance. Chelating drugs are also available to get radioactive fallout out of your system; a dose ($500) halves exposure after 3 days and eliminates it entirely after a week. This has no effect on radiation already absorbed! Advanced chelating drugs ($500) encapsulate and remove fallout in 12 hours. Advanced anti-radiation drugs or cell-repair nanotechnology ($1,000) can give +3 to all HT rolls vs. radiation for 2 weeks. Cell-repair nanotech or rejuvenation technology might be able to completely repair the ravages of radiation, provided the victim is still alive.SEASICKNESS
Those aboard a seagoing vessel (excluding large, modern vessels with roll stabilizers) must check for seasickness on their first day afloat. Use the rules for the Motion Sickness disadvantage – but if you lack that disadvantage, you roll at HT+5, and with a success by 5 or more, or a critical success, you suffer no ill effects at all.SUFFOCATION
If you completely lack air – see Actions After a Grapple, Choke Hold, and Holding Your Breath for examples – you lose 1 FP per second. If you are drowning after a failed Swimming roll, you can get some air, but you also inhale water: roll vs. Swimming every five seconds; failure costs 1 FP (see Swimming).At 0 FP, you must make a Will roll every second or fall unconscious. You are likely to die unless rescued (see Lost Fatigue Points). Regardless of FP or HP, you die after four minutes without air. If you get clean air before you die, you stop losing FP and start to recover FP at the usual rate (see Recovering from Fatigue). If you are unconscious, you awaken once you have 1 FP. If you were drowning, a rescuer must also make a First Aid roll to get the water out of your lungs in order to save you – see Resuscitation.
If you went without air for more than two minutes, roll vs. HT to avoid permanent brain damage: -1 to IQ.
Vacuum
Vacuum is the absence of air – but these rules also apply in trace atmospheres, where there is almost no air. If you are exposed to vacuum without protection (e.g., a vacc suit or the Vacuum Support advantage), the following rules apply.Breathing Vacuum: You can’t hold your breath in vacuum – and you may rupture your lungs if you try (1d of injury). If you exhale and leave your mouth open, you can operate on the oxygen in your blood for half the time listed under Holding Your Breath. After that, you begin to suffocate.
Explosive Decompression: When an area suddenly goes from normal pressure to little or none (a “blowout”), body fluids boil, blood vessels rupture, and eardrums pop. Take 1d of injury immediately, and roll vs. HT to avoid the bends (see The Bends). Also roll vs. HT+2 for each eye; failure means One Eye or Blindness, as appropriate. Finally, roll vs. HT-1 to avoid Hard of Hearing.
Use the Duration of Crippling Injuries rules to determine how long these disadvantages last.
Extreme Temperatures: Vacuum itself is neither “cold” nor “hot,” but in the absence of air, surfaces in shadow will eventually grow very cold, while those in sunlight will become extremely hot. For example, on the moon with its month-long “day” – the temperature can range from -243°F (at night) to 225°F (at noon).
POISON
Poison can show up on weapons; on darts, needles, or spikes in traps; in food or drink offered by a treacherous foe; and anywhere else you did not expect it. Human foes are not the only ones who can poison you. Snakes, insects, and certain other creatures have natural poison (usually blood agents) – and eating the wrong plant or animal may treat you to a dose of digestive poison.DESCRIBING POISONS
A poison’s description includes its name, means of delivery, delay, resistance roll, effects (injury and symptoms), and cost per dose – and possibly notes on what constitutes a “dose,” how to use or conceal the poison, and how to treat it (including any antidotes).A poison can have multiple sets of effects. For example, tear gas is both a respiratory agent (with one set of effects) and a vision-based agent (with other effects).
Delivery
A given poison might reach its victim in any of several ways:Blood Agent: The poison must reach a mucous membrane (eyes, open mouth, nose, etc.) or an open wound. If it is sprayed or spat, it must actually strike one of these vulnerable areas (so a spitting cobra must target the face). If it is delivered as a gas or wide-area spray, only those with the Sealed advantage – or with one of Doesn’t Breathe or Filter Lungs and one of Nictitating Membrane or Protected Vision – are immune. These advantages might be natural or provided by equipment.
Contact Agent: The poison must be inhaled or touch skin to take effect. If it is use to poison a melee weapon, the weapon must hit an unarmored and unclad hit location for the poison to affect the target. If it is delivered as a gas or wide-area spray, it affects everyone in the area who lacks the Sealed advantage (whether natural or provided by a suit, vehicle, etc.).
Digestive Agent: The victim must swallow the poison. This is typical of poisonous plants and toxic substances such as arsenic. If the poison has a slight but distinctive taste (e.g., cyanide), the GM can allow the victim a Taste roll or Perception-based Poisons roll – at a basic -2, but +2 per doubling of dosage – to notice it in time. Poisons that are easier to detect give a bonus; those that are harder to detect, or whose taste is masked by suitable food or drink, give a penalty. To force someone to swallow a poison rather than spit it out, you must grapple him by the head or neck and maintain your hold for 10 seconds.
Follow-Up Poison: The poison must be placed on a piercing or impaling weapon, or injected using a hollow projectile, hypodermic needle, etc. If the weapon penetrates DR and does any damage, it delivers the poison. Most “follow-up” poisons are simply blood or contact agents injected into the body.
Respiratory Agent: The poison is a gas that only affects those who inhale it into their lungs. Delivery is usually via an area or cone attack (e.g., gas grenade, spray gun, or dragon’s breath), but an entire atmosphere could be poisonous! Only Doesn’t Breathe and Filter Lungs protect completely against respiratory agents – but a victim who makes a Sense roll to notice the poison in time may hold his breath (see Holding Your Breath, p. 351). Unconscious or stunned victims inhale automatically. An improvised mask, such as a wet towel over the face, gives +1 to HT to resist.
Sense-Based Agent: The poison affects the victim through a specific sense. It has no effect on those who lack that sense or have appropriate protection. A smell-based agent is usually a foul stench that induces nausea; suitable protection is nose plugs, a respirator, or the Protected Sense (Smell) advantage. A vision-based agent is generally a cloud of gas that irritates the eyes; appropriate protection is a gas mask, goggles, or the Protected Sense (Vision) advantage.
Delay
Most poisons require a few seconds to several hours to take effect. This is nearly always true for digestive agents.Delays given are for victims with Size Modifier 0. The victim’s size modifies delay: each +1 to SM doubles the delay; each -1 to SM halves the delay. For example, if the delay is 1 hour, someone with SM -2 is affected in only 15 minutes
Special Delivery
Two qualifiers can apply to several of the standard means of delivery:Cumulative: A poison may be mild in low concentrations but become harmful with continued exposure. The GM must decide how much exposure constitutes a “dose.” This might be time-based (e.g., a toxic atmosphere that requires an hour of exposure) or based on the victim’s bulk or body mass (ST/10 ounces of liquid, HP/5 pills, etc.). See Drinking and Intoxication for a detailed example.
Persistent Gas: A respiratory agent or area-effect blood or contact agent typically persists for 10 seconds or more, depending on wind. Some contact agents leave a poisonous residue on exposed surfaces until they’re washed away.
Resistance Roll
Some poisons give the victim a HT roll to resist. Make this roll after the delay, if any, has passed. There is often a modifier: a mild poison might call for a HT+2 roll, while one that is almost impossible to resist might require a HT-8 roll! HT to HT-4 is typical. DR never affects this roll. If you’re in a poisonous environment (like a gas cloud or toxic atmosphere) and make your initial HT roll, you must roll again once per second until the poison affects you or you leave the area. If the poison has a delay, roll after each delay period instead.Some poisons are specific to certain species and do not affect others. Others are easier or harder for particular species to resist. These effects are up to the GM.
Effects of Poison
The most common effect of poison is toxic or fatigue damage. Mild poisons might only inflict 1 HP or FP; more severe poisons might inflict 1d or more. DR has no effect on this damage. These HP and FP losses heal normally, but if the poison is cyclic (see below), no healing is possible until after the final cycle! Damaging poisons sometimes affect their victims gradually, causing damage each time a specified interval of time passes. The description of such a poison specifies the length of this interval and the total number of cycles. The interval may vary from one second (for a fast-acting agent) to one day (for a slow poison). The total number of cycles may be two to several dozen.If a resistible poison is cyclic, the victim gets a new HT roll to resist every cycle. On a success, he shakes off the poison; on a failure, an additional cycle of damage occurs. Note that even a poison that inflicts 1 HP of injury per day can be lethal if it’s hard to resist and lasts for two dozen cycles!
A poison always has some symptoms. The basic damage includes symptoms such as swelling, headache, and fever. Poisons that inflict toxic damage may have more severe symptoms that occur automatically after the poison causes enough injury (usually 1/3, 1/2, or 2/3 of the victim’s HP). For example, a poison might result in blindness once the victim loses 1/2 his HP. Symptoms vanish when the victim’s HP rise above this threshold. Some poisons cause effects other than injury or fatigue, including attribute penalties, irritating or incapacitating conditions (see Afflictions), temporary disadvantages, or even the removal of existing advantages (e.g., an alchemical poison that negates Magery). The victim usually gets a resistance roll against these effects, and the effects always have a specific duration. The default duration is a number of minutes equal to the margin of failure on the resistance roll. In a poisonous environment, a failed resistance roll means the effects last for as long as you’re in the environment plus the duration.
Cost Per Dose
It is up to the GM whether a particular poison is for sale – it might be impossible to extract in a useful form, or the authorities might want to keep it off the market. If a poison is available, its cost often reflects how difficult it is to obtain, not its effectiveness. In most game worlds, people who sell poisons are criminals. All of these factors make cost per dose highly variable. See Poison Examples for suggestions . . . but the GM is free to use whatever prices he feels are reasonable.Dosage
The statistics given in a poison’s description always assume one “dose”: enough poison to produce the described effects in one victim. Some additional notes:Contact Agents: One dose of a contact agent coats or affects a single hit location.
Gases and Sprays: One dose of a respiratory agent, or a blood or contact agent in gas or spray form, affects one hit location on one victim. For a respiratory agent, this must be the face. Ten doses are enough to affect everyone in a room (say, a 2-yard radius)
Poisoned Weapons: One dose of a follow-up poison envenoms the tip of a piercing or impaling weapon, or fills a hypo. Poisoning the edge of a weapon, so that a cutting attack can deliver it, requires three doses per yard of reach. Most poisons on blades only last for one successful strike or three blocked or parried ones. Misses and dodged attacks do not rub off the poison.
Varying the Dosage: It is possible to vary the dosage of a digestive agent or a follow-up poison delivered by hypodermic. Each doubling of dosage (and cost!) halves the delay and interval, doubles damage, gives -2 to HT rolls to resist, and gives +2 to all rolls to detect the poison (including the victim’s Sense rolls, and any Diagnosis or Forensics roll made to investigate the victim’s symptoms or death). Using less than one full dose may reverse these modifiers or simply make the poison ineffective, at the GM’s option.
Treatment If the poison has a delay, there may be time to treat the victim before he suffers any ill effects. Since he will not yet be showing symptoms, he must be aware of his predicament in order to seek help.
A poisonous animal bite is usually obvious – but the GM may require a Naturalist roll to realize that an animal is venomous.
Sucking the poison from the wound takes a minute, requires a First Aid or Physician roll at-2, and gives +2 on HT rolls to resist. If the victim suspects a digestive agent, he or a friend can induce vomiting to expel the poison. This takes 10 seconds, calls for a First Aid or Physician roll, and gives +2 to resist the poison. But for some poisons, vomiting is a bad idea – it can increase injury! It might also be possible to take an antidote. Antidotes exist for only a few poisons. Where they do exist, they are usually specific to the poison. The correct antidote gives the victim a bonus to HT rolls to resist the poison, or even completely halts the poison. Medical procedures – chelation, gastric lavage, intravenous fluids, oxygenation, etc. – can also give a HT bonus, but only if the treatment suits the poison. Such measures require a Physician roll. The HT bonus never exceeds TL/2 (round up, minimum +1).
To learn whether it is safe to induce vomiting, or which antidotes or procedures to use, you must identify the poison. This is tricky before symptoms appear! The GM may require rolls against Poisons (to identify a residue on a dart, in a glass, etc.), Naturalist (to identify a venomous animal), or even Intimidation (to force the poisoner to reveal what he used). Once the victim takes damage, symptoms appear. At this point, a Diagnosis or Poisons roll can identify the poison. If the poison is cyclic, the correct antidote or medical procedures can help prevent further damage, providing their bonus to future HT rolls.
DRINKING AND INTOXICATION
If you drink too much alcohol in a short period of time, you may become intoxicated. Keep track of how many “drinks” you consume each hour. For simplicity, one drink is a full mug or can of beer (12 oz.), a full glass of wine (4-5 oz.), or a shot of spirits (1.5 oz.).At the end of any hour during which you consume more than ST/4 drinks, roll against the higher of HT or Carousing. If you continue to drink, continue to roll once per hour Modifiers:-1 per drink over ST/4 that hour; -2 on an empty stomach, or +1 if you have recently eaten; +2 for the Alcohol Tolerance perk (p. 100), or-2 for the Alcohol Intolerance quirk.
Each failure shifts you one level from sober to tipsy to drunk to unconscious (drunken stupor) to coma; see Afflictions for details. A critical failure drops you two levels: sober to drunk, tipsy to unconscious, or drunk to coma. If penalties reduce your roll to 2 or less, critical failure means you drop three levels! Remember that any roll 10 or more above effective skill is a critical failure; e.g., a roll of 11+ against a modified HT of 1.
Pink Elephants: If you are drunk, make one additional HT+4 roll. On a failure, you are also hallucinating (see Incapacitating Conditions).
The Heaves: If you are drunk and keep drinking, your body will try to purge itself of the alcohol (which is a toxin, after all!). When a failed HT roll indicates that you would fall unconscious or into a coma, make a second, unmodified HT roll. On a success, you vomit up the alcohol instead of passing out; treat this as retching. On a critical failure, however, you pass out and then retch; treat this as choking.
Sobering Up: To sober up, you must first stop drinking. After half as many hours as the total number of drinks you consumed, roll vs. HT. Various remedies may give a bonus. On a success, you move one step toward sober. Continue to roll each time this many hours pass until you are sober.
Exception: To recover from a coma, you need medical help! Hangovers: If you are tipsy or worse, you must roll vs. HT when you stop drinking, at -2 if you’re drunk or-4 if you’re unconscious. On a failure, you will suffer a hangover. This kicks in 1d hours after the end of the drinking session – or on awakening, if you pass out or fall asleep before this time– and lasts hours equal to your margin of failure. During this time, you will suffer from moderate pain (see Irritating Conditions) and acquire Low Pain Threshold (or lose High Pain Threshold, if you have it). The GM may decide that preventative treatment (including drinking plenty of water and possibly taking a mild analgesic) gives you a bonus to this roll.
ADDICTIVE DRUGS
The habitual use of a mind-altering substance can lead to dependency. Abusers have the Addiction disadvantage, and may suffer withdrawal (see box) if forced to go without the drug.Below are rules for three common classes of addictive drugs. Note that these are also poisons. If someone takes a large dose, follow all the usual rules for poison, except where specified otherwise.
Stimulants
Stimulants elevate the user’s mood and energy level . . . temporarily. Potent ones – e.g., amphetamine restore 1d FP, and give Doesn’t Sleep and Overconfidence (12). These effects endure for (12 - HT) hours, minimum one hour. After that time, the user loses twice the FP he recovered (e.g., if his FP jumped from 8 to 10, he drops to 6 FP), and gains the disadvantages Bad Temper (12) and Chronic Depression (9) for an equal length of time.If the user takes multiple doses in 24 hours, he must roll vs. HT after the second and later doses, at a cumulative -1 per dose after the first. On a critical failure, he suffers a heart attack (see Mortal Conditions). Stimulants are cheap and only slightly addictive. If they are legal, stimulant addiction is a Minor Addiction (-1 point if they are illegal, it is a -5-point Addiction.
Hallucinogens
Hallucinogens – e.g., LSD and mescaline – cause disorientation, hallucinations, and fits of paranoia. They may induce psychological dependency, but not physiological addiction.Most of these drugs are taken orally and require about 20 minutes to work. Make a HT-2 roll to resist. On a failure, the user starts hallucinating (see Incapacitating Conditions). This lasts for hours equal to the margin of failure. After that time, the user may roll vs. HT-2 once per hour to shake off the drug’s influence. Addiction is typically worth -10 points if the drugs are legal, -15 points otherwise.
Depressants
Depressants induce drowsiness, lassitude, and (in large doses) insensibility. All offer a HT roll to resist. As with any poison, a large dose gives a penalty – see Dosage. Massive doses may lead to overdose (see box). Commonly abused depressants include:Sedatives: These include sleep aids, anti-anxiety drugs, and many psychiatric drugs. A typical sedative is taken orally and requires 20 minutes to take effect. Make a HT-2 roll to resist. On a failure, the user becomes drowsy (see Irritating Conditions) for hours equal to the margin of failure. Habitual users need larger and larger doses to produce the same effect, increasing the risk of overdose. Sedatives are cheap and highly addictive. If the user acquires them legally, he has a -5-point Addiction; otherwise, he has a -10-point Addiction.
Painkillers: Potent painkillers, such as morphine, are used to treat chronic or surgical pain. Abuse is often the unintended result of legitimate use. Taken orally, there is a delay of 20 minutes; injected, there is no delay. Roll vs. HT-4 to resist. On a failure, the user acquires the High Pain Threshold and Unfazeable advantages, and the Laziness disadvantage, and experiences euphoria (see Irritating Conditions). All effects last for hours equal to the margin of failure. Painkillers powerful enough to produce these effects are expensive and totally addictive. Addiction is worth -15 points if the drugs are legal, -20 points otherwise.
Heroin: This opium derivative has few legitimate uses. It is typically injected, in which case there is no delay. Roll vs. HT-4 to resist. Failure incapacitates the user for hours equal to the margin of failure – treat this as ecstasy (see Incapacitating Conditions). In addition to the usual risk of overdose, there is always the chance the heroin was “cut” with toxic filler; effects are up to the GM. Heroin is very expensive, incapacitating, totally addictive, and illegal; Addiction to heroin is a -40-point disadvantage.
Overdose
Anyone who takes two or more doses of depressants risks an “overdose.” This definitely includes taking a single dose of two or more depressants! Any alcohol at all counts as an extra dose. Drug interactions can kill. Overdose occurs on a critical failure on any resistance roll for multiple doses. As with any poison, each doubling of dosage gives -2 to resistance rolls – and as for all success rolls, a roll of 10 or more above effective skill is a critical failure. For instance, heroin offers a HT-4 roll to resist. If a HT 10 man takes a double dose, his effective HT is 10 - 4- 2 = 4. He overdoses on a 14 or higher. Overdose causes nconsciousness for hours equal to the margin of failure. As well, the drug acts as a poison with a resistance roll equal to its usual resistance roll (the most difficult roll, for two or more drugs e.g., HT-4, for heroin. It inflicts 1 point of toxic damage, repeating at 15minute intervals for 24 cycles. If the victim reaches -1¥HP, he slips into a coma (see Mortal Conditions).Illness
Maladies and strange diseases may affect adventurers in far-off lands or even at home. The search for a cure– whether for the Princess’ wasting disease, an alien plague, or a terrorist’s bioweapon – is a wonderful plot device. The invention of diseases is an excellent opportunity for the GM to exercise a morbid sort of creativity. Magical or technological items, the Resistant advantage, and high HT can all protect you from disease. Risks are greatest in warm, moist areas. If you catch something, you won’t know until the symptoms start to show; the GM makes your roll to avoid it.DISEASE
Most diseases are caused by microorganisms and spread by infected people or animals – but some have other causes! News about disease-ridden areas travels fast; a successful Current Affairs roll can alert adventurers to the presence of disease in a region. Spotting locals suffering from symptoms requires a Perception-based Diagnosis or Physician roll. And in an area where animals are carrying a disease that people can catch, investigators would need to examine an infected specimen and make a successful Veterinary roll to realize the danger. Defining a Disease Diseases are defined in much the same way as poisons (see Poison). For each disease the PCs encounter, the GM should specify:Vector: How the disease spreads. Diseases are generally blood, contact, digestive, or respiratory agents. These terms mean just what they do for poisons; see Delivery.
Resistance Roll: The HT roll to avoid the disease. Anyone exposed must roll, possibly at a penalty. Most diseases allow a roll at HT to HT-6. The means of exposure can modify this roll; see Contagion. On a success, the victim does not contract the disease. On a failure, he does, but he gets further rolls – once per “cycle”– to throw off the disease.
Delay: This is the incubation period– the time between initial exposure to the disease and the appearance of the first symptoms in those who fail to resist. This is 24 hours for a “generic” disease, but can vary considerably for real-life diseases.
Damage: The disease’s effects in game terms. This is typically 1 point of toxic damage, but it might be higher up to 1d – for virulent diseases. DR does not protect against disease! Symptoms (fever, sneezing, coughing, spots, rash, etc.) appear after the subject starts to suffer injury. Injury from disease will not heal naturally until the victim makes his HT roll to recover!
Cycles: Like a cyclic poison, a disease damages its victim at regular intervals until he makes a HT roll or a maximum number of cycles passes. The “default” interval between HT rolls is one day. The number of cycles varies with the deadliness of the disease; for instance, a potentially fatal disease might only inflict 1 HP per cycle but endure for 20-30 cycles.
Symptoms: A disease can cause attribute penalties, temporary disadvantages, etc. after the victim loses a specified fraction (typically 1/3, 1/2, 2/3, or all) of his HP to it.
Contagion: Some diseases are mildly or highly contagious – although sometimes not until after the incubation period. The combination of resistance roll, damage, and cycles determines “deadliness.” By carefully selecting these statistics, the GM can distinguish between a virulent but mild flu that ends in a day or two (24-hour delay, HT-2, 1 point of toxic damage, 12-hour interval, six cycles) and a slower but usually fatal disease (72-hour delay, HT-5, 1 point of toxic damage, daily interval, 30 cycles).
Diagnosis
Once the symptoms of a disease become apparent, identification requires a successful roll against Diagnosis or Expert Skill (Epidemiology) – or Veterinary, for an animal illness. This cannot identify a totally new illness, but a good roll might give enough information to allow treatment.Treatment
Appropriate remedies – herbs, drugs, etc. – can provide a bonus to the cyclic HT rolls to shake off certain diseases. At TL6+, antibiotics (e.g., penicillin) give +3 to recover from most bacterial diseases. At any TL, a physician’s care provides the same bonuses to recover from disease that it gives to recover from injuries (see Medical Care).However, some diseases are drugresistant, in which case ordinary medicine gives no bonus. At TL7+, drug treatments can often mitigate the effects of such illnesses – usually by reducing damage or lengthening interval – but these aren’t cures. Radiation treatment, gene therapy, nanotech, and psi might still work, however.
Immunity and Susceptibility
Differential Susceptibility: Members of a given ethnicity, sex, or race may be more or less susceptible to a particular disease. For instance, the GM might decide that dwarves are immune to the Purple Shakes, and that elves get +2 on their HT rolls against it . . . but that the mortality rate among male giants is 100% unless they are treated within two days. A successful Diagnosis or Physician roll reveals differential susceptibility, if applicable.Natural Immunity: Some individuals are simply immune to a specific disease. If the GM rolls a 3 or 4 for your first attempt to resist a disease, you are immune! He should note this fact and not tell you – under normal circumstances, you have no real way of knowing about your immunity. Acquired Immunity: Anyone who survives a given disease may be immune in the future. This depends on the illness. You only catch measles once, for instance – but mumps can come back over and over.
Vaccination: Vaccination won’t cure disease, but it provides almost certain immunity. At TL5, vaccines exist for a few diseases – notably smallpox – but aren’t widespread. At TL6+, new vaccines appear constantly, and most can be stored for long periods of time, like other medicines. Developing a new vaccine is difficult and time-consuming; use the rules under New Inventions, rolling against Bioengineering skill. At TL10+, exotic treatments (e.g., nanomachine colonies) can give individuals or entire societies the Resistant to Disease advantage.
Contagion
If you enter a disease-ridden area or encounter a disease carrier, make a HT roll at the end of the day to resist the disease. On a failure, you catch the disease! Modifiers to this roll include the disease’s basic virulence modifier and the least advantageous applicable modifier from this list:Avoided all contact with possible victims: +4.
Entered dwelling or shop of victim: +3.
Spoke with victim at close quarters: +2.
Touched victim briefly: +1.
Used victim’s clothes, blankets, etc.: +0.
Ate victim’s cooked flesh (animal, we hope!): +0.
Ate victim’s raw flesh (ditto!!): -1.
Prolonged contact with living victim: -2.
Kissing or other intimate contact with victim: -3.
Proper precautions – masks, antiseptics, etc. – provide a bonus to those who know and understand them. The GM should consider limiting such measures to PCs from cultures that understand the germ theory of disease (late TL5)
INFECTION
A microorganism that attacks open wounds may cause an “infection.” Infections are possible anywhere, but some places (especially jungles) may harbor especially severe forms of infection.Open wounds treated with antibiotics (TL6+) never become infected except on a critically failed First Aid or Physician roll. People wounded under less-than-clean circumstances (GM’s decision) and who do not receive treatment must make a HT+3 roll, modified as follows:
Ordinary “clean” dirt in wound: +0.
Dung or other infected matter in wound: -2.
Locale harbors a special infection:-3.
These modifiers are cumulative, and replace those listed under Contagion. On a failure, the wound is infected. Treat this as any other disease. A typical infection requires a daily HT roll, modified as above, with failure indicating the loss of 1 HP. Most infections progress until the victim either makes a HT roll, ending the infection, or takes so much injury that he dies.
Treatment with antibiotics gives +3 to HT rolls. This usually halts the infection before serious injury can occur.
If drugs are unavailable, or if the patient doesn’t respond, a surgeon can cut out the infected tissue if the injury from infection hasn’t progressed beyond a certain point. On the head or torso, this limit is the patient’s HP/2. On a limb or extremity, it is the amount of injury required to cripple the body part. Surgery cannot help infections more severe than this. The surgeon must make a Surgery roll. This inflicts 2d of injury to the head or torso, or amputates a limb or extremity. On a success, it cures the infection. On a failure, damage or amputation occurs but the patient remains infected.
Age and Aging
As discussed under Age, you can start your adventuring career at any age that falls within your race’s usual lifespan. However, unless you are Unaging , you will experience gradual decline once you age past a certain point. Beginning at age 50, make a series of “aging rolls” each year to see if old age is taking its toll. (If you did not note an exact birthday, roll on the first day of every game year.) At age 70, roll every six months. At age 90, roll every three months!If you have Extended Lifespan, each level doubles the age at which you must make aging rolls (50 years), the ages at which aging rolls become more frequent (70 and 90 years), and the time intervals between aging rolls (1 year, 6 months, and 3 months). If you have Short Lifespan, each level halves these numbers.
Aging rolls are a series of four HT+7 rolls – one for each of your four basic attributes, in the following order: ST, DX, IQ, HT. You may not use any form of Luck on these rolls.
Modifiers: Y+2 if you are Very Fit, +1 if Fit, -1 if Unfit, or -2 if Very Unfit.
On a failure, reduce the attribute in question by one level. A critical failure, or any roll of 17 or 18, causes the loss of two levels. Exception: If you have Longevity, treat any roll of 16 or less as a success, and treat a 17 or 18 as an ordinary failure – and if your modified HT is 17+, only an 18 fails! When you lose an attribute level to age, reduce your point value accordingly. Reduce all secondary characteristics and skills based on that attribute to reflect its new level. For instance, if aging reduces your IQ by one, your Perception, Will, and skills based on any of those three quantities also drop by one. If any attribute reaches 0 from aging, you die a “natural” death. At the GM’s option, you may lose advantages or gain disadvantages of equivalent point value instead of losing an attribute point. For example, your Appearance could decline, or you could gain Hard of Hearing.
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