Backlash & Attracts Threats


Backlash:


RollEffectMechanics
Cosmetic effectSmoke, Frost, Wind, Eerie sounds, etc (MOF Minutes)
Drowsy-2 to DX, IQ & SC-Rolls
Drunk-2 to DX & IQ, -4 to SC-Rolls (Expept Cowardice)
Euphoria-3 to DX, IQ, Skill & SC-Rolls
Nausea-2 to Attribute & Skill-Rolls, -1 DB,
Moderate Pain-2 to DX, IQ, Skill & SC-Rolls (Halved/Doubled by HPT/LPT)
Severe Pain-4 to DX, IQ, Skill & SC-Rolls (Halved/Doubled by HPT/LPT)
Terrible Pain-6 to DX, IQ, Skill & SC-Rolls (Halved/Doubled by HPT/LPT)
AgonyDo nothing but moan or scream and fall down. Loose 1 FP per second & 1 LTFP overall. LPT Doubles FP loss. HPT allows acting at -3
ChokingFall down, Effects of ‘Suffocation’
DazeConscious but Do nothing
EcstasySame as Agony but HPT/LPT have no effect

  • 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.

  • 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 function at -3 to DX, IQ, skill, and self-control rolls; you still lose FP.

  • 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, p. 436). 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