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18 - Lucked out, fluxon and everyone within 1 hex has a splitting
headache for 1d6 hours
17 - Fluxon suffers -10 penalty on all Flux skill rolls for 1
planetary day (use Earth days in space*)
16 - Fluxon suffers -10 penalty on all Flux skill rolls for 1d6 local
planetary days (use Earth days in space*)
15 - Fluxon loses all Flux abilities for 1d6 planetary days
14 - Fluxon takes 1d6 damage direct to hit points (GM specify specific
nature of damage)
13 - Fluxon and everyone within adjacent hexes takes 1d6 damage to hit
points
12 - Fluxon knocked unconscious, takes 1d6 damage to hit points
11 - Fluxon unconscious, takes 2d6 damage to hits points, everyone
within adjacent hexes takes 1d6 hits
10 - One person within adjacent hexes (randomly chosen) must
successfully roll vs HT or die instantly. If nobody in area of
effect, roll again.
09 - Everyone within adjacent hexes must roll successfully vs HT or
die instantly. If nobody in area of effect roll again.
08 - Explosion does 3d damage to everyone within 100 yards, fluxon
unaffected.
07 - Local earthquake (2d-2) on Richter scale, effects (3d6 * 100)
yards in all directions. (If in earthquake territory near a fault
line, roll 3d again, _major_ earthquake occurs on 3-9)
06 - Major earthquake! (If in earthquake zone _catastrophic_
earthquake occurs on 3-15 on 3d roll)
05 - Freak event! Firestorms blaze from nowhere, local weather
changes in bizarre ways (GM use judgement based on local climate),
bizarre psychic manifestation, other [1]
04 - Deadly psychic manifestation, everyone within 1 mile roll vs IQ
or suffer effect of mental stab with a Power equal to local Flux
Rating. Animals tend to die outright, plants may be affected in
strange ways. Also roll _again_.
03 - Roll _three more times_ on table. Roll again on contradictory
results. [2][3]
* If not on a planet, use the local day of the fluxon's home world.
[1] The GM should judge the size of the freak event on the conditions,
the higher the local Flux Rating, the bigger the area of effect should
be.
[2] For example, let's say the 3 repeat rolls are a 6, an 8, and an
11. The 8 says the fluxon is unaffected, the 6 says the fluxon is
unconscious. GM should choose one and reroll it.
[3] Yesl, this implies that the bad results can keep coming and coming
if the player is really having a bad day.
A couple of examples of how this works:
The die roll gives a 7, and the Flux reaction causes a significant
ground shaking centered on the spot where the fluxon is located. The
intensity die roll on 3d is an 8, subtracting 2 gives a Richter 6
groundquake. The range roll on 3d gives a 12, so the ground for 1200
yards in all directions of the fluxon shakes with Richter 6
intensity. If this happens in an area prone to quakes already (GM's
call) such as, say, southern California or Turkey or Japan, GM rolls
3d again and on any result from 3 to 9 the fluxquake has triggered a
major, full-scale regional earthquake!
If a 07 is rolled in a situation where a quake is inapplicable, say
aboard a spacecraft, GM should apply something comparable. For ex,
aboard a spacecraft, the Flux might vibrate the entire structure, just
as if it was shaking the ground. (This could be a _very bad thing_
for a spacecraft, of course!)
Another instance, the roll is a 13, and immediately a tekekinetic
surge inflicts 1d6 damage direct to hit points on the fluxon and on
everyone in the fluxon's hex, _or any adjacent hex_. Note that some
kinds of defenses could still protect everyone but the fluxon, but the
fluxon takes it direct to hit points no matter what, since the energy
is flowing through his body and mind.