
Each and every D8 Volunteer must roll on this table.
01-07% No side effects!
08-15% Brain Swell: All the hair (eyebrows and beards too) falls off the
head of the character - the head also increases in size by 25%. Reduce the P.B.
by 1d4+2 points (maximum of 14). The eyes change color, and the player may
choose between pale yellow, blood red, pale blue, or solid black (no white in
the eyes at all). Roll for a random insanity resulting from trauma, and decrease
the P.E. by -2. Add +1 to I.Q., +1 to M.E., and +5d4+20 I.S.P.tm
16-20% Physical Change: Gene therapy caused the character to become
less human in appearance. Reduce the P.B. by 1d4 points and choose an
outlandish color for the eyes, hair, and skin. Minor physiological disorders
(arthritis, headaches, intermittent nausea, etc.) plague the character.
Decrease the P.E. by two points. The body becomes slightly stronger, however,
so add a +1 to P.S. and add 5d6+10 S.D.C.tm
21-25% Weakened Immune System: Chemical and radiation treatments had
unforseen side effects and have nearly destroyed the immune system of the
character. The character is -4 to save vs disease & toxins, and the P.E.
drops by 1d4+4 points (maximum P.E. of 16). If the character is afflicted
with a disease of some sort, it lasts twice as long. Add +1 to M.E. and
another +5d4+10 I.S.P.tm
26-30% Brain Damage: Many brain cells have beend destroyed by some part
of the experiments. Reduce I.Q. by 25% (maximum of 20) and all skills by -10%,
but the character gains +6d6 I.S.P.tm, +1 to
M.E., and +1 to save vs all psionic attacks and mind control attempts.
31-35% Nerve Stress: Whenever the character expends 40
I.S.P.tm or more at one time, there is a 30%
chance of succumbing to a grand mal (full body) seizure. The character must
immediately save vs coma with a +10% bonus; failure means unconciousness
for 1d4+1 hours. While under the effects of the seizure the player is paralyzed
and cannot take any action (psionic, physical, or otherwise). The seizure lasts
for 1d4+2 minutes and does 2d4 hit points damage to the character. For one hour
after the seizure, the character has no initiative and is -2 to strike, parry,
and dodge. On the flip side, the character is +4 to save vs all kinds of mental
domination (all forms of possession, Mind Wipe, Empathic Transmission, Hypnotic
Suggestion, etc.)
36-43% Information Overload: The brain's control over information
assimilation is totally destroyed. The player has the psionic powers of
total recall and speed reading (used without I.S.P.tm
cost), which induce a +10% bonus to all skills. However, every ten minutes
of performing a mental task (e.g reading or operating a computer) or every
melee of combat, the player must roll a save vs mental attack (16, M.E.
bonuses applicable).
A failed roll means the character is affected by information overload and
suffers an intense headache. Should this occur, the player loses one attack,
-2 to strike, parry, and dodge, and is -20% on all skills. The character
also takes 1d6 hit points of damage. The penalties last until the character
can limit information intake for ten minutes (i.e. rest) or meditate for five
minutes. Very strong pain medication can reduce the penalties and hit point
damage by half (still loses an attack and one hit point), but has a risk of
causing other side effects (such as addiction, confusion, vertigo, etc.)
44-51% Accelerated Nervous System: Neuroelectric implants have caused
an unforseen side effect - the character is extremely hyper! The character
cannot sleep for more than six hours at a time and stays awake for at least
20 hours before sleeping again. Every time a stressful situation is encountered
the character must save vs mental attack (16, M.E. bonuses applicable). A
failed roll means the character starts to hallucinate, which lasts until the
source of the stress is removed. Hallucinations cause a -30% penalty to skill
rolls and also causes a -2 to initiative, strike, parry, and dodge. While
asleep, the character suffers from strange dreams (sometimes psychic in nature,
but usually nightmares). There is only a 25% chance of being able to wake
him from sleep no matter how hard you might try (attempts may be made
every 30 seconds. Reduce M.E. by -2, but add +1d4 to P.P., +2 to initiative,
and +1 attack per melee.
52-59% Nerve Damage: The sensitivity of the character's nervous system
has been damaged, causing a loss in coordination and the sense of touch. Reduce
P.P. by 1d4+1 and I.Q. by -1, plus the character suffers a -10% penalty to skills
such as picking pockets, concealment, and electrical skills (the sense of touch
is dulled). However, add an additional 2d6+18 I.S.P.tm
and a +6 to save vs pain.
60-65% Faulty Neuroelectric Stimulation: Neural implants have altered
the body chemistry. The goal was to strengthen the mind, but that goal was not
met. The character becomes a little stronger and faster - at the cost of his
sanity. Roll for a random obsession and a random phobia. Subtract -1d4 from
the M.E. (maximum M.E. of 20), but add +2 to P.S., +2d6 to Spd., +4d6+10 to
S.D.C.tm, and +2d6 to the
I.S.P.tm
66-77% Insanity: The procedures triggered insanities hidden deep
within the character's mind. Roll for a random phobia and roll twice on the
random insanity resulting from trauma table. Two hours of meditation a day
will allow the character to control the insanities for up to 2d4 days at a
time (GMs roll secretly). Every two days, the character must roll a save vs
insanity for each insanity, with a -1 cumulative penalty for each day
the insanities have been repressed. M.E. bonuses are applicable. Failure means
the insanity is not subdued and has full effect on the character until his next
roll, at which time he may try again. Asstrange as it is, when the character is
affected by insanity he has more internal energy to draw upon - the character
can draw upon an extra 10 I.S.P.tm for each of
the above insanities he is expressing (limit of 30 extra I.S.P.tm).
78-84% Hallucinations: The experiments have altered the character's brain
to the point where the brain's 'mental map' gets fudged once in a while, causing
hallucinations. These hallucinations are the manifestation of uncontrollable
psychic abilities (they drain no I.S.P.tm) The
character must use meditation to exert control over these hallucinations. Once
meditation ends, the character can remain normal for one half hour per level of
experience. Once that time period is up the character has a 40% base chance per
hour of succumbing to a hallucination - subtract the M.E. from that base chance
(a high M.E. means one is less likely to hallucinate).
A hallucination will last for 6d6 minutes and during that time the character
suffers a -20% on skill rolls, has no initiative at all (goes last), and is -4
on all combat rolls. The player may choose one of the following psychic powers
to be the focus of the hallucinations: Presence sense and Object Read,
Clairvoyance, Mediumship, or Astral Projection. The abilities function at level
one strength. The character is never totally disassociated from his body
and can still act/react to the physical world, but only on a limited basis (he
sucks in combat, can't hold a conversation, and looks spaced out a lot of the
time).
85-92% Telekinetic Outburst: Whether the character posesses telekinetic
powers or not, his psyche 'leaks' TK energy. This has a 60% chance of
occurring whenever he is under stress, asleep, or has a powerful surge of
emotion. 2d4x10% of all objects under half a pound within a 10ft radius
will be levitated and moved around at a speed relative to the current mental
state of the character. Anger causes fast and erratic movement (Spd. 22),
while happiness will generate a slow and rhythmic movement (Spd. 7). If in
striking range, the TK'd objects frequently assault persons the character
is angry with. The outburst lasts 1d4+2 minutes. During combat the
uncontrolled TK energy will lash out at the opponent that the character is
most angry at or is attacking. This will happen twice per melee independent
of the character - it could attack attack a person who is not being
conciously targted by the character. This causes about 2d6 damage per attack.
93-00% Uncontrolled Telepathy: The character has a telepathic ability
that cannot be shut off. At all times of the day he will hear or sense the
surface thoughts of those within a 30ft radius. The character loses 1d4+1 M.E.
points (maximum M.E. of 22) and becomes a bit insane, obsessed with secrecy
and privacy. Also roll on the random insanity resulting from trauma table.
However, the sensing ability gives him some advantages. Add +1 to initiative,
strike, parry, dodge, and +2 roll with punch/fall. Add 2d6 I.S.P.tm
Further, the character has a 60% base chance +3% per level of knowing if a
person is lying to him (subtract the M.E. of the potential liar from that
base chance - a higher M.E. provides some protection against the telepathy).