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Old 12-15-2018, 08:38 PM   #1
equals
 
Join Date: Nov 2017
Default Condition: Fever - How to?

If a player gets a disease and one of the symptoms is fever. What attributes do you deduct? In the basic book pg 428 it lists other symptoms but not fever.
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Old 12-15-2018, 08:53 PM   #2
Refplace
 
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Location: Yukon, OK
Default Re: Condition: Fever - How to?

Depends on the fever severity.
Mild, no effect.
Moderate 99 to 102), perhaps double fatigue costs for exertion.
Severe (103+), maybe -1 IQ and DX, double fatigue costs, etc.

I'm not a doctor thats just based on my personal experience and estimation.
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Old 12-15-2018, 10:53 PM   #3
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Default Re: Condition: Fever - How to?

Quote:
Originally Posted by Refplace View Post
Severe (103+), maybe -1 IQ and DX, double fatigue costs, etc.
More than 103 and you're talking hallucinations and inability to think logically.
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Old 12-15-2018, 10:58 PM   #4
Andreas
 
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Default Re: Condition: Fever - How to?

Fever also mean significantly increased energy use by the body. Perhaps a lesser version of Increased Consumption would be appropriate as well?
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Old 12-16-2018, 12:09 AM   #5
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Default Re: Condition: Fever - How to?

Quote:
Originally Posted by evileeyore View Post
More than 103 and you're talking hallucinations and inability to think logically.
I dont recall hallucinations either time. But my thinking was definitely impaired and slow. Both times were from Pnomonia so its hard to estimate how exhausted I was from the fever vs. the pnominia.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
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