Diseases

You must always be ready to face the many plagues and diseases that can befall you in the perilous areas of the realm.


About Diseases

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.

Terminology

  • 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.


Diseases List

Flu

  • 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

Pneumonia

  • 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

Black Plague

  • 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

Night Blight

  • 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

Frostbite

  • 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

Heatstroke

  • 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

Mire Spike

  • 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


Diseases Table

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