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===Isler Field Sickness=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> Normal Huamans require a Vigor check even with a short time exposer to a Shuttlewarp field (within 1d8 minutes!). Failure of this check causes nausea in the person or one level of ''Fatigue'' (takes 12 hours outside an active Shuttlewarp field to recover. Cannot while Shuttlewarp is active). A Critical Failure on this check requires a roll on the '''''Isler Field Sickness Chart''''' below. A Synner can suffer these affects after a week but they gain +4 to their Vigor roll (see Jump Acclimation above under New Edges) and suffer the affects as a Critical Fumble as above but this roll on rhw chart is at -4 on the result. After spending a 24 hours in an Shuttlewarp field regular humans requires another Vigor roll as above and a Spirits check. Failure of the Vigor roll causes the nausea or one level of ''Fatigue'' (as above and is cumlative). Failing the Spirits check cause mild delusions or hallucinations which cause ''Distraction'' and ''Vulnerable'' (SWADE pg. 100) to the subject. A Critical Fumble roll on either check requires a roll on the '''''Isler Field Sickness Chart''''' below. Each time additional time one must make a roll on this chart their is also a cumlative +1 to the rolls result. For every day after that requires an additional seperate Vigor and Spirits but now with a cumulative -1 penalty for every 24 hours after the first spent in an active Shuttlwarp field. Any Incapacitation from Fatigue does not cause death BUT a normal human must continue to make these checks every 24 hours they are exposed to the field as they suffer can suffer from the '''''Isler Field Sickness Chart'''''. Synners need these rolls after spending one additional week within an active Shuttlewarp field, and the affects are cumulative as above. But again they still start with a +4 bonus to both checks. Critical Fumble on either of these checks requires a roll on the '''''Isler Field Sickness Chart''''' below. As with normally additional rolls on that chart have a cumulative +1 to the results (but again Synners start with a -4 on the chart results). The edge Strong Will helps against both the Vigor and Spirits checks to resist the affects Isler Field Sickness. If taken by a Synner the affects stack (so a base +6 starting to resist) but normal Humans also benifit somewhat with this edge. This is why most Humans (and occasionally Synners) spent the entire Shuttlewarp trips in a ''Statis Field Sleeping Pods'' (see new SPC mods above). Time spent within these pods provides full immunity to all effects of normal Isler Field Sickness. '''Isler Field Sickness Chart''' {| class="wikitable" border="0" | '''1d20''' || '''Results''' |- | 1 || xx |- |}
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