Diseases and Afflictions

Diseases and Afflictions

IU Innffeeccttiiuumm MMoorrbbuuss eett RRiiggiidduumm DiseasesU and Afflictions DeU Principia Codiceque Physiologica Mystarae By Jonath an Nolan, Healer Extra-Ordinare Diseases Compiled by Cullpoppy the Healer of the Street of Dreams, Mirros. "He that can smile at Death, as we know him; Who can flourish in the midst of diseases that kill off whole peoples. Oh, if such a one was to come from the Immortals, and not the Devil, What a force for Good might he not be in this world of ours." Bram Stoker, Dracula The base chance of having at least one commonU diseaseU in an area depends on the size of the settlement. as in the Nature 0-5/24 Mls, Swamp, Battlefield. 15% next tables. The DM rolls these prior to the arrival of the Nature 0-5/24 Mls, River, Small Lake. 8% characters in the region or just determines it according to Nature 0-5/24 Mls, Large lake, Sea, Ocean. 2% these tables. Nature 0-5/24 Mls, Hills, Woods. 7% Nature 0-5/24 Mls, Dense Woods. 12% The theory is that more diseases are found in bigger Nature 0-5/24 Mls, Mountains, Desert. 5% settlements where more people interrelate, this due to lack Nature 0-5/24 Mls, Fields, Badlands 9% of hygiene and more refuse lying around, more chances for Graveyard, Tomb, Hangman Hill 2d12% diseases to breed and grow and much more chances for diseases to expand over a larger number of victims. This House 1-10 5% chance is dropped by 5%, if a sewer system in the Thorp, 10-50 10% community or some other way of removing refuse and Hamlet 50-100 25% garbage is used (like the Black Pudding refuse canisters in Village, 100-500 30% Glantri city). But then the disease will be more concentrated Town 500-10.000 35% in the sewers. City 10.000 or more 40% Dungeon populated with Humanoids 25% This is why a sewer system has a 20% bonus upon the Dungeon populated with Undead 50% population-center lying below). Countries where the most Carrion (and Carrion Crawlers, etc. ) near 20% cities are known to have such systems are Thyatis, Glantri, Sewer as population center +20% Alphatia, and the Five Shires. Probably Alfheim and Remember that a building is not affected by Robrenn would also count toward these Countries because surrounding territory, so a desert house will have only they recycle most refuge as soon as possible. Cities known 5% basic chance to hold a disease. In other words to have such systems, while the surrounding villages do not these percentages don’t add on. But the sort of have these systems, are Karameikos (this system often population does add on. So if the desert house is breaks down, and actually having a reverse effect for at populated by Undead it has 55% chance to hold at least one week, or often more), Alpha (here the system least one disease. often freezes over, becoming nonfunctional at all). Perhaps some other cities use or plan to use the sewer and disposal system, but up to this date it is unknown. Modifiers to the base chance are by social level. The theory is that more disease are transmitted amongst the lower classes because there are dirtier and less careful. Also they live in or near refuse or other causes and transmitters of the diseases, and upper higher classes often have access to some sewer system (example Specularum/Mirros, which has a form of sewer in the stone build parts of the city from ancient underground passages, tunnels and such). Thus, a Low Copper class citizen of a city would have a 60% chance of having a disease maybe because she sleeps around to get extra food money. In a near by hamlet, an High Gold class citizen would have a 5% chance. While in the city, a citizen of equal status has a 20% chance, maybe Lowest Class Lower Copper Class +20 because he parties a lot with the rich, and more diseases Middle Lower Class Copper Class +15 and viruses live in the same region of effect. Remember Upper Lower Class Upper Copper Class +10 that this percentage is checked every month or each visit, Lower Middle Class Lower Silver +5 when the visitor often changes habitats. The minimum Middle Class Silver Class 0 chance of having a disease in an area is always 5%. When Upper Middle Class Upper Silver Class -5 a disease is available in the area of effect the DM must find Lower Upper Class Lower Gold Class -10 out the disease or diseases. This is done according the Middle Upper Class Gold Class -15 disease itself, the season, weather, and other possible other Highest Class Upper Gold Class -20 circumstances. As with poisons, this system does not attempt a specific treatment of a subject which is beyond its scope and purpose. What is done, however, is to give general categories of disease and maladies and their game effects, as well as the chance to contract an ailment according to the surroundings. Naturally, you will often have no need for any random determination of a disease, as the affliction will be specified, but even then you will find that the random determinants for occurrence and severity might be helpful. U Contraction of Disease: Each game month you mayU U wish to check each character to determine whether or not he or she has contracted a disease (or disorder), where they are available. Check each week if conditions are particularly favorable, like very hot weather or hot, moist weather filthy, crowded conditions in warm weather. Check each and every Time the character is exposed to a carrier in a way which would allow the disease to be communicated. Note that disease carriers can be human, animal, insect, food, drink, vermin, dirt, filth, etc. The percentage of having Most Found Diseases Contracting a disease in the affected Chance each… area is like given above, but the chance of Carrot Fever 1% Week exposure contracting a specific Cholera 1% Week exposure disease is given in the Consumption 1% Week exposure description of the disease Dysentry 1% Week exposure itself in red, and is often Dwarven Bronchitis 1% Week exposure subject to specific conditions like area, Fading Youthful Enthusiasm moisture, temperature, or under 20% age 10% Week exposure even species. Fits 1% stressful situation Fits (over 35% age) 2% stressful situation A character becomes Gonorrhea 1% round sexual contact more susceptible to disease when he is filthy, Gut Worms 1% Week exposure lives in crowded Heart Attack 1% Fear attack circumstances, is infested 1% % age over 45% with parasites, is already Hin Exceme 1% Week exposure diseased, or the Influenza 25% Day Exposure environment is hot and moist, or is shipboard over Measles 5% Day Exposure 2 weeks continuous at Infection 5% Turn not treated Wound sea. Lazar's Disease if poor personal Hygiene 25% Week exposure All these circumstances Longship Pneumonia 1% Week exposure increase the chance of contracting a disease Malaria 15% Week exposure available by 2% Out of Shape Choice each month inactive cumulative to each other Pleurisy 10% Week exposure and the basic chance of Poor Mental Health 5% month over 1 month succumbed contracting a disease. Pneumonia 1% Week exposure This chance is lowered by Pox 25% Week exposure 5% if the temperature Rabies 1% Week exposure drops to 35º F or less and 50% bite when the character is Scurvy 100% after 1 month Iron/Elven ration diet above 2000’ height. The Sheepox 10% exposure most common diseases listed in the next table, are Stroke 1% Cumulative year wrong food the most wide spread and Syphillis 1% round sexual contact these are mostly the ones Tetanus 10% exposure to dirt, rust, etc. that infect a character in Tuberculosis 10% Exposure cases where a disease Tuna 1% round sexual contact exists like rolled according the above both tables. Tumor/Cancer 50% radiation Exposure Typhoid 10% Week exposure Other diseases are also possible, but there must be a reason that the disease will be there. This could be a grand-scale epidemic, a visit of another species (like a Gnolls-invasion who deliver Gnoll Hepatitis), called forth by magic like Create Disease spells, many Undead, etc., etc.. This is up to the DM and his story line. Imagine the adventurers returning from a Dungeon Bash, unknowingly infecting themselves and the local populace. U Incubation Period Now we know if an disease is available in a specific area, and which disease or diseases, how to contract them, or how it will affect an infected creature. Only one thing we have to take in account with diseases, is the incubation period. This depends on the disease sometimes, but more on its severity, therefore use the following table. The disease becomes active after the incubation period, but this is affected by the characters Constitution and current state, if he is already sick, food/drink deprived, exhausted, seriously wounded or sleepy (i.e. Hit point affected). Adjust his Constitution accordingly and then check the table, to find the adjustment for this check. This doesn’t really lower the Constitution, but is used for this check Current Hitpoints Con. Adjustment only. When the modifiers reduce the Constitution of the character +1% +1/% (+5max) below 0 then the disease will always become active at the fastest possible way. (-con means; use the Constitution adjustment after -0 to -25% +0 calculation as given). When a disease according this table comes in -26 to - 50% +1 effect faster than 0, then it will affect the patient already after 30 r – -51 to -74% +2 con x r.

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