Healing, Injury and Disease

## Injury

Injury generally comes about from combat, but can also come from fumbles during movement or accidents while traveling. Each part of the body has different wounds and injuries applied to it in various severity. Damage is organized into different categories:

#### Non-specific Injuries

* **Frostbite**: Frostbite is caused by hypothermia and extreme cold. The extremities grow cold and numb. The character gains -10 on weapon skills and agility. Frostbite is treated by re warming, with no medicine check needed. But if a character has frostbite for a long time, the extremities will require amputation.
	+ Affects the fingers, toes, ears and nose.
* **Amputation**: Amputation can be caused by special attacks, critical slicing damage, or as a result of a different wound. When taking an amputation attack, you must make a toughness check or be knocked Prone, if on a fumble you will be incapacitated. Each affected area has different effects on the player.
	+ **Ears**: permanent -5 to fellowship per ear. If both ears are amputated, a Hard modifier is applied to all hearing based checks
	+ **Fingers**: Fingers work on a scale and change how fumbles work. Now, a fumble happens if the first digit of the role matches how many fingers you lost. So 15 would be a fumble if you were missing one finger, a 27 would be a fumble if you were missing two fingers, and so on. Once 4 fingers are lost, the hand is considered an amputated hand.
	+ **Nose**: Permanent -20 to fellowship. Very difficult modifier is applied to all smell based checks
	+ **Toes**: for each amputated toe, permanently subtract one from your agility and weapon skills.
	+ **Teeth**: For every two teeth lost, your fellowship score permanently drops by one. Once half of a characters teeth are lost, they can only eat soft or liquid foods.
	+ **Arms and hands:** A hard modifier is applied to all tasks that require two hands. If your primary hand is lost, all tasks that require hands gain a hard modifier. However, XP can be spent to reduce this over time.
	+ **Legs and Feet:** Your movement is permanently halved. You suffer a hard penalty on footwork skills (such as dodge). With a lost leg, you cannot dodge at all.
* **Broken Bones**: Broken bones are caused by attacks, typically bludgeoning, or specific events (fall damage, for example). Broken bones are treated the same as amputations, however they will heal on there own in a month of two if properly splinted and cared for.
* **Bleeding**: The character is bleeding and takes 1d12 damage each turn. Bleeding will sometime stop on its own, but generally requires a bandage or spell.

## Disease

There are many diseases that rack Ilaria, each with different symptoms, cures and means of transmission. How a disease primarily effects the character is via symptoms. These are simple de-buffs that stack to form a different diseases

Some diseases are fatal, and will kill the character after a certain number of days.

### Illnesses

* **Common Illness**: Congestion, Coughs and Sneezes, Fatigue.
	+ No medical cure, can only treat the symptoms with various herbal remedies. Resolves itself in about 5 days and is caught from being coughed on.
* **Sweating Sickness**: Fever, Coughs and Sneezes, Congestion, Chills and sweating, Mild Pain.
	+ No cure besides various herbal remedies that fix the symptoms. If a character is severely wounded, they must pass a difficult toughness check at the end of each week they are sick or die. The disease typically resolves after two weeks and is caught by being coughed on.
* **Consumption**: Cough with blood, fever, weakness, chills and sweating.
	+ Consumption can be treated with antibiotic medicine. At the end of each week without treatment, characters must make a difficult toughness check or die. It lasts about 3 weeks. It is caught by being coughed on. Can only be contracted once.
* **Red Plague**: Fever, vomiting, blister like rash on entire body.
	+ There is no treatment for the Red Plague aside from symptom management. At the end of each day, characters must make a hard toughness check or die. It lasts one week, and it caused by toughing the blood or skin of someone who suffers it. On survival, the character is scarred with rashes and suffers a permeant -30 to fellowship. Can only be contracted once.
* **Scurvy**: Moderate pain, fatigue, fever, weakness, bleeding gums (-10 fellowship), bruise like rash. If the character has scurvy for long enough, there teeth will begin to fall out.
	+ Scurvy is treated by eating certain foods. It lasts until the foods are eaten. It is caused by not eating enough fruit and vegetables, the GM might choose to give it to the players as a result of extended periods without food.
* **Stomach Worms**: Fever, vomiting, weakness.
	+ Treated with anti parasitic medicine. It lasts until it is treated. Caused by eating contaminated food.

### Symptom Explanation

* **Vomiting**, character cannot consume items. -10 Toughness
* **Dizziness**, Difficult modifier to perception, agility and weapon skills. When moving, the character must roll a 1d4, on an even number the character will trip and fall prone.
* **Drowsiness**, Hard modifier to perception and weapon skills. Character gains level 1 exhaustion until cured.
	+ **Fatigue** works the same way but has level 2 exhaustion.
* **Shaking**, Hard modifier applied to weapon skills and agility.
* **Confusion**, Difficult modifier to all skills.
* **Amnesia**, character cannot remember who they are and cannot make skill checks or use there weapons
* **Congestion**: Difficult modifier applied to scent based checks
* **Coughs and Sneezes**: All characters near you must make a toughness check when you sneeze or cough or be infected.
* **Fever**, Difficult modifer to all physical skills. Character must make a toughness check at the end of every other day, failure results in incapacitation.
* **Pain**. Pain works in scales from mild to extreme.
	+ Mild pain is a -10 to health until healed, Moderate is a -20 until healed, Severe is -30 until healed. Extreme pain means the character is incapacitated.
* **Weakness** - Hard modifier applied to strength, toughness and weapon skill checks.
* **Convulsions** - You periodically suffer wracking spasms and shakes. A difficult modifier is applied to all physical checks. Each hour you must make a toughness check or suffer severe convulsions that require you to stay immobile.
* **Rashes** - A rash is mostly a cosmetic and roleplaying based thing. However if there is a particularly unsightly rash on your face, you will suffer -10 fellowship.
* **Weakness**: -20 to strength and toughness.
* **Difficulty Breathing**: The character suffers half speed and -30 toughness. They suffer a hard modifier to all physical tasks.

## Poison

Poison work similarly to diseases, and are classified in different types. Contact, Ingested, and Inhaled. Contact includes poison that coats weapons to effect the user. Poison has a list of symptoms, however those unique to poison will be listed under this area to keep things tidy. Poison differs form disease in duration, and that at the end of every hour a character must roll a Toughness check or die. Rather than it depending on the disease. Some particularly nasty poisons, typically those from natural plants, will always kill the player if ingested.

Plant toxins are listed in Environment descriptions under the Fauna section.

Poisoning a weapon is considered a modification, which is explained here. Exceptions are when the weapon is already poisoned.

## Conditions

Diseases and injuries aren't the only thing that can affect your character! These are conditions brought about by the environment and are generally fixable.

* **Hunger** (only applicable if playing with Required Food.)
* **Exhaustion.** Exhaustion can be brought on either by disease or by not resting properly. Exhaustion works on a scale, going from one to six. During travel, this meter is added to in days, but regularly, it is done via rolls at certain times.
	+ Level 1: Difficult modifier on all aptitude checks. Level 2: Halved speed and Difficult modifier Level 3: Hard modifier in all areas of combat and on all skill checks. Level 4: health halved and Hard modifier. Level 5: Character can no longer move. Level 6: character is incapacitated.
* **Incapacitation:** The character is unconscious and cannot move. The character can only take a number of hits equal to their toughness aptitude. Attacks against the character gain an Easy modifier.
	+ Stunned is the same, however the character will recover if they make a difficult toughness check.
	+ Paralyzed, however, the character still has all there health. Attacks against the character gain an Easy modifier. Character can break out with a Very Hard toughness check.
* **Hypothermic:** In extreme cold, at the end of each turn or every hour, the character must make a Toughness check. If they fail, they become hypothermic. There are four stages of hypothermia to advance through. Each failed check will result in an advancement in the level. Hypothermia can be aided by being near a fire, being warmed with magic. If a character wears cold resistant clothing, they are immune to hypothermia and frostbite. If a character is waterlogged a Difficult modifier is applied to the roll.
	+ Level 1: Mild Hypothermia. Character is shaking and is confused. Frostbite is sustained on the extremities. Decreased Speed. Level 2: moderate hypothermia. Character is drowsy, shaking, and amnesiac. Difficult modifier on all checks and combat. Level 3: Severe hypothermia. Character is unconscious. Frostbite has advanced and the extremities affected will need amputation. Level 4: Character Death.
* **Prone**: the character is knocked on there back and cannot get up or attack until the next turn. On a critical of a role to knock someone prone, there weapons will be knocked from there hands.
* **Waterlogged**: The character is soaked to the bone and quite miserable. Suffer a difficult modifier to resolve, and any hypothermic checks become difficult.
* **Blind**: the character is blind and cannot see. Very hard modifier is applied to all sight related tasks (perception, agility, rolling to hit, etc, etc). A routine modifier is applied to stealth and ambush checks against them
* **Deafened**: The character is deaf and cannot hear. They cannot make hearing based checks and an easy modifier is applied to stealth and ambush checks against them
* **Pinned**: The character is being held down by a limb and cannot move that limb. They are off balance and suffer a hard modifier to ranged weapon attacks. The character must make a difficult agility or a hard strength check to escape.
* **Charmed**: The character cannot attack or harm the charmer. This happens as a result of spells, and the specifics for getting out of it will be described in the spell description
* **Frightened**: The character is frightened, and gains a number of fear points of the duration of the condition. Specifics are in the description of the spell or event, but generally this is 5 fear points per hour, with the average duration being about 2 to 3 hours.

## Fear and Madness

**Fear and Madness** are a double scale gauging damage to your mental state. Your character can suffer a number of fear points up to there Resolve attribute + 20. Once they hit that point, there mind begins to crack and are now starting at zero madness points. There are 5 stages of madness, culminating in 50 total madness points. Once a character reaches 50 madness points, they become unplayable and must be committed to a facility or worked over by a high level Healer. Fear points can be healed with certain tasks and light healing magic, madness can only be healed with medicine or magic.

For each level of madness, characters must roll on the corresponding Madness Traits table. This effect applies to the character until madness is cured. In addition, for each level a character must make a Paranoia check against there resolve. If they fail they suffer -10 to all characteristics.

## Medicine

Medicine simply refers to any cure for diseases, injuries and poison. Medicine can be crafted from herbs or bought from a merchant. Magical and non magical healers can also supply medicine.

Using medicine, or non magical healing, generally requires the Medicine skill. What medicine cures is listed in it's item description, as well as parts to make it (if applicable)

With some wounds, surgery or amputation is required. Amputation can be done during rest by a Healer, who must make a Difficult Medicine check. If there is no healer, another party member can make a Very Hard medicine check to amputate the limb. If either fail, the patient suffers 50 damage. On a fumble, the patient dies.

Surgery requires a professional in civilization.