Success Rolls- B343
When the GM Rolls - B344
- When the character wouldn't know for sure whether he had succeeded
- When the player shouldn't know what's going on
Default Rolls: Rule of 20 - B344
Base attributes over 20 are treated as 20 for default purposes
Equipment Modifiers - B344
- No equipment: -10 for technological skills, -5 for other skills (assuming it is possible at all)
- Improvised: -5 for technological skills, -2 for others
- Basic: no modifier
- Good-quality: +1. Costs about 5x basic
- Fine-quality: +2. Costs about 20x basic
- Best-quality: +TL/2, round down.
- Missing important items: -1 per item
- Damaged equipment: -1 to -3
Task Difficulty - B345
- +10 - Automatic - start a car
- +8/+9 - Trivial - Drive in an empty parking lot
- +6/+7 - Very Easy - Drive down a suburban street
- +4/+5 - Easy - Drive to work in a small town
- +2/+3 - Very Favorable - Drive to work in a metropolis
- +1 - Favorable - Compete in a road rally
- 0 - Average - Car chase
- -1 - Unfavorable - High-speed car chase
- -2/-3 - Very Unfavorable - High-speed car chase on a busy freeway
- -4/-5 - Hard - Driving while shooting a gun out the window during a high-speed chase
- -6/-7 - Very Hard - High-speed car chase during a blizzard
- -8/-9 - Dangerous - Driving with knees while firing a bazooka two-handed during a chase through a blizzard
Time Spent - B346
- Extra Time: 2x gives +1, 4x gives +2, 8x gives +3, 15x gives +4, 30x gives +5
- Haste: -1 per -10% (max -9)
Long Tasks- B346
For tasks requiring many hours work, roll per worker per day (usually 8 hours of work). Success gives full credit, critical success gives 150%. Failure gives 50%. Critical failure ruins 2d hours. Supervisor may roll vs. Administration (organization) or Leadership (inspiration) to give +1 (+2 on critical success) for each worker's roll.
Critical Success or Failure - B347
- 3/4 - always crit success
- 5/6 - may be crit success if effective skill is 15/16 respectively
- 13/14/15/16 - may be crit failure if effective skill is 13/14/15/16 respectively
- 17 - crit failure if effective skill is <= 15
- 18 - crit failure
Regular Contests - B349
Roll each turn, if one succeeds and the other fails then we have a winner.
Extreme Scores
- both are 6 or less: raise the lower score to 10, add the same to the higher score.
- both have 14 or more: reduce the lower score to 10, subtract the same from the higher score.
- both greater than 20: reduce the lower score to 10, multiply the higher by 10/lower
Physical Feats - B349
DX for matters of precision, HT for feats of endurance.
Climbing - B349
Subtract encumbrance from level. Roll at the start and every five minutes. Failure means you fall.
| Type of Climb |
Modifier |
Combat |
Regular |
| Ladder going up |
no roll |
3 rungs/sec |
1 rung/sec |
| Ladder going down |
no roll |
2 rungs/sec |
1 rung/sec |
| Ordinary Tree |
+5 |
1 ft/sec |
1 ft/3 sec |
| Ordinary Mountain |
0 |
1 ft/2 sec |
10 ft/min |
| Vertical Stone Wall |
-3 |
1ft/5 sec |
4 ft/min |
| Modern Building |
-3 |
1 ft/10 sec |
2 ft/min |
| Rope-up |
-2 |
1 ft/sec |
20 ft/min |
| Rope-down |
|
|
|
| (w/o equipment) |
-1 |
2 ft/sec |
30 ft/min |
| (w/ equipment) |
-1 |
12 ft/sec |
12 ft/sec |
LT 98: Hand and Footwear: Items made expressly for climbing give +1 to skill. Count as good quality: +4 CF.
Digging - B350
- Loose Soil, Sand, etc: 2xBL cubic feet per hour
- Ordinary Soil BL cf/hr or pick 4xBL cf/hr (turns into loose soil)
- Hard Soil, Clay, etc. Must be broken up with pick, at 2xBL cf/hr then shoveled at 2xBL cf/hr
- Hard Rock: Must be broken up with pick: BL cf/hr, then shoveled at BL cf/hr
Times assume steel tools. Wooden double times. Improvised tools take 4 times as long. Each hour costs 1 FP for loose soil, 2 FP for ordinary, 3 FP for hard and 4 FP for rock.
Hiking - B351
The distance in miles in one day under favorable conditions is 10 x Move. Roll against Hiking to increase by 20%. Leadership 12 allows rolling once against average Hiking skill for the group. This assumes
full day spent resting, preparing, and hiking.
Terrain
- Very Bad: Deep snow, dense forest, mountains, swamp: x1/5
- Bad: Broken ground, forest, steep hills: x1/2
- Average: Light Forest or rolling hills: x1
- Good: Hard-packed desert or level plains: x1.25
Weather
- Rain: half off-road speed (but only for good roads)
- Snow: 1/2 speed for ankle-deep. 1/4 for anything deeper
- Ice: 1/2 speed
Roads
- Most roads count as Average terrain in good weather, or even Good for exceptional roads
- In rain, low-quality roads turn to mud - Very Bad terrain. Better roads count as Average.
- Snow/Ice: roads are Average terrain.
Holding Your Breath - B351
- No Exertion (sitting quietly): HTx10 sec.
- Mild Exertion (walking): HTx4 sec.
- Heavy Exertion (combat): HT sec.
- Once time has expired, lose 1 FP/sec. When at 0 FP roll vs Will every second or lose consciousness.
Jumping - B352
- High Jump: (6 x Basic Move) - 10 inches. Add movement when running (can go up to twice standing jump).
- Broad Jump: (2 x Basic Move) - 3 feet. Add movement when running (can go up to twice standing jump).
- Must make DX roll for long jumps. Especially tricky jumps give -1 to -5.
- Jumping over obstacle in combat costs one extra movement point.
Lifting and Moving Things - B353
- One-Handed Lift: 1xBL (one second) or 2xBL (two seconds)
- Two-Handed Lift: 8xBL (four seconds)
- Shove and Knock Over: 12xBL. Double if running start.
- Carry on Back: 15xBL. Costs 1 FP/sec when over 10xBL.
- Shift Slightly: 50xBL.
- Pulling/Dragging: Adds to encumbrance. On smooth and level surface divide weight by 2.
Running - B354
- Sprinting: Add 20% to move after first second. Roll HT every 15 sec or lose 1 FP.
- Paced Running: 1/2 sprinting speed. Roll HT every minute or lose 1 FP.
Swimming - B354
- Roll Swimming when entering and every 5 minutes or inhale water: lose 1 FP, roll again in 5 sec.
- Modifiers: +3 if entered water intentionally, -2x encumbrance level.
- Every minute roll vs HT or Swimming or lose 1 FP.
- Lifesaving: Swimming -5. On failure inhale water, lose 1 FP, may try again in one minute.
Throwing / Catching - B355
- Can throw anything you can lift
- DX-3 to hit specific target, DX to hit general area.
- Catching: Roll DX to catch object thrown toyou (at -4 if not waiting)
- +1 per 2 full points by which the thrower made his throw.
- Counts as parry with catching hand
- More information on specific distances / damage in the book.
- Can use extra effort to increase Basic Lift (digging/lifting), mileage (hiking), Move (running/swimming), distance (jumping), and ST (throwing, single roll).
- Will roll at -1 per 5% increase, with additional -1 penalty per missing FP.
- Costs 1 FP per roll.
- Additional detail on specific tasks in the book.
Sense Rolls - B358
Hearing - B358
This table lists distance to hear sounds at no penalty. Each step closer gives +1, each step further away penalizes -1.
| Sound |
Range (yards) |
| Leaves rustling |
1/4 |
| Quiet conversation |
1/2 |
| Normal conversation |
1 |
| Light traffic |
2 |
| Loud conversation |
4 |
| Noisy office |
8 |
| Normal traffic |
16 |
| "Quiet" rock band |
32 |
| Heavy traffic |
64 |
| Jet takeoff |
128 |
| Very loud rock band |
256 |
| Metallica |
512 |
Influence Rolls - B359
Will Rolls - B360
Fright Checks - B360
- Rule of 14: If modified Will exceeds 13, reduce to 13 (roll of 14 automatically fails)
- Heat of Battle: +5
- Hordes of Monsters: -1 for 5, -2 for 10, -3 for 20, -4 for 50, -5 for 100
- Physical Circumstances: -1 if touches you. +1 if far away (100 yards), -1 if night, -2 if alone.
- Preparation: +1 if previous experience with this type of threat. +1 to +3 if know details of this particular situation.
Injuries, Illness, and Fatigue- B418
Injuries - B418
Mainly caused by penetrating damage, but can also be from disease, overexertion, etc.
General Injury: Lost Hit Points - B419
- < 1/3 HP - Halve Move/Dodge (round up)
- <= 0 HP - HT roll at start of turn (-1 per full multiple of HP below 0) or fall unconscious. Can Do Nothing (& no defense) to avoid roll.
- -1xHP - Immediate HT roll or die (miss by 1 or 2: you have a Mortal Wound see B423). Again at every multiple of HP (no additional penalty).
- -5xHP - Die.
- -10xHP - Total Destruction.
Shock - B419
Any injury causes shock: reduce DX&IQ by HP lost (up to 4) on next turn only. Does not affect active defense.
High HP: Shock penalty is -1 per HP/10 injury (drop fractions).
Major Wounds - B420
Any single injury > 1/2 HP or any crippling injury. Requires roll to avoid Knockdown and Stunning.
Bleeding (optional) - B420
Roll HT every minute, at -1 per 5 HP lost. Fail: lose 1 HP, Crit Fail: lose 3 HP, Success: no bleeding (3 in a row: bleeding stops), Crit Success: bleeding stops. GM decides which wounds bleed.
Knockdown and Stunning - B420
Any major wound, or head/vitals strike which is enough to cause shock. Immediate HT roll.
- -5 Major wound to face/vitals
- -10 Major wound to skull/eye
- +3 High Pain Threshold
- -4 Low Pain Threshold
Failure: physically stunned, fall prone, drop anything you're holding. Fail by <= 5: unconscious.*Stun*: Do Nothing on your next turn. Active defenses at -4. Roll HT at the end of your turn to recover.
Crippling Injury - B420
- Limb: > HP/2
- Extremity: > HP/3
- Eye: > HP/10
Injury over minimum required to cripple lost (except eye). If injury was 2x needed to cripple: body part is destroyed.
Effects of Crippling Injury - B421
Major wound (Knockdown and Stunning).
- Hand: Drop anything held. For two-handed items roll vs DX to avoid. Cannot attack with shields strapped to arm.
- Arm: As for hand. Cannot block with shield, reduce DB by 1.
- Foot: Fall down. May assume kneeling/sitting position.
- Leg: Fall down. Can assume sitting position.
- Eye: Blind in eye
Duration of Crippling Injuries - B422
Roll HT. Success = temporary, failure = lasting, crit failure = permanent. Destroyed limb = permanent.Temporary crippling lasts until HP is full. Lasting lasts 1d months.
Mortal Wounds - B423
Fail HT roll to avoid death by 1 or 2. Instantly incapacitated. Immediately die on any further failure on HT roll to avoid death. Roll HT every 1/2 hour or die. Crit success = no longer mortally wounded. Surgery may be able to stabilize - B424. If recover roll vs HT: failure = lose 1 HT permanently.
Death - B423
Recovery - B423
Recovering from Unconcsiousness - B423
- 1 HP or more: awaken automatically in 15 minutes
- -1xHP: HT roll to awaken every hour
- >= -1xHP: single HT roll to awaken after 12 hours. If fail, roll HT every 12 hours or die (see Stabilizing a Mortal Wound, B424).
Natural Recovery - B424
Every day of rest and decent food, roll HT to recover 1 HP
High HP and Healing - B424
Increase all healing rates to HP/10, dropping fractions.
First Aid - B424
Bandaging - B424
Takes 1 minute, restores 1 HP. If using bleeding, a successful First Aid roll within a minute indicates no loss of HP from bleeding.
Treating Shock - B424
See first aid table. HP restored includes the 1 HP for bandaging. Crit success = maximum HP restored. Crit failure = 2 HP lost.
Surgery - B424
See Surgery skill (B223).
Equipment: -6 TL1, -5 TL2-3, -4 TL4, -2 TL5, +(TL-6) otherwise.
Equipment Modifiers: -2 at TL5+ for no anesthetic.
Infection: Before TL5, may get infected (B444).
Stabilizing a Mortal Wound - B424
Takes 1 hour per attempt. -2 if -3xHP or worse, -4 if -4xHP or worse. Repeated attempts at cumualative -2 per attempt. Also see Resuscitation (B425).
Repairing Lasting Crippling Injuries - B424
Two hours. Success = months turn to weeks of recover. Crit fail = permanent.
Repairing Permanent Crippling Injuries - B424
TL7+. Details up to GM. -3 or worse to skill, requires 1d months between attempts.
Medical Care - B424
If under care of Physician skill 12+, get +1 to recover rolls. Physician may make rolls to cure patient (see table). Success = 1 HP recoverd, Crit success = 2 HP recovered. Crit fail = 1 HP lost. Must have proper equipment.
Resuscitation - B425
TL7+ Physician or First Aid (-4). 1 min per attempt. Repeated attempts possible. CPR after 1960 improve First Aid rolls to -2 for drowning/asphyxiation.
Fatigue - B426
Lost Fatigue Points - B426
- < 1/3 FP - Halve Move, Dodge, ST (round up). Does not affect ST-based quantities, such as HP or damage.
- <= 0 FP - Each further FP lost causes 1 HP injury. Must make Will roll to make a combat maneuver other than Do Nothing. On failure, collapse incapacitated until recover to positive FP. Crit fail = heart attack (see Mortal Conditions B429).
- -1xFP - Fall unconscious. Awake when reach positive FP. FP can never fall below this level (additional FP loss is taken off HP only).
Fatigue Costs - B426
Fighting a Battle - B426
If battle lasts > 10 sec < 2-3 minutes:
- No Encumbrance: 1 FP
- Light Encumbrance: 2 FP
- Medium Encumbrance: 3 FP
- Heavy Encumbrance: 4 FP
- Extra-Heavy Encumbrance: 5 FP
Hot day: +1 FP/ +2 FP if in plate/overcoat.
Hiking - B426
As per fighting a battle, but per hour of road travel.
Overexertion - B426
Carrying more than extra-heavy load costs 1 FP / sec. Also see Extra Effort (B356)
Running or Swimming - B426
Roll HT to avoid losing 1 FP for 15 seconds of sprinting/ minute paced running.
Starving and Dehydration - B426
Starvation - B426
Each missed meal costs 1 FP. Can only recover with a full day of rest and three full meals (up to 3/ day).
Dehydration - B426
A human needs 2 quarts of water per day - 3 in hot climate, 5 in desert. Lose 1 FP every 8 hours for less. Lose extra 1 FP and 1 HP per day if less than 1 quart. Can recover all lost FP with a day of rest with ample water. HP recovers normally.
Missed Sleep - B426
Multiple advantages/disadvantages modify normal sleep requirements.
Staying Up Late - B427
Lose 1 FP per 1/4 day awake more than normal day (usually 16 hours). Once lost <= 1/2 FP due to missed sleep, roll WIll every 2 hours spent inactive or fall asleep. Success: -2 DX, IQ, Self Control. Failure: fall asleep. Once down to < 1/3 FP due to lack of sleep, roll every 30 minutes of inaction, or 2 hours of action.
Getting Up Early - B427
Subtract 2x hours missed sleep from normal day.
Recovering From Fatigue - B427
Recover 1 FP / 10 minutes of rest. Recover an extra FP for eating a decent meal while resting. FP lost due to missed sleep, starvation, or dehydration can only be recovered as described in those sections.
Hazards - B428
Acid - B428
Splashed with strong acid: 1d-3 corr. If on face roll HT to avoid eye damage. Failure = damage to eyes.
Immersed in acid: 1d-1 corr / sec (if face immersed, roll for eye damage also).
Swallows acid: 3d corr at 1 HP per 15 minutes. Physician / Poisons roll to halt (takes 2d minutes). Acid can eat through small items in 3d minutes. Vial of acid available at TL3, costs $10.
Afflictions - B428
HT roll to resist in most cases.
Irritating Conditions - B428
- Coughing or Sneezing: -3 DX, -1 IQ. No stealth.
- Drowsy: Will roll every 2 hours to stay awake if inactive. -2 DX, IQ, self-control.
- Drunk: -2 DX, IQ. -4 self-control except to resist Cowardice. Reduce Shyness by two levels if have.
- Euphoria: -3 DX, IQ, self-control
- Nauseated: -2 all attributes, -1 active defense. Roll HT after eating, exposure to foul odor, fail a Fight Check, stunned, 1/2 hour in free fall or situation which could cause motion sickness. Failure vomit for (25-HT) seconds (see Retching, below). Rich meal gives -2, anti-nausia meds give +2.
- Pain: Penalty to DX, IQ, skills, self-control. -2 moderate, -4 severe, -6 terrible. High Pain Threshold halves penalties, Low Pain Threshold doubles.
- Tipsy: -1 DX, IQ, -2 self-control except to resist Cowardace. Reduce Shyness one level if have.
Incapacitating Conditions - B428
All of these prevent taking voluntary actions. Effectively stunned (-4 to active defense). If allows drop, can reduce posture (kneel, sit if standing). If allows stagger, can drop, change facing, step or crawl one yard.
- Agony: Can do nothing but moan or scream. Fall down. Lose 1 FP / min. After recovery, credible threat of resumption gives +3 to Interrogation/Intimidation. Low Pain Threshold doubles FP loss and torture bonus. High Pain Threshold negates, but still at -3 DX/IQ.
- Choking: Can do nothing but drop. See Suffocation B436. First Aid (-2 before TL7) by other to clear, takes 2 seconds.
- Daze: Can do nothing. If struck, slapped, or shaken recover on next turn.
- Exstasy: Treat as agony. Neither Low Pain Threshold nor High Pain Threshold have any effect. Instead of bonus to torture, +3 to any Influence roll. Killjoy immune.
- Hallucinating: Can try to act: roll Will before each success roll. Success: 2d seconds disorientation (-2 to success rolls). Failure: 1d minutes hallucination (-5 to success rolls)., Crit fail: Freak out for 3d minutes (GM choice).
- Paralysis: Cannot move: fall over if not balanced. Can perform actions which do not require movement.
- Retching: -5 to DX, IQ, Per. Automatically fail any Concentrate maneuver. Lose 1 FP at end of condition. Gain no benefit from recent meals or oral medication.
- Seizuire: Fall down. Can do nothing. Lose 1d FP at end of seizure.
- Unconsciousness: Knocked out as per injury.
Mortal Conditions - B428
- Coma: Collapse as if at -1xHP and unconscious (one HT roll at 12 hours to wake up). HT roll every 12 hours or die.
- Heart Attack: Immediately drop to -1xFP. Die in HT/3 unless resuscitated. Positive HP drop to 0.
Hazardous Atmospheres [TODO] - B429
Atmospheric Pressure [TODO] - B429
Cold - B430
HT or HT-based survival (Arctic) roll every 30 minutes in "normal" freezing weather (usually below 35F). Light wind (10+ mph) roll every 15 minutes, strong wind (30+ mph) 10 minutes. Failure costs 1 FP. FP recovery requires shelter and heat source.
| Situation |
HT modifier |
| Light clothing |
-5 |
| Winter clothing |
0 |
| Arctic clothing |
+5 |
| Heated suit |
+10 |
| Wet clothes |
additional -5 |
| per 10F below 0F |
-1 |
Thermal Shock: Sudden immersion in freezing waters without adequat protection: roll HT 1/min with no clothing bonus/penalty. Success costs 1FP, failure costs FP equal to margin of failure.
Collisions and Falls - B430
Damage from Collisions - B430
Inflict dice of crushing equal to (HP x velocity)/100. Bullet-shaped, sharp, spiked: 1/2 damage, but it is piercing, cutting or impaling.
Immovable Objects - B431
Moving object inflicts collision damage on itself and immovable object
- Hard Object: Use 2xHP of moving object to calculate damage. Ordinary soil, sand, concrete are all "hard".
- Soft Object: Normal damage. Elastic objects have DR against collision damage (DR 2 feather bed, DR 10 net/trampoline/airbag). Water entry requires Swimming roll at velocity penalty from Size and Speed/Range Table (B550).
Falling - B431
| Fall |
Velocity |
|
Fall |
Velocity |
|
Fall |
Velocity |
|
Fall |
Velocity |
| 1 yd |
5 |
13-14 yds |
17 |
35-37 yds |
28 |
68-71 yds |
39 |
| 2 yds |
7 |
15 yds |
18 |
38-39 yds |
29 |
72-75 yds |
40 |
| 3 yds |
8 |
16-17 yds |
19 |
40-42 yds |
30 |
76-79 yds |
41 |
| 4 yds |
9 |
18-19 yds |
20 |
43-45 yds |
31 |
80-82 yds |
42 |
| 5 yds |
10 |
20-21 yds |
21 |
46-48 yds |
32 |
83-86 yds |
43 |
| 6 yds |
11 |
22-23 yds |
22 |
49-51 yds |
33 |
87-90 yds |
44 |
| 7 yds |
12 |
24-25 yds |
23 |
52-54 yds |
34 |
91-95 yds |
45 |
| 8 yds |
13 |
26-27 yds |
24 |
55-57 yds |
35 |
96-99 yds |
46 |
| 9 yds |
14 |
28-29 yds |
25 |
58-61 yds |
36 |
100-103 yds |
47 |
| 10-11 yds |
15 |
30-32 yds |
26 |
62-64 yds |
37 |
104-108 yds |
48 |
| 12 yds |
16 |
33-34 yds |
27 |
65-67 yds |
38 |
109-112 yds |
49 |
- Falls and Armor: Armor counts as "flexible" for falls (suffer 1 HP per 5 damage stopped). Innate DR does not protect.
- Controlled Falls: Successful Acrobatics roll to subtract 5 yds from fall. Cannot be combined with Swimming roll to attempt water entry.
- Terminal Velocity: Typically 60-100 yds/sec. 200 yds/sec or more for dense objects.
Damage from Falling Objects - B431
Calculate damage as ordinary collision using Falling Velocity Table. If object has Size Modifier >= that of victim, hit impedes victim's movement. May only move 1 yd and active defenses are at -3 for next turn.
Collision Angle - B432
Very important for rams against large creatures
- Head-On: Velocity is sum of objects' velocities. Slower object cannot inflict more dice of damage than faster one.
- Rear-End: Velocity is faster minus slower. Struck object cannot inflict more dice of damage than striking object.
- Side-On and Falls: Velocity is that of striking/falling object. Struck object cannot inflict more dice of damage than striking/falling object.
Overruns - B432
If SM of striking object is 2 or more greater than struck object, then it inflicts additional thrust/cr damage for 1/2 ST (or HP). Also see Trampling (B404).
Whiplash and Collision - B432
Anyone inside a colliding object also takes damage. Seatbelts give DR 5, airbags DR 10. Knockback applies in situations where passenger is not securely strapped into an open vehicle.
Electricity [TODO] - B432
Nonlethal Electrical Damage [TODO] - B432
Lethal Electrical Damage [TODO] - B432
Flame - B433
Causes burning damage. See Hit Location (B398) for wounding effects.
Fire Sources - B433
Running through flames: 1d-3 burning damage. Spend turn in flames of ordinary intensity (or are on fire): 1d-1 burning/sec. More intense flames cause more damage: molten metal 3d. Use Large Area Injury (B400). Also see Heat (B434).
- Incendiary Attacks: 1 point linked burning damage in addition to regular damage. Torches/flaming arrows
Making Things Burn - B433
- Super-Flammable (black powder, ether): negligible damage (candle flame)
- Highly Flammable (alchohol, paper, tinder): 1 point
- Flammable (dry wood, kindling, oil): 3 points
- Resistant (seasoned wood, clothing, rope, leather): 10 points
- Highly Resistant (green wood, flesh): 30 points
- Nonflammable (brick, metal, rock, fireproof synthetics): N/A
Single damage roll of amount listed ignites material immediately. If flame is incapable of inflicting enough damage to ignite on a single roll, roll 3d for every 10 seconds of contact. Items one category up ignite on 16 or less, two categories up on 6 or less. Materials directly adjacent to fire may also catch fire: roll damage normally (1d-1 for normal fire).
Catching Fire - B434
Single hit 3 or more burning damage ignites part of victim's clothing. 1d-4 burning/sec, and -2 to DX unless fire is incapable of harming target (armor). Victim may use ready maneuver and DX roll to put out flames. Single hit 10 or more ignites all clothes. 1d-1 burning/sec, -3 to DX except to put out fire. Each attempt takes three Ready maneuvers (or jump into water). Wooden shield ignited if takes 10 burning in one second. Bearer at -2 DX and takes 1d-5 burning/sec. Assumes normal clothing (not wet, fire resistant, etc).
Gravity and Acceleration [TODO] - B434
Space Adaptation Syndrom ("Space Sickness") [TODO] - B434
High Acceleration [TODO] -B434
Heat - B434
If active in temperature in top 10F of comfort zone (80F for humans), make HT or HT-based Survival (Desert) roll every 30 minutes (-1 per encumbrance level, -1 per extra 10F heat). Failure costs 1 FP, crit fail loose 1d FP. Cannot recover until in cooler surroundings. Additionally, if 0-30F over comfort zone, lose extra 1 FP whenever loosing FP due to exertion or dehydration. 31-60F lose 2 FP.
- Intense Heat: If temp is 6x comfort zone's width over comfort zone (eg: fire), after 3xDR seconds roll HT every second or lose 1 FP.
- Sunburn: Day in full sun without protection could cause 1d-3 damage to light-skinned person.
- Armor: Provides DR against burning damage, but not against heat.
Pressure [TODO] - B435
The Bends [TODO] - B435
Radiation [TODO] - B435
Radiation Hazards [TODO] - B435
Effects of Radiation on Living Things [TODO] - B436
Radiation and Nonhumans [TODO] - B436
Radiation Protection [TODO] - B436
Radiation Treatment [TODO] - B436
Seasickness - B436
First day afloat: use rules for Motion Sickness disadvantage (B144), but roll at HT+5. Success of 5 or more, or crit success suffer no ill effects.
Suffocation - B436
If completely lack air (choke hold B371, after holding breath B351) lose 1 FP/sec. If drowning after failed Swimming roll, roll Swimming every 5 sec or lose 1 FP. At 0 FP roll Will every sec or fall unconscious. Recover at normal rate, wake when reach 1 FP. If went without air for more than 2 min roll vs HT to avoid permanent -1 IQ.
Vacuum [TODO] - B437
Poison - B437
Describing Poisons - B437
Poisons can have multiple sets of effects.
Delivery - B437
- Blood Agent: must reach a mucous membrane (eyes, mouth, nose, etc) or open wound.
- Contact Agent: must be inhaled or touch skin.
- Digestive Agent: must be swallowed. If it has a taste, may allow Taste roll or Per-based Poisons roll at -2 (+2 per doubling of dose) to notice in time.
- Follow-Up Poison: must be placed on a piercing or impaling weapon. If the weapon penetrates DR and does damage, the poison is delivered.
- Respiratory Agent: must be inhaled. Improvised mask (wet towel) gives +1 HT to resist.
- Sense-Based Agent: affects victim thorough specific sense.
Special Delivery - B438
- Cumulative: mild in low concentrations, but becomes more harmful with continued exposure. See Drinking and Intoxication (B439) for example.
- Persistent Gas: Typically persists for 10 sec or more, depending on wind. May leave residue on exposed surfaces until washed away.
Delay - B438
Most poisons have a delay before taking effect. Delays assume SM 0. Each +1 SM doubles delay, -1 SM halves.
Resistance Roll - B438
Some poisons allow HT roll to resist. Make roll after delay. If in poisonous environment, roll every second until poison takes effect (if poison has delay, roll after each delay period).
Effects of Poison - B438
Toxic or fatigue damage is most common effect. DR does not protect. If poison is cyclic, no healing is possible until after final cycle. Victim gets HT roll to resist after every cycle (success stops all further damage). Default duration of other effects is 1 min * margin of failure.
Cost Per Dose - B438
Often reflects difficulty of obtaining rather than effectiveness.
Dosage - B438
One dose affects one victim.
- Contact Agent: coats or affects single hit location
- Gases and Sprays: affects one hit location of one victim. Respiratory agents must target face. Ten doses affect everyone in 2-yard room.
- Poisoned Weapons: one dose envenoms tip of piercing/impaling weapon. Three doses coats edge. Lasts 1 successful attack, or 3 blocked/parried ones.
- Varying Dosage: possible for digestive agents, or when delivered by hypo. Each doubling halves delay and interval, doubles damage, -2 HT to resist, +2 rolls to detect. May be possible to reverse modifiers with smaller dose (GM's option).
Treatment - B439
Sucking poison from bite takes 1 min, requires First Aid/Physician at -2, gives +2 HT to resist.Can induce vomiting for digestive poisons (10 sec, First Aid/Physician roll). May give +2 to resist, but may also make things worse for some poisons! Antidotes for some poisons exist, have varying effects. Additional medical procedures require Physician roll (after proper diagnosis), give bonus up to TL/2 rounded up. Diagnosing poisons difficult before symptoms show (after first cycle), only possible with sample. After symptoms, Diagnosis or Poisons roll to identify.
Poison Examples - B439
- Arsenic (TL1): Digestive, 1 hour delay, HT-2 resist. 1d toxic hourly for 8 cycles. $1/dose, LC1.
- Cobra Venom (TL0): Follow-up, 1 min dleay, HT-3 resist. 2d toxic for 6 hourly cycles. At 1/3, 1/2, 2/3 HP lost: -2, -4, -6 DX. $10/dose, LC1.
- Cyanide (TL4): Any form. Follow-up/respiratory 0 delay, contact/digestive 15 min delay. No resist, 4d toxic. $2/dose, LC1.
- Mustard Gas (TL6): area-effect respiratory and contact. As contact 0 delay, HT-4 resist, 1 toxic for 24 8-hour cycles. As respiratory 2 hour delay, HT-1 resist, 1d toxic for 6 hourly cycles. $10/dose, LC0.
- Nerve Gas (TL6): area effect contact. 0 delay, HT-6 resist, 2d toxic for 6 one min cycles. Also causes agony, paralysis, retching, or seizure. $20/dose, LC0;
- Smoke: area effect respiratory. 10 sec delay, HT resist, causes coughing for time in smoke plus 1 min * margin of failure. Dense smoke can cause damage. LC4.
- Tear Gas (TL6): area effect respiratory and vision-based. As respiratory 0 delay, HT-2 resist, causes coughing. As vision-based 0 delay, HT-2 resist, causes blindness. Effects last for time spent in smoke plus 1 min * margin of failure. Tear gas is opaque: vision at -1 to -3 per yard. $10/dose, LC2.
Drinking and Intoxication - B439
One drink is 12oz beer, 4-5oz wine, or 1.5 oz spirits. After consuming > ST/4 drinks in an hour, roll HT or Carousing. Continue rolling once per hour if continue drinking.
Modifiers: -1 per drink over ST/4 that hour, -2 empty stomach, +1 recently eaten, +2 Alcohol Tolerance perk, -2 Alcohol Intolerance quirk. Each failure shifts down one from
sober to
tipsy to
drunk to
unconscious to
coma. Crit fail drops two levels. If penalties reduce effective roll to 2 or less, crit failure drops 3 levels.
- Pink Elephants: if drunk, roll HT+4 or hallucinate.
- The Heaves: if drunk and keep drinking, when fail next roll, roll again against unmodified HT: success indicates vomiting instead of unconsciousness. Crit fail fall unconscious and then vomit (choking).
- Sobering Up: After stop drinking, total drinks/2 hours have passed roll vs HT to move up one level. Keep rolling at same interval until sober. Cannot recover from coma without medical help.
- Hangovers: When stop drinking, roll vs HT if tipsy, HT-2 if drunk, HT-4 if unconscious. Failure indicates will have hangover, starting in 1d hours (or when awake), lasting 1 hour * margin of failure. Suffer moderate pain and acquire Low Pain Threshold (or lose High Pain Threshold). May get bonus for drinking water, taking medicine.
Addictive Drugs [TODO] - B440
Stimulants [TODO] - B440
Hallucinogens [TODO] - B440
Drug Withdrawal [TODO] - B440
Overdose [TODO] - B441
Depressants [TODO] - B441
Illness - B442
Disease - B442
Current Affairs roll can reveal presense of disease in a region. Per-based Diagnosis/Physician roll can help spot locals suffering from symptoms.
Difining a Disease - B442
Similar to poisons. Each has:
- Vector: How disease spreads. Usually blood, contact, digestive, or respiratory agent.
- Resistance Roll: HT roll to resist.
- Delay: Incubation period (24 hours typical).
- Damage: Game effects. (1 toxic typical).
- Cycles: Number of cycles, as poison (default interval 1 day).
- Symptoms: Other effects, usually after losing a fraction of HP to disease.
- Contagion: How easy it is to pass on disease.
Diagnosis - B443
Once symptoms become apparent, Diagnosis roll, Expert Skill (Epidemiology), or Vetinary for animals.
Contagion - B443
When entering disease-ridden area, or encountering disease carrier make HT roll at end of day or catch the disease. Modifiers:
- Avoid all possible contact: +4
- Entered dwelling/shop of carrier: +3
- Spoke with carrier at close quarters: +2
- Touched carrier: +1
- Used victim's clothes/blanket/etc: +0
- Ate victim's cooked flesh: +0
- Ate victim's raw flesh: -1
- Prolonged contact with living carrier: -2
- Intimate contact with carrier: -3
- Other precautionary measures (mask/antiseptics/etc) provide bonus to those who know and understand them (usually late TL5).
Treatment - B443
Appropriate remedies provide bonus to HT roll. TL6+ antibiotics give +3 to bacterial disease. Physician's care provides bonus (see B424). Some diseases drug resistant. Some drugs only mitigate effects (damage/afflictions), but do not help cure.
Immunity and Susceptibility - B443
Some diseases may affect certain groups more or less strongly (bonus/penalty to HT roll usually). Some individuals are immune to diseases: if GM rolls 3-4 for initial resistance roll you are immune (but probably still don't know it). Surviving a particular disease may confer immunity. Vaccinations can also provide immunity.
Infection - B444
Open wounds treated with antibiotics (TL6+) are immune from infection, except on crit fail First Aid/Physician roll. Wounds not kept clean require HT+3 roll to avoid infection (possible modifiers: -2 dung/infected matter in wound, -3 locale harbors special infection). Treatment with antibiotics after infected gives +3 to HT roll. Surgery may be able to cut away infected material: Surgery roll does 2d damage, on success cures infection.
Age and Aging - B444
Age 50: roll HT for each basic stat (ST/IQ/DX/HT) once per year or lose 1 level. Crit fail or roll of 17-18 lose 2 levels. Longevity modifies roll. Age 70 roll every six months, at 90 roll every three months. If attribute reaches 0, die natural death. Cannot use luck. Modify HT roll by TL-3, +2 very fit, +1 fit, -1 unfit, -2 very unfit. Could gain disadvantages or lose advantages instead of stat reduction at GM's option.