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Roll<br />

Bad Trip Effects<br />

01-11<br />

Lack of self-control, now roll again<br />

12-22<br />

Extreme terror, now roll again<br />

23-33<br />

Drowsiness, now roll again<br />

34-44<br />

Dizziness, now roll again<br />

45-55<br />

Weakness, now roll again<br />

56-66<br />

Tremors, now roll again<br />

67-77<br />

Nausea, now roll again<br />

78-88<br />

Acute Paranoia, now roll again<br />

89-100<br />

If at least 1 bad effect occurs, then stop rolling<br />

Whether the trip is good or bad, trips last<br />

for an hour per TP and the following effects occur:<br />

• Physical Fitness is temporarily increased by<br />

half the number of TP<br />

• Strength is temporarily increased by half the<br />

number of TP<br />

• Bodily Attractiveness is permanently<br />

reduced by ¼ of an Ability point<br />

• Health is permanently reduced by half of<br />

an Ability point<br />

• Rhetorical Charisma is temporarily reduced<br />

by half the number of TP<br />

• Language is temporarily reduced by ¼ the<br />

number of TP<br />

• Math is temporarily reduced by the<br />

number of TP<br />

• Analytical Intelligence is temporarily<br />

reduced by half of the TP<br />

• Spatial Intelligence is temporarily reduced<br />

by half of the TP<br />

• Drive is temporarily increased by half the<br />

number of TP<br />

• Intuition is temporarily increased by the<br />

number of TP<br />

• Common Sense is temporarily decreased by<br />

half the number of TP<br />

• Life Points are temporarily increased by a<br />

percent equal to TP<br />

Temporary adjustments do not take effect<br />

until 30 minutes after ingestion, and endure until<br />

the last hour of tripping before sobering. Adjustments<br />

remain in effect even while the character is<br />

unconscious.<br />

Disease<br />

Diseases 1 are the introduction of any harmful<br />

change that interferes with the appearance, structure,<br />

or function of the body or any of its parts.<br />

Anthrax<br />

This is a contagious disease of warmblooded<br />

animals and characters. One of the oldest<br />

known diseases, it has reached epidemic proportions<br />

in the past. Animals acquire the disease from drinking<br />

water that is draining from contaminated soil, in<br />

which the infectious bacteria may live for years; from<br />

eating infected carcasses and feedstuffs; and from<br />

the bites of bloodsucking insects. The disease, sometimes<br />

manifested by staggering, bloody discharge,<br />

convulsions, and suffocation, may be <strong>fatal</strong> almost<br />

immediately in acute cases and within 3-5 days in<br />

subacute cases. In characters, the disease appears in<br />

both external and internal forms, with a death rate<br />

of about 20%. The external or cutaneous form is<br />

contracted through cuts or abrasions in the skin by<br />

those who handle infected hides and carcasses and<br />

may be self-limiting, but often disseminates into the<br />

bloodstream, with fever and prostration. The external<br />

form is characterized by malignant pustules<br />

on exposed skin areas. The internal type is acquired<br />

by inhaling anthrax spores, as from animal hair and<br />

wool, which invade the lungs and sometimes the<br />

intestinal tract to cause hemorrhage.<br />

Bubonic Plague<br />

This is an acute, infectious, contagious disease<br />

of rodents and humans. It is characterized by<br />

the appearance of enlarged and inflamed lymph<br />

nodes in the groin (01-33%), on the armpit (34-66%),<br />

or the neck (67-100%). It is transmitted by the bite<br />

of any of numerous insects, most notably the rat<br />

flea. The odds vary of the <strong>fatal</strong>ity of the bubonic<br />

plague. The likelihood of <strong>fatal</strong>ity is [20 + (1d6 x<br />

10)]%.<br />

Chapter 2: Body<br />

1. Although Fatal Games made the effort, no evidence of venereal diseases have been found in the Middle Ages.<br />

63

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