Besides the ordinary combat risks of swords, guns, and spells, adventurers commonly face other 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 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


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.


Mortal Conditions 


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. 

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!


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 to ambient 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 (p. 93). 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:

Modifier to Situation HT Roll: 

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 * 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.


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 (p. 550). 


Falling

A fall is a collision with an immovable object: the ground. Find your velocity when you hit using the Falling Velocity Table. 

Example: Bill 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 * 10 * 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. 

See Flexible Armor and Blunt Trauma:

Flexible armor such as a leather jacket, mail hauberk, or a modern ballistic vest is much lighter than rigid armor, but it doesn’t absorb the full force of the blows it stops. An attack that does crushing (cr), cutting (cut), impaling (imp), or piercing (pi-, pi, pi+, pi++) damage may inflict “blunt trauma” if it fails to penetrate flexible DR.

For every full 10 points of cutting, impaling, or piercing damage or 5 points of crushing damage stopped by your DR, you suffer 1 HP of injury due to blunt trauma. This is actual injury, not basic damage. There is no wounding multiplier. If even one point of damage penetrates your flexible DR, however, you do not suffer blunt trauma.

If you layer other DR over flexible DR, only damage that penetrates the outer layer can inflict blunt trauma. 

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!

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 ¥ 20)/100 = 12d crushing damage on the pedestrian; the pedestrian inflicts (10 * 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; see Trampling.

You can trample a victim if your Size Modifier exceeds his by 2 or more – or by only 1, if he’s lying prone and you’re not.
Trampling is a melee attack: roll vs. the higher of DX or Brawling to hit. The victim’s only legal defense is a dodge. If you hit, you inflict thrust/crushing damage based on your ST; if you have Hooves, add +1 per die of damage.

If you knock down a foe in a collision or slam and keep on moving, you automatically overrun and trample your opponent. Do not make any attack or defense rolls – roll damage immediately, based on half your ST, rounded down. In all cases, if your SM exceeds your victim’s by 3 or more, don’t worry about hit location – your attack counts as a large-area injury.


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 over-ride 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.

Electro-muscular Disruption (EMD): Some ultra-tech weapons 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 (p. 429). Lethal electrical damage also causes “surge” effects in victims who have the Electrical disadvantage (p. 134).

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 (p. 379) and Hit Location (p. 398) for wounding effects. Below are some additional special rules.


Fire Sources 

Adventurers often encounter flaming oil (see Molotov Cocktails and Oil


Flasks, p. 411), high-tech weapons,

Innate Attacks, and battle magic (see

Fire Spells, p. 246) . . . 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 (p. 400) in all cases.


Continued exposure to a fire can

result in intense heat that can rapidly


fatigue you even if the flames them-

selves cannot penetrate your DR. See


Heat (p. 434).

Incendiary Attacks: Any attack with

the Incendiary damage modifier

(p. 105) does one point of burning


damage in addition to its other dam-

age; in effect, it has a one-point linked


burning attack. Examples include

torches (see Torches and Flashlights,

p. 394) and flaming arrows (see

Flaming Arrows, p. 410). 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; see p. 246). This

does 1d-4 burning damage per second

and is distracting (-2 to DX, unless the


damage simply cannot harm the tar-

get). 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 sec-

ond, 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 ordi-

nary clothing. Armor is good protec-

tion 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 list-

ed amount of burning damage in a single damage roll ignites the mate-

rial 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 (p. 350) 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 (p. 156)

gives -4.

On a success, you are unaffected.

On a failure, you are nauseated (see

Afflictions, p. 428), which may trigger

vomiting. If you begin to retch while

wearing a vacc suit, you may choke;

treat this as drowning (see Swimming,

p. 354). 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 expe-

rience 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 accel-

eration (-2 at 5¥ home gravity, -4 at


10¥, 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 sec-

onds 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 ¥

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 temper-

atures 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 fail-

ure, 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 (p. 433) for


damage. Even if no damage pene-

trates your DR, you will rapidly over-

heat if the ambient temperature is


more than 6 ¥ your comfort zone’s

width over your comfort zone (e.g., in

a fire). After 3 ¥ 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 indi-

viduals may itch, but aren’t in much


danger. Details are up to the GM.

Armor: Armor prevents sunburn


and provides its full DR against burn-

ing damage – but only armor that pro-

vides Temperature Tolerance (through


insulation or a cooling system) can


prevent FP loss due to heat. This fea-

ture is standard on battlesuits and


TL9+ combat armor.


PRESSURE

Adventurers are most likely to


encounter extreme pressure in super-

dense atmospheres (see Atmospheric


Pressure, p. 429) or deep underwater

(where pressure increases by about 1

atmosphere per 33’ of depth).


Pressures in excess of your native pres-

sure – 1 atm., for a human – are not


always immediately lethal, but present

serious risks.

Over 2 ¥ native pressure: You risk


“the bends” (see below) if you experi-

ence 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 ¥

native pressure. With Pressure

Support 2 or 3, you are immune to the

bends.

Over 10 ¥ native pressure: You may

be crushed! On initial exposure and

every minute thereafter, roll vs. HT at a


basic +3, but -1 per 10 ¥ native pres-

sure. 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 ¥ native pres-

sure” and “-1 per 100 ¥ native pres-

sure.” 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 pre-

cise tables to determine decompres-

sion 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 slow-

ly lowering the pressure, either natu-

rally (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 suc-

cess 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 fail-

ure causing 1d of injury. Once con-

scious, you suffer joint pain, as


described above. Critical failure


results in painful death. Recom-

pression to the highest pressure expe-

rienced 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 decompres-

sion; see Vacuum (p. 437) for details.


All effects are cumulative!

RADIATION

Radiation threatens high-tech


heroes in the form of solar flares, cos-

mic rays, nuclear accidents, radioac-

tive 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.


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” col-

umn to his HT roll. Then roll the dice.


Use the first result in the “Effects” col-

umn on a critical success, the second


on a success, the third on a failure,

and the last on a critical failure.

Radiation Effects Table

Accumulated

Dose HT Effects

1-10 rads +0 –/–/A/B

11-20 rads +0 –/A/B/C

21-40 rads +0 A/B/C/D

41-80 rads -1 A/B/C/D

81-160 rads -3 A/B/C/D

161-800 rads -4 A/B/C/D

800-4,000 rads -5 C/D/E/E

Over 4,000 rads -5 D/E/E/E

–: The dose has no obvious effect,

but doses continue to accumulate.

A: Radiation burns and chronic


“somatic” damage. HT hours after irra-

diation, 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,

p. 428) 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 fail-

ure, 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 (p. 158) 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 caus-

es 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 crea-

tures may have Radiation Tolerance


(p. 79).

Machines are not affected unless

they have the Electrical disadvantage

(p. 134). 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 your 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 plane-

tary 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.

At TL7, 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!

At TL8, advanced chelating drugs

($500) encapsulate and remove fallout

in 12 hours.

At TL9, advanced anti-radiation

drugs or cell-repair nanotechnology

($1,000) can give +3 to all HT rolls vs.

radiation for 2 weeks.

At TL10+, cell-repair nanotech or

rejuvenation technology might be

able to completely repair the ravages

of radiation, provided the victim is

still alive.


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 dis-

tance in yards from the source.


Ingested Radioactive Material: Plutonium, radium-226, uranium-

235, etc. Even tiny doses can cause 1 rad/day to several rads/minute,


depending on the isotope. (Some radioactive materials, such as pluto-

nium, are also extremely toxic!)


Innate Attack: An attack with the Radiation damage modifier

(p. 105) delivers one rad per point of damage rolled.

Nuclear Blast: One-megaton fission air or space burst at 2,000 yards:

6,600 rads!


SEASICKNESS

Those aboard a seagoing vessel

(excluding large, modern vessels with


roll stabilizers) must check for sea-

sickness on their first day afloat. Use


the rules for the Motion Sickness dis-

advantage (p. 144) – 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 (p. 370), Choke

Hold (p. 371), and Holding Your Breath

(p. 351) 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,

p. 354).

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, p. 426).

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 recov-

er FP at the usual rate (see Recovering


from Fatigue, p. 427). If you are

unconscious, you awaken once you


have 1 FP. If you were drowning, a res-

cuer must also make a First Aid roll to


get the water out of your lungs in

order to save you – see Resuscitation

(p. 425).

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 atmos-

pheres, 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 fol-

lowing 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


(p. 351). After that, you begin to suffo-

cate (see Suffocation, p. 436).


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, p. 435). 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 (p. 422) 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 extreme-

ly hot. For example, on the moon –


with its month-long “day” – the tem-

perature can range from -243°F (at


night) to 225°F (at noon).