Maladies and strange diseases may
affect adventurers in far-off lands . . .
or even at home. The search for a cure
– whether for the Princess’ wasting
disease, an alien plague, or a terrorist’s
bioweapon – is a wonderful plot
device. The invention of diseases is an
excellent opportunity for the GM to
exercise a morbid sort of creativity.
Magical or technological items, the
Resistant advantage (p. 80), and high
HT can all protect you from disease.
Risks are greatest in warm, moist
areas. If you catch something, you
won’t know until the symptoms start
to show . . . the GM makes your roll to
avoid it!
DISEASE
Most diseases are caused by
microorganisms and spread by infect-
ed people or animals – but some have
other causes!
News about disease-ridden areas
travels fast; a successful Current
Affairs roll can alert adventurers to the
presence of disease in a region.
Spotting locals suffering from symp-
toms requires a Perception-based
Diagnosis or Physician roll. And in an
area where animals are carrying a dis-
ease that people can catch, investiga-
tors would need to examine an infect-
ed specimen and make a successful
Veterinary roll to realize the danger.
Defining a Disease
Diseases are defined in much the
same way as poisons (see Poison,
p. 437). For each disease the PCs
encounter, the GM should specify:
Vector: How the disease spreads.
Diseases are generally blood, contact,
digestive, or respiratory agents. These
terms mean just what they do for poi-
sons; see Delivery (p. 437).
Resistance Roll: The HT roll to
avoid the disease. Anyone exposed
must roll, possibly at a penalty. Most
diseases allow a roll at HT to HT-6.
The means of exposure can modify
this roll; see Contagion (p. 443). On a
success, the victim does not contract
the disease. On a failure, he does, but
he gets further rolls – once per “cycle”
– to throw off the disease.
Delay: This is the incubation period
– the time between initial exposure to
the disease and the appearance of the
first symptoms in those who fail to
resist. This is 24 hours for a “generic”
disease, but can vary considerably for
real-life diseases.
Damage: The disease’s effects in
game terms. This is typically 1 point of
toxic damage, but it might be higher –
up to 1d – for virulent diseases. DR
does not protect against disease!
Symptoms (fever, sneezing, coughing,
spots, rash, etc.) appear after the sub-
ject starts to suffer injury. Injury from
disease will not heal naturally until the
victim makes his HT roll to recover!
Cycles: Like a cyclic poison, a dis-
ease damages its victim at regular
intervals until he makes a HT roll or a
maximum number of cycles passes.
The “default” interval between HT
rolls is one day. The number of cycles
varies with the deadliness of the dis-
ease; for instance, a potentially fatal
disease might only inflict 1 HP per
cycle but endure for 20-30 cycles.
Symptoms: A disease can cause
attribute penalties, temporary disad-
vantages, etc. after the victim loses a
specified fraction (typically 1/3, 1/2,
2/3, or all) of his HP to it.
Contagion: Some diseases are mild-
ly or highly contagious – although
sometimes not until after the incuba-
tion period.
The combination of resistance roll,
damage, and cycles determines “dead-
liness.” By carefully selecting these
statistics, the GM can distinguish
between a virulent but mild flu that
ends in a day or two (24-hour delay,
HT-2, 1 point of toxic damage, 12-hour
interval, six cycles) and a slower but
usually fatal disease (72-hour delay,
HT-5, 1 point of toxic damage, daily
interval, 30 cycles).
Diagnosis
Once the symptoms of a
disease become apparent, identifica-
tion requires a successful roll
against Diagnosis or Expert Skill
(Epidemiology) – or Veterinary, for an
animal illness. This cannot identify a
totally new illness, but a good roll
might give enough information to
allow treatment.
Treatment
Appropriate remedies – herbs,
drugs, etc. – can provide a bonus to
the cyclic HT rolls to shake off certain
diseases. At TL6+, antibiotics (e.g.,
penicillin) give +3 to recover from
most bacterial diseases. At any TL, a
physician’s care provides the same
bonuses to recover from disease that it
gives to recover from injuries (see
Medical Care, p. 424).
However, some diseases are drug-
resistant, in which case ordinary
medicine gives no bonus. At TL7+,
drug treatments can often mitigate
the effects of such illnesses – usually
by reducing damage or lengthening
interval – but these aren’t cures.
Radiation treatment, gene therapy,
nanotech, magic, and psi might still
work, however.
Immunity and
Susceptibility
Differential Susceptibility: Members
of a given ethnicity, sex, or race may
be more or less susceptible to a partic-
ular disease. For instance, the GM
might decide that dwarves are
immune to the Purple Shakes, and
that elves get +2 on their HT rolls
against it . . . but that the mortality
rate among male giants is 100% unless
they are treated within two days. A
successful Diagnosis or Physician roll
reveals differential susceptibility, if
applicable.
Natural Immunity: Some individu-
als are simply immune to a specific
disease. If the GM rolls a 3 or 4 for
your first attempt to resist a disease,
you are immune! He should note this
fact and not tell you – under normal
circumstances, you have no real way
of knowing about your immunity.
Acquired Immunity: Anyone who
survives a given disease may be
immune in the future. This depends
on the illness. You only catch measles
once, for instance – but mumps can
come back over and over.
Vaccination: Vaccination won’t
cure disease, but it provides almost
certain immunity. At TL5, vaccines
exist for a few diseases – notably
smallpox – but aren’t widespread. At
TL6+, new vaccines appear constantly,
and most can be stored for long peri-
ods of time, like other medicines.
Developing a new vaccine is difficult
and time-consuming; use the rules
under New Inventions (p. 473), rolling
against Bioengineering skill. At
TL10+, exotic treatments (e.g.,
nanomachine colonies) can give indi-
viduals or entire societies the
Resistant to Disease advantage.
Contagion
If you enter a disease-ridden area or encounter a disease carrier,
make a HT roll at the end of the day to resist the disease. On a failure,
you catch the disease! Modifiers to this roll include the disease’s basic
virulence modifier and the least advantageous applicable modifier from
this list:
Avoided all contact with possible victims: +4.
Entered dwelling or shop of victim: +3.
Spoke with victim at close quarters: +2.
Touched victim briefly: +1.
Used victim’s clothes, blankets, etc.: +0.
Ate victim’s cooked flesh (animal, we hope!): +0.
Ate victim’s raw flesh (ditto!!): -1.
Prolonged contact with living victim: -2.
Kissing or other intimate contact with victim: -3.
Proper precautions – masks, antiseptics, etc. – provide a bonus to
those who know and understand them. The GM should consider limit-
ing such measures to PCs from cultures that understand the germ
theory of disease (late TL5).
INFECTION
A microorganism that attacks open
wounds may cause an “infection.”
Infections are possible anywhere, but
some places (especially jungles) may
harbor especially severe forms of
infection.
Open wounds treated with antibi-
otics (TL6+) never become infected
except on a critically failed First Aid or
Physician roll. People wounded under
less-than-clean circumstances (GM’s
decision) and who do not receive
treatment must make a HT+3 roll,
modified as follows:
Ordinary “clean” dirt in wound: +0.
Dung or other infected matter in
wound: -2.
Locale harbors a special infection:
-3.
These modifiers are cumulative,
and replace those listed under
Contagion (p. 443).
On a failure, the wound is infected.
Treat this as any other disease. A typi-
cal infection requires a daily HT roll,
modified as above, with failure indi-
cating the loss of 1 HP. Most infections
progress until the victim either makes
a HT roll, ending the infection, or
takes so much injury that he dies.
Treatment with antibiotics (TL6+)
gives +3 to HT rolls. This usually halts
the infection before serious injury can
occur.
If drugs are unavailable, or if the
patient doesn’t respond, a surgeon can
cut out the infected tissue if the injury
from infection hasn’t progressed
beyond a certain point. On the head or
torso, this limit is the patient’s HP/2.
On a limb or extremity, it is the
amount of injury required to cripple
the body part. Surgery cannot help
infections more severe than this.
The surgeon must make a Surgery
roll. This inflicts 2d of injury to the
head or torso, or amputates a limb or
extremity. On a success, it cures the
infection. On a failure, damage or
amputation occurs but the patient
remains infected.