You must always be ready to face the many plagues and diseases that can befall you in the perilous areas of the realm.
A Disease strikes if Contraction conditions are triggered. The Game Master rolls a D20 against the character’s Vigor. Failure results in the disease’s effect.
Some diseases require a follow-up Roll after their Duration to determine severity, relief, or death if untreated.
After Duration: What happens once the Disease completes its cycle.
Contraction: How the disease is contracted.
Difficulty: Difficulty level a healer must overcome to treat the disease.
Effect: The impact of the disease.
Duration: Time frame in which the disease must be treated.
Treatment: Non-magical measures required to treat the disease or its symptoms.
Contraction: Exposure to Cold Factor 1–3 without adequate insulation; Vigor Roll required.
Duration: 1D10 Days
Effect: Fever and weakness; –1 Grit Level
After Duration: Make a new Vigor Roll. Success = Recovery; Failure = Flu becomes Pneumonia
Treatment: Common Healing (1 Roll/Day)
Difficulty: 8
Contraction: Exposure to Cold Factor 4–8 without adequate insulation; Vigor Roll required.
Duration: 1D10 Days
Effect: Severe fever, coughing, weakness; –2 Grit Levels
After Duration: Make a new Vigor Roll. Success = Recovery; Failure = Death
Treatment: Premium Healing (1 Roll/Day)
Difficulty: 10
Contraction: Exposure to contaminated filth or blood infection; Vigor Roll required.
Duration: 1D10 Days
Effect: Headaches, nausea, oozing pustules; total incapacitation
After Duration: Untreated = Death
Treatment: Supreme Healing (1 Roll/Day). Any contact requires a Vigor Roll or same effect.
Difficulty: 12
Contraction: Exposure to tombs, necromancy, or undead attacks; Vigor Roll required.
Duration: 1D10 Hours
Effect: Partial limb degeneration; +6 Active Risk
After Duration: Recovery
Treatment: Common Healing or wait 1D10 Hours
Difficulty: 10
Contraction: Exposure to Cold Factor 9+ without adequate insulation; Vigor Roll required.
Duration: 24 Hours
Effect: Affected limb darkens/hardens; suffer 1D10 permanent Grit Loss
After Duration: +1D10 permanent Grit Loss per 24 hours
Treatment: Common Healing; otherwise Death
Difficulty: 10
Contraction: Exposure to Cold Factor 3+ (excessive heat) while wearing excessive insulation; Vigor Roll required.
Duration: 1D10 Days
Effect: Fatigue, headaches, nausea; –1 Grit Level
After Duration: Make a new Vigor Roll. Success = Recovery; Failure = Death
Treatment: Common Healing (1 Roll/Day)
Difficulty: 8
Contraction: Exposure to toxic vapors in swampy or tropical environments; Vigor Roll required.
Duration: 1D10 Days
Effect: Vision loss; –2 Perception Levels, +3 Active Risk
After Duration: Recovery
Treatment: Premium Healing or wait 1D10 Days
Difficulty: 10
Disease | Contraction | Effect | Duration | Treatment | DF | Untreated |
|---|---|---|---|---|---|---|
Black Plague | Blood, Filth | Incapacitated | 1D10 Days | Supreme Healing | 12 | Death |
Flu | 1–3 CF | –1 Grit Level | 1D10 Days | Common Healing | 8 | Recovery/Pneumonia |
Frostbite | 9+ CF | 1D10 Grit Loss | 1 Day | Common Healing | 10 | 1D10 Grit Loss/Day |
Heatstroke | 3+ CF (heat) | –1 Grit Level | 1D10 Days | Common Healing | 8 | Recovery/Death |
Mire Spike | Swamps | –2 Perception, +3 Risk | 1D10 Days | Premium Healing | 10 | Recovery |
Night Blight | Tombs | +6 Active Risk | 1D10 Hours | Common Healing | 10 | Recovery |
Pneumonia | 4–8 CF | –2 Grit Levels | 1D10 Days | Premium Healing | 10 | Recovery/Death |