Disease
All the people that was meant to die of disease already did.
Over the generations, nature has made a fine job at selecting only the toughest motherfuckers, capable of eating rotten meat and drinking muddy water without a problem, and able to survive wild cuts in filthy environments.
However, if in spite of all this you do get sick, be afraid, because it must be something gruesome.
If the GM determines you may contract a Disease, roll Vigor, against the Intensity of the Disease.
A healer can try to cure the disease once a day, provided he has access to proper medicine. In these cases the golden hour rule doesn't apply. Healing, however, is not immediate, symptoms fade away in some days.
Over the generations, nature has made a fine job at selecting only the toughest motherfuckers, capable of eating rotten meat and drinking muddy water without a problem, and able to survive wild cuts in filthy environments.
However, if in spite of all this you do get sick, be afraid, because it must be something gruesome.
If the GM determines you may contract a Disease, roll Vigor, against the Intensity of the Disease.
A healer can try to cure the disease once a day, provided he has access to proper medicine. In these cases the golden hour rule doesn't apply. Healing, however, is not immediate, symptoms fade away in some days.
Diseases
Name | Intensity | Mechanics | Symptoms | Transmission and Cause | Treatment |
---|---|---|---|---|---|
Fleshrot | 5 | You take 1 Fatigue level per day until becoming Incapacitated, and then you start taking 1 wound level per day until you die. | A wound becomes black and acquires a foul corpse smell, and the black starts spreading through the nearby skin and veins. | Some animal bites, or infected weapons | Requires to consume a Microkiller brew per 7 consecutive days. |
Bleeder Fever | 7 | Fast, deadly and extremely contagious. After an incubation time of 1 day, you start Bleeding out, but slowly, so the bleeding out rolls are made daily instead of on a turn basis. You also lose fatigue, you also lose 2 energy points per day due to bleeding per day. A raise in the daily bleeding out roll means your immune system managed to kill the damn micro. | You have fever, you feel like burning from the inside, and you bleed through all your bodily orifices . You sneeze, cough, cry, pee and shit blood. Any open wound will double the fatigue levels. | Airborne, oral, person to person, surfaces. The micro can last active on surfaces for years. | No cure, but daily negative effects can be halved by consuming a Coagulant 5, Regeneration: 1, Analgesic: 5 potion. Sometimes this buys you enough time for your own body to fight the disease off. |
Deadly Shits | 4 | You lose 1D4 energy points and hydration points per day. You cannot obtain hydration from water ingestion, nor energy from food consumption. Roll Vigor daily diff 9, success means you don't dehydrate if you drink, raise means you recover. | You cannot retain nor process what you eat and drink, you just shit everything away, until you shit your soul away. People usually die due to dehydration or hunger. | Ingestion of tainted food or water. | Microkiller potions for 7 days, it is possible to maintain hydration using intravenous saline solution. |
The Shake | 4 | Each day you must roll Vigor, if you fail, you get 1D6 Fatigue levels. If you fall Incapacitated, you permanently revert to the previous die of Smarts. You can recover this Fatigue as if it was caused by exertion. All ranged attack rolls suffer a -2 modifier to the result. | Your limbs shake a lot and you cannot control it. Your intellectual capacity will deteriorate over time, until you become a burden to your fellow cannibals, and they will probably eat you. | Eating infected people. Yup. Good old fashion Cannibalism. | There is no cure, although a Relaxing: 3 brew or superior can temporally neutralize the shaking, removing the penalty to ranged weapons. |
Suicide Mushroom | 4 | Each time you confront a life threatening situation, you must roll Will&Control at standard difficulty, or you will simply walk or run into the danger, seeking your own death (parry and dodge drop to zero in combat, jumping off a cliff, etc.). | You will tend to avoid precaution and let yourself go into death. When you die, a big red fungus will grow out of your head in a day, and after another day it will burst abruptly, releasing airborne spores. | Airborne spores. | No cure. |
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