Alright, so here's a project I've wanted done for a long time. This likely isn't complete, as there are several diseases I could include here, and when I rework the psychic diseases and finish up my medicine rules, some of these might change, but the final version will be on the wiki somewhere.
This is essentially a "worked version" of the rules I posted yesterday. Those rules work fine for a modern world setting, where you can talk about "Cholera" and "the flu" but what about when you're in space? Well, then are we talking the Andromeda Strain or the Purple Polka Dotted Pox? Some names to toss around might be nice, and how disease shapes the setting might be nice to know as well.
In particular, the Umbral Rim is famous for its diseases. This comes from the fact that it has filthy aliens in it, but it also comes from the presence of the Gaunt, who often act as carriers, and even have a special trait for it. When I started working on them, I wanted a list of diseases to introduce, but that proved too much work. Well, now I have it! They can give you anything from the Umbral Pestilence to the Centauri Sniffles!
I've also included "Terminal Illness." I like the idea of a Terminal Illness: there's a dramatic weight to a heroic character that is dying of cancer and knows it. I do agree with critics of the disadvantage that point out that it hardly matters to the player when the character dies, as they'll just make a new character and keep playing. However, having cancer (or leprosy or tuberculosis or AIDS) might shape other things about your character, other disadvantages that you can explore. So the terminal illnesses here treat "time left to live" as a feature: Your character will die at some dramatically appropriate moment that you and the GM both agree to. But in the meantime he'll have a persistent cough or he'll have open sores or he'll have moments of intense chest pain, etc. These are just disadvantage bundles to give your character some in-setting disease or illness.
I did need to play with some disadvantages to make this work, though. The first was Chronic Pain. I like the idea of it, but I find it limited. Mild pain is effectively the Moderate Pain affliction, Severe Pain is effectively the Severe Pain affliction, and Agonizing Pain is effectively the Terrible Pain affliction. With some wiggling around, it seems reasonable to substitute other afflictions: what about a Chronic Cough? That's basically the same as Mild Pain, and so is worth -5 as a base.
The second was Cardiac Stress. The idea here was that we could treat the limitation as a straight disadvantage. However, Cardiac Stress assumes the character is using something. What's he using if we give it to them as a raw disadvantage? Everything? So I said "if you're under stress" and took the limitation value and halved it as a disadvantage value. It's a back of the envelope guess here.
Psi-Wars Diseases
Diseases and Sicknesses in Psi-Wars can be life threatening and dangerous, but PCs of Psi-Wars tend to die dramatic, violent deaths, rather than death by disease. Diseases tend to exist to create drama and to build character, rather than threaten a character’s life. Thus, Psi-Wars handles disease as a disadvantage, typically a temporary one, that presents some sort of persistent penalty, with an occasional spike of inconvenience when the GM finds it dramatically appropriate. This does not mean people don’t die of disease in Psi-Wars. They do. The conventions of the action genre prevent the PC from dying, not the nature of the disease.
This document covers both Sicknesses and Disease. A disease is the result of some sort of viral or bacterial infection; characters with Resistance to Disease apply the full benefits of their advantage against such diseases. Sicknesses cover lingering environmental syndromes, or the body’s own failures turning against itself. They require Resistance to Sickness to resist (which also resists Disease). Both can be resisted by Resistance to Metabolic Hazards.
Sicknesses are defined by several traits. Each disease has a type, a convenient shorthand for what drugs and resistances will work against it. “Vector” describes how one gets it, and what HT roll one needs to avoid getting it. “Treatment” discusses the HT roll to overcome the disease and what drugs or treatments, if any, will help end the disease. Note that resistance applies to both Vector and Treamtnet! Penalties describe the persistent penalty applied to the character for the duration of the illness; some list an HP or FP penalty, these are one-time penalties and cannot be recovered until the disease is overcome (after which they “heal” at their normal rate). “Dramatic Penalty” covers the “ham clause” penalty that the GM may inflict once per session, typically an affliction that lasts for a scene, unless otherwise noted (incapacitating afflictions tend to last for only 1d minutes).
Trivial Diseases
A trivial disease are an inconvenience. They inflict no damage and apply no blanket penalty to the character’s states. The dramatic penalty is generally a -1 penalty, or a minor irritating condition. Most trivial diseases also apply a -1 reaction modifier, as others find your symptoms embarrassing.
Characters can attempt to recover from a Trivial disease with an HT+1 roll once per day; they will automatically recover after a week.
Technological medicine generally only offers palliative care. Characters with the Cure ability of Psychic Healing gain a +1 to attempts to eliminate the disease, and it costs 1 fatigue to remove. Hospital treatment is Simple and always effective.
Realistically, such a disease would also inflict fatigue damage over the course of the disease, with a critical failure worsening into an infection.
The Blue Pox
Viral Disease
Vector: Mildly Contagious; roll HT+1 to avoid getting it after spending extended periods with an infected person.
Treatment: Daily HT+0 roll to recover; medical assistance only provides a +1 to the daily roll. Enzyme Blockers can improve this to +3, but most physicians consider it overkill
Penalties: -1 Reaction Penalty
Dramatic Penalty: Itching (GURPS Power-Ups 4 page 21)
This originated with Traders in the galactic center, and remains an issue for them, but it has spread far beyond their Guildfleets to become a mainstay of the galactic core. The blue pox manifests as unsightly bluish spots that appear beneath the skin like light flecks of bruising. It typically results in Itching.
The Centauri Sniffles
Viral Disease
Vector: Mildly Contagious; roll HT+1 to avoid getting it after spending extended periods with an infected person.
Treatment: Daily HT+0 roll to recover; medical assistance only provides a +1 to the daily roll. Daily HT+0 roll to recover; medical assistance only provides a +1 to the daily roll. Enzyme Blockers can improve this to +3, but most physicians consider it overkill
Penalties: -1 Reaction Penalty
Dramatic Penalty: Sneezing (B428)
The common cold was humanity’s great contribution to the diseases of the galaxy. Those who catch “the Sniffles” gain a runny nose, ruddy cheeks, and might occassionally suffer from bouts of Sneezing. This tends to spread from prolonged close contact, such as being in the same room as someone with a sneezing fit.
Lithian Fever
Viral Disease
Vector: Contact Agent; roll HT+1 to avoid getting it after “intimate” contact, or from psychic contact.
Treatment: Daily HT+0 roll to recover; medical assistance only provides a +1 to the daily roll.
Penalties: -1 Reaction Penalty
Dramatic Penalty: Tipsy (B428)
Generally acquired by “intimate” contact with the Ranathim, even psychic contact has been known to spread it, raising some concerns that it might be a psychic disease, but scientific medicine works well enough to remove it. It results in the character gaining a reddened nose (especially the tip), bloodshot eyes and, in some cases, excessive salivation. It tends to diminish motor control and impulse control in brief bouts; treat this as Tipsy. Space sailors familiar with the Umbral Rim often joke about how one can “get a red nose” from visiting Ranathim brothels.
Some Ranathim become Lithian Fever carriers. They might suffer regular bouts of it, and a successful HT roll only makes it go dormant (typically for months). Such characters have the Social Disease (Lithian Fever) [-5] disadvantage. This can still be cured, but requires either psychic healing (This requires a -8 to the Psychic Healing roll and 16 fatigue) or an extensive treatments from a hospital (treat it as a Complex treatment, but spread over about a month) and, of course, the PC must buy off the disadvantage!
Thalline Allergy
Sickness
Vector: Exposure to the vegetation in the Morass; roll HT+1 to avoid.
Treatment: Hourly HT+0 roll to recover if no longer exposed to the contaminants; medical assistance only provides a +1 to the daily roll.
Penalties: None
Dramatic Penalty: Sneezing (B428) and Itching (GURPS Power-Ups 4 page 21)
Worlds deep in the morass often have unusual plantlife and, of course, the thalline filaments that make up the Morass itself. These shed pollen that races not native to the Morass can find very irritating. If this reaches a certain level, characters may find themselves suffering an allergic reaction. This is not a disease, but a biological response to environmental conditions. The GM might limit this to characters with the quirk “Thalline Allergy.” Sometimes called “Green Fever.”
Minor Diseases
Minor disease is a problem, but not an insurmountable one. While suffering the disease, the character generally suffers a persistent penalty of up to -2, or equivalent to a minor irritating affliction. They might also suffer a one-time penalty to HP or FP which does not heal until the character overcomes the disease. The dramatic penalty for a Minor Disease can be any irritating affliction.
Recovery from such a disease generally involves an HT-2 roll. The GM might allow character to automatically recover after a week or a month. Characters with Cure can heal such a disease with a -4 to their roll and 8 fatigue. Modern medicine can generally cure the disease in a day if the character stays at a hospital, otherwise offers +1 to all rolls to recover.
Realistically, a Minor Disease is potentially lethal. Characters with it will suffer 1-2 fatigue or HP damage per day, and weaker people will die (usually within a week, certainly within a month) without medical assistance.
Ash Lung
Sickness
Vector: Unfiltered air tainted with ash, smoke, dust or other pollutants that can jam up the lungs.
Treatment: Daily HT-2 roll to recover once outside of the offending environment; medical care provides a +1 to heal; a day in a regeneration chamber will automatically heal it. The character can also replace their lungs with cybernetic equivalents!
Penalties: -1d fatigue.
Dramatic Penalty: Coughing (B428)
This is not a disease, but the result of environmental damage to the lungs. The character breaths in too many particulate abrasives and damages their lungs. This can only be recovered through slow healing. On a critical failure, the GM might declare it permanent and require a cybernetic replacement to repair the damage.
Infection
Bacterial Disease
Vector: Open wounds in a dangerous environment, including unsanitized surgery, clawed attacks from Infectious opponents, being wounded while in a swamp, etc. Roll HT-2 to avoid. Not contagious.
Treatment: Daily HT-2 roll to recover; this is bacterial, so Genericillin offers a +5 to recover!
Penalties: -2 HT; -1d HP
Dramatic Penalty: Moderate Pain (B428)
Characters attacked by the filthy claws of the Gaunt or undercity mutants, or who endure surgery in unsanitary conditions might become infected. For simplicity, treat an infection as a disease that makes the character more vulnerable to death until they recover. This applies a -2 to all HT rolls and reduces the character’s available HP by 1d (as though the character had suffered 1d of unhealable damage) until the character succeeds at a daily HT roll. Infections are painful; the GM can impose Moderate Pain on the PC for one scene per session.
Swamp Fever
Bacterial Disease
Vector: Exposure to unsanitary environments, such as drinking tainted water, being exposed to parasites from a swamp, jungle or sewer. At the GM’s discretion, this is Mildly Contagious and the character may have to roll to resist if spending considerable time with an infected individual. HT-2 to resist.
Treatment: Daily HT-2 roll to recover; this is bacterial, so Genericillin offers a +5 to recover!
Penalties: -2 DX and IQ; -1d fatigue
Dramatic Penalty: Nauseated (B428)
Characters who venture deep into untamed jungle or who explore foetid swamps often acquire one of numerous possible diseases. Treat all of these as “Swamp Fever.” These apply a blanket -2 to DX and IQ, and reduce the character’s available fatigue by 1d until the character succeeds at a daily HT roll to recover. If the GM wishes to emphasize the disease’s nastiness, he may inflict Nauseated on the character for a scene.
Undercity Malaise
Viral Disease
Vector: Highly Contagious; roll HT-2 to avoid getting it after any contact with an infected individual or when in a poorly ventilated environment
Treatment: Daily HT-2 roll to recover; medical care can offer enzyme blockers for a +3, but these cost money; the poor of the undercity can often only afford basic care, which offers a +1 to recover. A day’s stay at a top-end hospital will usually cure it immediately.
Penalties: Drowsy (B428); -1d fatigue
Dramatic Penalty: Coughing (B428)
The depths of many cities, or the confines of a large Trader Arc or Westerly generation ship often becomes tainted with airborne viruses, creating a “bad air,” or a malaise. Those exposed to it develop a persistent cough and a fever. Children and the infirm can easily die from it.
Major Diseases
These are serious, life threatening diseases. Characters who acquire them can expect to be on death’s door and in need of serious medical assistance. While suffering the disease, the character generally suffers a persistent penalty of up to -4, or an irritating affliction. They might also suffer a one-time 2d penalty to HP or FP which does not heal until the character overcomes the disease. The dramatic penalty for a Minor Disease can be any irritating or incapacitating affliction.
Recovery from such a disease generally involves an HT-4 roll. The GM might allow character to automatically recover after a week or a month. Characters with Cure can heal such a disease with a -8 to their roll and 16 fatigue. Modern medicine can generally only cure the disease with expensive, time-consuming treatments, or in the worst case, offer +1 to all rolls to recover.
Realistically, a Major Disease is lethal without medical intervention, even for the hale and healthy. Survival often looks like a matter of luck. If such a disease becomes widespread, people often panic and go into quarantine.
Blood Fever
Viral Disease
Vector: Highly Contagious; roll HT-4 after any contact with the blood of the infected.
Treatment: Daily HT-4 roll to recover; medical care offers +1 to recover, and enzyme blockers won’t help
Penalties: -4 HT; -2d HP (Minimum 1 HP); Hemophilia
Dramatic Penalty: Seizure for 1d minutes
This plague recently erupted in the Sanguine Stars; some Ranathim mutter darkly that it’s the work of someone or something called Domen Tarvagant, or Thamet Tarva. Those who get it begin to bleed from the eyes, become hot to the touch and any wound they get begins to bleed profusely (3 hp per minute if left untreated). As the Blood Fever progresses, their nerves begin to fire randomly in painful spasms, as though they were possessed. The disease is horrifying and often kills its victims within a week. This the lesser version of it: some worlds have been hit by a greater version: treat it as a Greater Disease (below).
Radiation Sickness
Sickness
Vector: Exposure to radiation (such as a damaged generator, a solar flare or irradiated wreckage). Requires an HT-4 roll to avoid; Not contagious.
Treatment: Daily HT-4 roll to recover; the Antirad drug adds +3 to recovery rolls, otherwise, medical care offers +1 to recover.
Penalties: -1d DX; -1D HT; -1d HP; Nauseated
Dramatic Penalty: Seizure (B428)
Rather than worry about Rads and the Radiation table on page B436, treat Radiation as a sickness: the character tries to resist it and if they succeed, they’re no worse for wear, but if they fail, they get Radiation Sickness. Even on a success, the GM might impose 1d damage, which can heal normally (“Radiation Burns.”)
The Umbral Pestilence
Viral Disease
Vector: Highly Contagious; roll HT-4 after any contact with the infected, or roll HT after a stay in an unsanitary area with the infected.
Treatment: Daily HT-4 roll to recover; medical care offers +1 to recover. Specialized Enzyme Blockers exist, but they cost 10x as much ($250 rather than $25), but do still offer a +3 to recover.
Penalties: Moderate Pain (B428); Wounded; -1d HP; -1d fatigue; -2 Reaction modifiers
Dramatic Penalty: Retching (B428)
The Umbral Rim is famous for its plagues; this is perhaps the most common one. It goes through the Umbral Rim in “seasons,” and is common on Moros, but it can creep onto other worlds as well. Those who get it suffer gain unsighly sores and blisters, which burst, causing them near constant pain and exposing them further to infection. The bile builds up within them until at some point, they must vomit it forth in dramatic and exhausting displays. An outbreak of the Umbral Pestilence is enough to set some worlds into quarantine.
Most people who get it die. Those who survive often have unsightly and distinctive scars; this usually reduces their appearance to Unattractive or worse.
Greater Diseases
Greater Diseases are WMD-scale plagues of destruction. They wipe out entire planets, and they’re the sort of thing the Empire or the Eldoth might drop on a world. People who get them die, usually within a day. PCs who get it are treated to the WMD rules from GURPS action. For additional spice, add any number of irritating or incapacitating afflictions.
Recovery from such a disease is generally impossible without Psychic Healing or a special vaccine. If the GM allows rolls, they’re made at HT-5. Characters with Cure can heal such a disease with a -12 to their roll and 24 fatigue. Modern medicine can only help you if it finds a special vaccine, in which case, it will cure you almost immediately.
Severe Radiation Sickness
Sickness
Vector: Extreme radiation exposure, such as the fallout of a dirty nuclear weapon or direct exposure to a failing fusion generator. Requires an HT-8 roll to avoid; Not contagious.
Treatment: Daily HT-8 roll to recover; the Antirad drug adds +3 to recovery rolls, otherwise, medical care offers +1 to recover.
Penalties: -5 DX and IQ; Reduce the character to 1 HP and FP, which cannot be recovered until the disease is recovered; Hemophilia, Low Pain Threshold, Susceptible to Disease -3
Dramatic Penalty: Seizure for 1d minutes or Retching.
As with Radiation Sickness, this replaces radiation rules from GURPS. The GM can use this version of the character is exposed to catastrophic amounts of radiation. This is realistically terminal, and the character should be effectively out of commission if exposed to this level of radiation!
Blood Fever
Viral Disease
Vector: Highly Contagious; roll HT-8 after any contact with the blood of the infected.
Treatment: Daily HT-8 roll to recover; medical care offers +1 to recover, and enzyme blockers won’t help
Penalties: -5 DX, IQ and HT; Reduced to 1 HP and 1 FP; Hemophilia
Dramatic Penalty: Seizure for 1d minutes
This is an
upgraded version of Blood Fever, for GMs who want to put the fear of
God Communion in their players
Terminal Illnesses
Your character will die. Sometimes, this is an interesting concept to play out: a character faces their own mortality, with reminders of their weaknesses before them. In Psi-Wars, the eventual death of your character is a feature: you’re allowed to mope about it, and it might justify Chronic Depression or On the Edge, but your character won’t die before you and the GM agree on it, and after that, you can just make a new character, if necessary.
However, terminal illnesses can involve interesting disadvantages for the character to play with. Even if the fact that the character will, someday, die isn’t worth any points, coughing fits, or slowly rotting flesh is. The following examples are presented as disadvantage packages for terminal illnesses within the Psi-Wars galaxy.
These illnesses might be treatable! Generally, a psychic healer or True Communion can restore the character, and cybernetics or miracle cures might also restore the character’s health! If so, the character must buy off these disadvantages with their own points, otherwise the cure “didn’t take.”
Genetic Consumption
-20 points
Terminal Illness
Vector: Genetic damage; non-contagious.
Treatment: Medical care is palliative only, though the world of Xen claims to have treatments that repair genetic damage. If true, such healing would be Complex and take a month to complete. Psychic Healing is at -15 and costs 30 fatigue.
The eugenic and genetic engineering of various races sometimes have undesired, even lethal side effects. The most common of these is commonly referred to as consumption. Consumption begins as a cough that accelerates into coughing up blood as the character’s body begins to break down. They become weaker as their metabolism begins to fail them and their coughing fits can become intense. Eventually, they will die as their internal organs fail them.
Characters with Genetic Consumption halve the rate at which they regain fatigue, and double all costs for fatigue. Furthermore, once per day, on a 12 or less, the character suffers the Coughing affliction for an hour. Alternatively, the GM can invoke a special variation of the Ham Clause and require the character to suffer Coughing for one scene.
This most commonly afflicts Maradonian nobility (especially the “Ducal” lines of Sabine, Grimshaw, Mistral and the Orphean line of House Harrow), and the clones of Xen. Sometimes, characters who recover from Radiation Sickness will acquire genetic consumption. This can also represent long term respiratory damage, such as what some Mogwai acquire if they smoke too much toko.
Disadvnatages: Chronic Pain (Cough, 1 hour, 12 or less) [-5]; Very Unfit [-15];
Heart Disease
-20 points
Terminal Illness
Vector: Genetic, or the result of a rough lifestyle, or the long-term consequences to an injury to the vitals
Treatment: The character can replace their defective heart with a cybernetic replacement. Psychic Healing is at -10 and costs 20 fatigue.
The heart under great stress begins to fail, and the universe of Psi-Wars can be most stressful. Characters who engage in too much vice (too much alcohol or certain drugs), who find themselves under intense pressure, or who have their hearts literally wounded by an attack may find that their heart begins to fail them. Once this happens, their only choices may be a slow, lingering death, or replacing their heart with a cybernetic one.
Once per day, on a 12 or less, the character suffers the Moderate Pain affliction for an hour. Alternatively, the GM can invoke a special variation of the Ham Clause and require the character to suffer Moderate Pain for one scene. This represents the twinges of pain from their injured heart. Furthermore, if they stress their heart (combat is always stressful, as are intense emotions, such as relationship rejection or a crushing political defeat). If they face such stress, after the first minute, they must roll HT (14+ always fails). On a failure, they lose 1d fatigue. On a critical failure, the suffer a heart attack (treat it as a mortal wound).
This can affect anyone, but it seems more common among the Westerly, and “high strung” races like the Asrathi and the Ranathim. The Keleni never seem to get it, and Maradonian aristocracy rarely do, except for House Harrow.
Disadvantages: Cardiac Stress (Once per minute) [-15]; Chronic Pain (Moderate Pain, 1 hour, 12 or less) [-5];
Kybernian Syndrome
-20 or -25 points
Terminal Illness
Vector: Rejection of cybernetic parts
Treatment: Cyclozine or the removal of cybernetic parts; psychic healing cannot assist.
Sometimes called cyber-necrosis, this syndrome occurs when the the body rejects the cybernetic implants. The character’s veins begin to darken with spreading rots, and they begin to form almost “electronic-like” patterns in the body. Left unchecked, the diseases results in intense pain, seizures, and then a very painful death.
Once per day, on a twelve or less, the character suffers the Severe Pain affliction for 1 hour; when under stress, the character must roll a 15 or less or suffer Seizures for 1d minutes. Alternatively, the GM can invoke the ham clause and inflict either Severe Pain for a scene or 1d minutes of Seizure.
Alternatively, the character can take a drug, cyclozine, to mitigate the effects of the terminal disease. As long as the character takes it, they will not suffer the effects of the diseases, nor die. However, it is Highly Addictive and very expensive, at ~$2,500 a dose! A character needs at least one dose a day; missing a dose results in a day of increased symptoms (pain on a 15 or less, resistance to seizures on a 12 or less; alternatively, the GM can hit the character with two scenes of the Ham Clause penalties noted above).
This can affect anyone with cybernetics, but it’s a more likely outcome of cheap, black market cybernetics, which often use metals that can provoke an allergic reaction or even outright poison the wearer. It often afflicts Keleni, who seem more sensitive to cybernetic implants, and rarely seems to afflict members of House Kain or Traders and never afflicts the Gaunt.
Disadvantages: Choose one of
Chronic Pain (Severe Pain, 1 hour, 12 or less) [-10], Epilepsy (15 or less, rather than HT, -50%) [-15] or
Addiction (Cyclozine; Highly Addictive, Very Expensive, Legal) [-15]; Chronic Pain (Severe Pain, 1 hour, 12 or less; Mitigator, Cyclozine -60%) [-4], Epilepsy (15 or less, rather than HT, -50%; Mitigator, Cyclozine -60%) [-1]
The Rot of Moros
-20 to -25 points
Terminal Illness
Vector: Viral; mildly contagious; roll HT+4 after extended contact with the infected to avoid getting it
Treatment: palliative care only; Psychic Healing is at -15 and costs 30 fatigue.
The Umbral Rim is filled with strange and terrible diseases, and the Rot of Moros is perhaps the most insidious. While not native to Moros, most who suffer the disease are exiled to that plague world to live out their remaining days, and thus it earned its name. Those who suffer the viral infection begin to slowly rot. Their skin turns an ashen white; some develop crusty sores on their skin, and they begin to stink of death. Then, eventaully, the virus consumes too much of their flesh and they die. The disease is contagious, though it takes considerable interactions or bad luck to actually contract it. Still, while the risk is low, such dire consequences mean those who suffer from it become pariah.
Characters who have this disease apply a -3 to all reaction modifiers. Once per day, on a roll of 12 or less, they suffer one hour of Moderate Pain; alternatively, the GM can use the Ham Clause to inflict Moderate Pain on them for a scene. Those with open sores and wounds are Wounded. They need to spend some time (First Aid or Physician) wrapping their wounds or face a -3 to any HT rolls to resist infection, and enemies can target their sores for additional damage.
The Rot of Moros is strongly associated with the Umbral Rim, and is most often seen among the Ranathim, Keleni and other Umbral species. This is not a result of genetics, just of locality: the virus has yet to break out into the broader galaxy. The Empire, and the Federation before it, had strict tests and rules that prevented infected individuals from getting out. Other races, such as Humans and Traders, can certainly get it.
Disadvantages: Choose one of
Fair Rot: The character has ashen skin and a terrible smell, but no open wounds. Bad Smell [-10]; Chronic Pain, 1 hour, Mild (-2), 12 or less [-5], Social Disease (the Rot of Moros) [-5];
Foul Rot: The character has a full-blown case of Rot. Bad Smell [-10]; Wounded [-5]; Chronic Pain, 1 hour, Mild (-2), 12 or less [-5], Social Disease (the Rot of Moros) [-5]; Appearance may not exceed Unattractive [0].
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