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	<title>IrradiatedFur:Hazards - Revision history</title>
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	<updated>2026-07-31T11:35:05Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Hazards&amp;diff=10189&amp;oldid=prev</id>
		<title>Almafeta at 23:33, 22 May 2005</title>
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		<updated>2005-05-22T23:33:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The world isn&amp;#039;t a pretty place. During your adventures, you may suffer any amount of hazards, like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Falling:&amp;lt;/i&amp;gt; This deals 1 point of stun damage per meter fallen for fairly &amp;#039;mild&amp;#039; surfaces -- water or moss, or a handy tarp, or 1 point of lethal damage if you fall on something you shouldn&amp;#039;t, such as bare rock or a rusted-out car. For these purposes, a fall is any height greater than your (Agility + Acrobatics dice) / 2 meters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Fire:&amp;lt;/i&amp;gt; Fire deals from d4 stun damage (a match) to 1d12 lethal damage (a blazing inferno) every round. Simlarly, cold deals from 1d4 stun damage a round (0 celsius) to 1d12 lethal damage (-100 celsius). Extremely intense heat or cold (plasma, or liquid nitrogen) deals 4d12 lethal damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Poison:&amp;lt;/i&amp;gt; Poison deals stun damage, as well as side effects. Each poison has an Intensity (from 1d6 to 4d12); subtract the character&amp;#039;s Health check (i.e., roll of Health + Race). If even one point of stun damage, one level of effect is done; for every full 5 points of stun damage, another level of effect is done. Destructive poison deals 1 wound per level of effect; debilitative poison makes the character at -1 die to all actions per level of effect; paralyzing poison makes the character unable to move for 1d6 minutes per level of effect. Disease is similar, but had a different set of effects at each, and needs 1d4-3d6 days to &amp;#039;incubate&amp;#039; between effects; the common cold just makes you lose 1d6 extra stun every 1d4 days, while pneumonia causes one wound every 1d6 days per extra level of effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Radiation:&amp;lt;/i&amp;gt; Get the square root of the rads per minute, and make a Health check every turn against it. For every point you lost by, lose one stun; for every five full points you lost by, lose one stun permanently. If you lose all stun, you are comatose. In addition, if you roll three ones in a roll, you get cancer, and you will die in (roll Health) months. At least you&amp;#039;ve got enough time to look pretty for your coffin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Suffocation:&amp;lt;/i&amp;gt; You can survive (roll of Health) rounds; any race that has Swimming as a natural skill can survive (roll of Health + roll of Race) rounds. After this time, roll Health (or Health + Race for those with Swimming as a natural skill) every round; if you roll under the number of rounds you&amp;#039;ve been under, you lose as much stun as you lost by, and if you rolled all 1s, you lost a wound. If you lose a wound, you are automatically unconscious, and do not roll from then on -- you automatically lose 1 more wound every round after that as you suffer brain damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
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