Disease

When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving throw. The victim must make this roll when he or she comes into contact with an infectious carrier, touches an item smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a contaminated attack. If the character succeeds, the disease has no effect on him or her—the character’s immune system fights off the infection. If the character fails the save, he or she takes damage after an incubation period; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary damage. Two successful saving throws in a row indicate that the character has fought off the disease and recovers, taking no more damage.

The characteristics of some treatable diseases are summarized on Table: Diseases.

Type: The disease’s method of delivery—ingested, inhaled, or via an injury—and the DC needed to save. Some injury diseases can be transmitted by a wound as small as an insect bite. Most diseases that are inhaled can also be ingested (and vice versa).

Incubation Period: The amount of time before initial damage takes effect (if the victim fails his or her Fortitude save).

Initial Damage: The damage the victim takes after the incubation period.

Secondary Damage: The amount of damage the hero takes one day after taking initial damage, if he or she fails a second saving throw. This damage is taken each day the saving throw fails.

Table Diseases

DiseaseTypeIncubation PeriodInitial DamageSecondary Damage
AnthraxInhaled/Injury DC 161d2 days1 Con1d4 Con*
Small poxInhaled/Contact DC 152d4 days1 Str and 1 Con1d2 Str and 1d2 Con
PneumoniaInhaled DC 121d4 days1 Str1d3 Str and 1d3 Con
HantavirusInjury DC 141 day1d2 Str1d2 Str* and 1d2 Con*
Necrotizing faciitisContact DC 131d6 days1 Con1d3 Con*
West Nile virusInjury DC 121d4 days1 Dex and 1 Con1d2 Dex and 1d2 Con*
SalmonellosisIngested DC 131 day1 Str and 1 Dex1 Str and 1d3 Dex
*If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged).


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