Temporary Attribute Penalties
Basic Set: Campaigns · p.421
Open source p.421Shock, afflictions, and many other things can temporarily lower your
attributes. ST reductions affect the damage you inflict with muscle-
powered weapons. IQ penalties apply equally to Will and Per. However,
there are no other effects on secondary characteristics; for instance, ST,
DX, and HT reductions do not affect HP, Basic Speed, Basic Move, or
FP.
An attribute penalty always reduces skills governed by the lowered
attribute by a like amount. For example, -2 to IQ would give -2 to all IQ-
based skills (and to all Per- and Will-based skills, since IQ reductions
lower Per and Will).
Exception: Defensive reactions that don’t require a maneuver to per-
form – active defenses, resistance rolls, Fright Checks, etc. – never suf-
fer penalties for attribute reductions. For instance, -2 to DX would not
affect Block, Dodge, or Parry.
Note that permanent attribute losses require recalculation of all sec-
ondary attributes and skills!
block, but you cannot attack with it.
Until healed, you have the One Hand
disadvantage (p. 147).
Arm: As for a crippled hand . . .
but while someone with a crippled
hand could at least carry something in
the crook of the arm, you cannot use a
crippled arm to carry anything! You
do not drop a shield on that arm
(unless the arm is severed), but
you cannot use it to block – and since
it’s just hanging in front of you, reduce
its usual Defense Bonus by one. Until
healed, you have the One Arm disad-
vantage (p. 147).
Foot: You fall down! You cannot
stand or walk without a crutch or
something to lean on. You can still
fight if you brace yourself against
a wall. If you have nothing to lean on,
you may assume a kneeling or sitting
posture. Until healed, you have
the Lame (Crippled Legs) disadvan-
tage (p. 141).
Leg: You fall down! You can still
fight if you assume a sitting or lying
posture. Until healed, you have the
Lame (Missing Legs) disadvantage
(p. 141).
Eye: You are blind in that eye. Until
healed, you have the One Eye (p. 147)
disadvantage – or Blindness (p. 124), if
you lose all your eyes – unless you
have some substitute for eyes.
Nonhuman Body Parts
Extra Arms: If you have three or more arms, a
crippled arm (hand) simply reduces the number
of arms (hands) you can use. You only suffer an
actual disadvantage if reduced to fewer than two
arms (hands).
Extra Head: If an extraneous head is crippled,
you lose the benefits of that Extra Head; see Extra
Enhanced Move).
don’t bother rolling!
Temporary Crippling: Until you are back at full
HP, you suffer the disadvantages described
under Effects of Crippling Injury, above. Once
you are fully healed, these effects disappear.
Lasting Crippling: You suffered a broken bone,
badly torn (or burned) muscle, or other lingering
damage. Roll . This is the number of months it
will take for the injury to heal fully. (If the injury
is treated by a physician, subtract 3 from the roll
at medical TL7+, 2 at TL6, or 1 at TL5 – but the
period of healing is never less than one month.)
Permanent Crippling: You lose the use of that
body part. It is either nonfunctional or gone.
Either way, you acquire a new disadvantage (One
Head (p. 54).
Extra Legs: If you have three
or more legs, see Extra Legs
(p. 54) for the effects of a crip-
pled foot or leg.
Striker: You cannot use your
Striker to attack. If your Striker is
also a wing or a tail, see below for
additional effects.
Tail: Any advantages the tail
provides (e.g., Extra Arm or
Striker) no longer function. As
well, your balance is off: -1 DX,
except for close manual tasks. If
you’re a swimmer or winged
flyer, the DX penalty is -2 and
you are at half your usual water
or air Move (which will also
halve
your
top
speed
with
Wing: If you have Flight (Winged), you
cannot fly – and if you were airborne,
you fall. If your wing is also a Striker,
you cannot use it to attack.