For  whatever  reason,  your  spinal column is in bad shape. During strenuous physical activity, you may “throw your back”  and  suffer  crippling  pain or further injury. Whenever you make a ST roll, and whenever you roll 17 or18  on  an  attack  or  defense  roll  in melee combat, or on a roll for an “athletic” skill such as Acrobatics, make a HT roll as well.

Modifiers: Any modifiers to the success roll for the activity that triggered the HT roll. For a long task that allows the luxury of planning, you can try to minimize  the  strain  on  your  back;  a successful  IQ-2  or  Physiology+4  roll gives +2 on the HT roll.

On a failure, you throw your back. Consequences  depend  on  the  severity of your case:

Mild: You  are  at  -3  DX  until  you rest or someone helps you; a First Aid-2 roll will reset your back. You are also at  -3  IQ,  but  during  the  next  second only  (for  your  next  turn,  in  combat).On a critical failure, you are at -5 DX and must make a Will roll to perform any physical action. -15 points.

Severe: The  HT  roll  is  at  -2.  On  a failure, DX and IQ are both at -4 until you  receive  rest  or  help;  you  are  inconstant  agony.  On  a  critical  failure, you take 1d-3 damage and are at -6 DX and -4 IQ. -25 points. High Pain Threshold (p. 59) halves all  DX  and  IQ  penalties  (drop  fractions),  but  does  not  eliminate  them completely.

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