Disease

There are various diseases which can afflict the creatures in the world, and some of the more common are described here. The GM is of course free to introduce any new diseases they so desire to afflict the players with.

Affluenza: This disease is thought to have been created by an irritated wizard, who wished to torment the annoying offspring of his wealthy neighbor. Anyone who catches this disease becomes allergic to gold, and takes 1d4 damage upon contact with the metal. This disease persists until a spell which removes disease is administered.

Blood Worms: Contracted from vermin and bodily fluids, this disease requires a DC 30 VR to avoid contracting it. A creature with this disease cannot heal V drain with rest. Each day an afflicted creature must succeed on a DC 25 VR or take 1 V drain. A result of 30 or more heals one point of V drain caused by the disease. A result of 30 or greater while no V drain is present cures the inflicted.

Diervile: Primarily contracted from vermin and small beasts, those exposed through a bite must succeed a DC 20 VR or contract the disease. From then on, they are *sickened*, and each day they must make a DC 25 VR or take 1d4 V and P drain. Two successful resistances cure the disease.

Dysentery: This disease is contracted through contaminated drinking water. It is a DC 30 VR to avoid catching this disease if drinking contaminated drinking water. Anyone afflicted is *nauseated* for 1d4 days, and *staggered* for a further 1d4 days. For every day creatures are *nauseated* by the disease, they take 1d3 V drain. This damage may not be healed while the creature is still sickened by the disease. A DC 35 Medicine check may be made to halve the duration of the disease.

Ear Worm: A parasitic infection caught by exposure to filth and grime of the musical variety, a DC 30RR is required to avoid catching the disease. Each long rest, the infected must succeed a DC 25VR or take 1d4 A drain. A creature whose Acumen is reduced below 1 by this disease is *helpless* as they sit in place humming to themselves.

Goblin Pox: This disease is spread through physical contact with the afflicted. A DC 25 SR is required to not catch the disease. Once the disease is contracted, it incubates for 3 days, before causing the victim to erupt in boils. These itch terribly, and cause the victim constant distraction. The afflicted is at a -5 penalty to all activities which take more than one minute of concentration. The disease runs its course in two weeks. This may be halved with a DC 30 Medicine check.

Hag Rot: This disease is rumored to be caused by contact with hags, and is highly contagious. A DC 30 VR must be made to avoid contracting the disease. The disease is spread through physical contact with an infected person, and there is a one day incubation period when the creature is contagious but asymptomatic. The disease lasts for four days, and the affected creature is *nauseated* for the duration. Further, the creature is unable to hold down any food, and will vomit profusely if they eat. This inability to eat leaves the creature weakened, and they take a temporary penalty of -2 to P, G, and F. This penalty is abated when the disease runs its course or is cured. A DC 30 Medicine check may be attempted to enable the afflicted creature to successfully consume food. If this is successful, the ability penalty is removed for the day.

Legionnaires’ Disease: This disease often mysteriously crops up in armies in the field. At any given time 5-10% of soldiers in an army will be afflicted by this disease. It is a DC 40 VR to avoid catching this disease if exposed. It causes 1d4 P drain and 1d4 C drain. The drain persists until the disease is cured.

Rhinovirus:A magical curse invented by a druid driven mad with rage, the creature affected has a 1% chance each day of encountering a hostile rhinoceros. This curse can be lifted by passing it to another with a sneeze (5ft ranged touch attack, DC 30 CR to avoid transmission).

Scurvy: This disease affects creatures who are malnourished. Any creature who subsists solely on poor-quality iron rations is susceptible to scurvy after two weeks. If they continue to not eat vegetables or fruits for another week, scurvy sets in. Scurvy causes one point of Vitality drain each day. Once a creature has lost half their Vitality from the disease, their teeth fall out. This disease is fatal if untreated.

Terrimetria: This disease is caught from filth of decaying creatures, and if a corpse more than a week old is searched without precautions, there is a chance of contracting this disease. In this event, a DC 22 VR must be made to avoid catching the disease. 24 hours after contracting it, a fever will begin, signalling the start of the disease. 48 hours after that, the creature will start coughing up blood, and will take 2d4 points of V drain. If the disease remains untreated, they will then take 1d4 V drain per day, until the disease is cured or the creature dies.

Uncommon Cold: A disease caused by the infection of an individual with the pure cold of the outer planes. Sometimes caught from interactions with outsiders, those infected are stuck with incredible shivers, and must succeed a DC 25 VR each long or short rest in order to gain any benefits. On a failure, the creature takes 1d6 cold damage per minute until their next long or short rest.

Zombie Plague: The dark forces which create zombified creatures can mutate into a transmissible plague. Each round, a creature with Zombie Plague must succeed a VR with a DC of 16 +½ the source creature’s HD + the source creature’s Resolve modifier. On a failed resistance, the creature takes 1 point of Vitality damage. A creature whose Vitality is reduced to 0 by this disease loses their Vitality score and gains the *Infected* template. Once a creature has gained the *Infected* template, removing the disease will not remove the template nor reverse the damage.