Toxins and Disease
A character who is exposed to a disease, stung by a venomous creature, or poisoned may be subjected to continuous, ongoing effects, as well as to continuous damage. These effects can be mitigated by resisting.
Each toxin or disease is listed along with toxicity or virulence indicating its base potency. If the vector for a toxin or disease is bite, scratch, sting or damage, the subject must suffer at least one point of damage to their Health from the specified attack before there is a chance of infection or intoxication. Other vectors do not need to do damage to affect the subject.
Toxins, Venoms and Poisons
Compared to diseases, toxins, venoms and poisons are relatively fast acting, and if not fatal, will generally run their course over minutes or hours. When exposed to a toxin, the subject must resist by rolling a Versus Challenge. The Director rolls using the Toxicity of the toxin, and the character uses the attribute specified by the toxin to resist.
If the subject resists, the frequency at which the toxin does damage is halved. If the subject rolls a minor critical when resisting, then the both the frequency and the rolled duration of the intoxication are halved. A major critical means the subject resists the intoxication entirely and will suffer no effects.
If the subject fails to resist, they are immediately put into the intoxicated state. They also immediately suffer the damage of the toxin and will continue to suffer the damage at the frequency defined by the toxin for the entire duration or until they receive an antidote.
A minor catastrophe when resisting means the toxin is in effect for the maximum duration, and a major catastrophe means the damage is doubled for the maximum duration.
Other specific effects of common venoms and toxins are summarized in the following tables, with more specific details included below.
TOXIN | Vector | Toxicity | Resist | Duration | Frequency | Damage | Availability | Cost |
---|---|---|---|---|---|---|---|---|
Alcohol | Imbibed | 10 | Stab | 1 hour | 1/hour | 1 Composure & 1 Concentration | common | $3 |
-- | ||||||||
Amphitere venom | Bite | 13 | Stab | 4d8 mins | 1/minute | 1 | extremely rare | $12500 |
Common between Snake, Amphitere, Chimera | ||||||||
Iron Ant Acid | Contact | -- | -- | -- | -- | -- | rare | $1000 |
Dissolves all non-magical metal objects within 2 turns. | ||||||||
Badger musk | Contact | 12 | Intn | -- | -- | Stun | uncommon | $250 |
1d4+1 damage to Concentration and Stamina, stunned for 12 turns, -4 to all relevent skills until cleaned | ||||||||
Basilisk venom | Bite | 12 | Ment | 4d8 turns | -- | 1 | -- | n/a |
Venom causes extreme pain, -3 to all challenges for duration, in addition to penalties from Intoxication | ||||||||
Bile spore | Inhale | 11 | Intn | 3d6 turns | 1/turn | 1d4+1 Concentration | rare | $1000 |
Spray to range of 6 hexes, effects 2 hex radius around target hex. Failure to resist also stuns | ||||||||
Chimera venom | Sting | 13 | Stab | 3d12 mins | 1/minute | 1 | extremely rare | $15000 |
Common between Snake, Amphitere, Chimera | ||||||||
Desert Dragon venom | Contact | 11 | Phys | 2d12 turns | 1/turn | 1 | -- | n/a |
If duration exceeds Physical, resist again or suffer organ collapse, doing 2d12 additional damage | ||||||||
Desert Dragon venom | Bite | 13 | Phys | 6d6 turns | 1/turn | 1 | -- | n/a |
If duration exceeds 1/2 Physical, resist again or suffer organ collapse, doing 5d6 additional damage | ||||||||
Fae Dust | Contact | 15 | Ment | 1d6+2 turns | 1/turn | 1d6 Concentration & Composure | -- | n/a |
Failure to resist puts target in Confused state | ||||||||
Fold Viper venom | Bite | 13 | Ment | 1d20 turns | 1/turn | 1 | -- | n/a |
Confused. Resist = restore 1 Conc, Minor Crit to Resist = restore all Conc, Major Crit to Resist = restore all Conc and gain +1 to random mental stat. | ||||||||
Giant Centipede venom | Sting | 14 | Adpt | 3d4 turns | 1/turn | 1d2 | extremely rare | $12500 |
If total damage exceeds Stability, resist again using Adaptability or paralyzed for remainer of duration | ||||||||
Giant Scorpion venom | Sting | 14 | Stab | 5d6 turns | 1/turn | 1d2 | extremely rare | $20000 |
Common between: Aqrabuamelu, Giant Scorpion, Manticore | ||||||||
Giant Snake venom | Bite | 12 | Stab | 10d6 mins | 1/2minutes | 1 | very rare | $10000 |
Common between Snake, Amphitere, Chimera | ||||||||
Giant Spider venom | Bite | 11 | Stab | 4d4 hours | 1/hour | 1 Health & Stamina | uncommon | $1000 |
Minor catastrophe cause 3d4 damage, major catastrophe causes 1 point of permanent loss to a random Stat | ||||||||
Grenill mucous | Contact | 11 | Stab | -- | -- | 1 | common | $50 |
n/a | ||||||||
Jungle Dragon venom | Inhale | 14 | Ment | 3d12 turns | 1/turn | 1 Concentration & Composure | -- | n/a |
If Concentration reaches 0, enter confused state. If Composure reaches 0, enter afraid, charmed, depressed, enraged, or humiliated state | ||||||||
Leptid spittle | Contact | 11 | Stab | 2d6 turns | 1/turn | 1 | rare | $2500 |
n/a | ||||||||
Manticore venom | Sting | 15 | Stab | 6d6 turns | 1/turn | 1d3 | -- | n/a |
Common between: Aqrabuamelu, Giant Scorpion, Manticore | ||||||||
Swamp Dragon acid | Contact | 13 | Stab | 1d12 turns | 1/turn | 2d4 | -- | n/a |
Dissolves basically everything within 2 turns. | ||||||||
Wyvern venom | Sting | 12 | Intn | 4d4 hours | 1/hour | 1 | extremely rare | $15000 |
Venom causes extreme pain, -2 to all challenges for duration, in addition to penalties from Intoxication. |
Diseases
Compared to toxins, venoms and poisons, diseases are slow acting and may progress through multiple stages as they run their course. Unlike toxins, which are resisted once, a disease is generally resisted several times - usually daily - though this is specified for each individual disease.
When exposed to a disease, the subject must resist by rolling a Versus Challenge. The Director rolls using the Virulence of the disease, and the character uses the attribute specified by the disease to resist.
In the case of a disease, if the subject succeeds their initial resistance roll, they do not become infected and they do not need to make further resistance rolls unless they are exposed again.
If the subject fails to resist, they become infected with the disease and will need to resist repeatedly as the disease runs its course, as defined by the description of the disease itself.
Any major critical to resist a disease at any stage of its progression results in the character defeating the disease. Aside from this, criticals and catastrophes have little impact on the progression of a disease unless specifically defined by the disease itself.
DISEASE | Vector | Virulence | Resist | Duration |
---|---|---|---|---|
Black Rot (mild) | Surface | 9 | Stab | until death or 3 consecutive 21 Challenges using Stability |
after 1d4+1 days, -1 max Stamina/hour until 0. Then 21C using Stability twice each day or -1 random Stability. If overcome, +1d4 to resist, -1 for each year that passes | ||||
Black Rot (severe) | Contact | 13 | Stab | until death or 5 consecutive 21 Challenges using Stability |
after 1d3 days, -1 max Stamina/hour until 0. Then 21C using Stability three times each day or -1 random Stability. If overcome, +1d6 to resist, -1 for each year that passes | ||||
Chalkrot | Contact | 11 | Stab | until death or 3 consecutive Challenges |
21C using Stability each day or -1 random Stability | ||||
Chrysaloid Pupae | Sting | 12 | Adpt | Stage 1: 3d2 days, Stage 2: 3d2 days, Stage 3: 3 days |
Stage 2: 21C using Stability each day or 1d6 Dmg and 1d3 to random stat. Stage 3: 2d4 nymphs do 1d10 damage each | ||||
Firehives | Secretions | 13 | Stab | incubation 1d6+2 days, then 4d4 days |
after incubation, 21C using Stability each day. Success: -1/3 to max derivs, Fail: -1/3 to max derivs | ||||
Haemogalia | Transfusion | 14 | Stab | until free or transformed into faestruck |
21C using Stability each day or -1 rand Stability stat. Unable to restore derivatives | ||||
Hair Lung (mild) | Bite/Scratch | 10 | Stab | 2d6 days + recovery |
21C using Stability each day or -1 rand Stability. Only 1/3 are infected. +1d3 to resist for 1 year after infected | ||||
Hair Lung (severe) | Bite/Scratch | 11 | Stab | 3d6 days + recovery |
21C using Stability each day or -1 rand Stability. Only 1/6 are infected. +1d3 to resist, -1 for each year that passes | ||||
Lycanthropy | Bite/Scratch | 10 | Intn | until overcome or permanent with first transform |
21C using Intensity each day until Critical Success = cure, or Critical Failure = first transformation | ||||
Milk Rash | Damage | 10 | Stab | 1d6 days |
21C using Stability each day or unable to gain benefits of natural Recovery | ||||
Rage | Bite | 11 | Stab | until cured or death |
21C using Stability each day or -1 random Social and also roll 21C Phys or Enraged and infectious | ||||
Redscale | Contact | 10 | Stab | 2d6 days + recovery |
21C using Stability each day or -1 random Physical | ||||
Stinking Fever | Bite | 11 | Stab | 1d3+1 days incubation + fever + 1d6 days |
after incubation, -1 Stamina/hour to 0, then 21C using Stability every 8 hrs or -1 Health, for 1d6 days | ||||
Sweetblood Fever (mild) | Bite | 10 | Stab | 2d6 days + recovery |
21C using Stability each day or -1 random Mental. After infection, +1d6 to resist, -1/year. | ||||
Sweetblood Fever (severe) | Bite | 11 | Stab | 3d6 days + recovery |
21C using Stability each day or -1 random Mental. After infection, +2d6 to resist, -1/year. | ||||
Tallow Tears | Close Contact | 11 | Stab | until blindness/death or 4 consecutive Challenges |
21C using Stability each day or -1d3 Composure and -1 Alertness. Cannot recover Composure until cured. | ||||
The Hunger | Bite | 12 | Intn | until released, made a vampire, or death |
21C using Intensity each night or -1 rand stat. Unable to restore derivatives. | ||||
Vurms | Damage | 11 | Stab | until cured or death |
21C using Stability each day or begin removing 1 point per day from a new randomly selected skill, when all skills affected, move to stats, until dead. | ||||
Zombinism | Bite | 11 | Stab | until cured or death |
21C using Stability each day or -1 max Health until death at 0 - then transformed into zombie |
Venom Descriptions
Following are descriptions of the various venoms and toxins that might be encountered.
Alcohol
Ordinary alcohol is typically served in taverns or other public houses in the form of beers or ales, spirits, wines or liqueurs. A resistance roll using stability must be made with each serving imbibed, and because frequency and intoxication are long, many doses can potentially be imbided, stacking the duration and increasing the problems of compounded intoxication.
Amphitere Venom
Amphitere venom is less lethal than many venoms, and is comparatively slow acting. When bitten, the venom has a toxicity of 13, resisted using Stability. If resistance fails the subject suffers 1 point of damage every minute (12 turns) for 4d8 minutes. Untreated, this venom is dangerous, and sometimes fatal.
The venom of an amphitere is almost identical to that of the giant snake, or the chimera. As such an antidote for any of these works against any other.
Iron Ant Acid
Iron ant acid is neither a poison nor a toxin, but rather an acid secreted by iron ants in order to dissolve metal for them to eat. They can also spray this acid as a defense, destroying the metal armour and weapons of potential attackers. When sprayed with iron ant acid, all exposed metal being carried by the target immediately begins to dissolve into a slurry. Weapons and armour will suffer a -4 penalty to all Challenges and do half damage and offer half Protection for one turn, after that they are useless. This includes iron, steel, aluminum, tin, lead, and precious metals including all coins ingots and bars. Buckles, clasps and buttons made of metal also fail, so even those in non-metallic armour will be affected and backpacks, satchels, belts, and other equipment are typically ruined. This acid does not affect stone, earth, glass, or any kind of living or organic material. Enchanted items are also not affected.
Iron ant acid is stable, and if collected, can be kept in glass or ceramic containers indefinitely. It is prized for its military application, and armies will often seek to have access to iron ant farms so they can harvest this acid for use in projectiles that will destroy enemy weapons, armour and equipment.
Badger Musk
Badger musk has a toxicity of 12 and is resisted using Intensity. Failure to resist puts anyone effected in the stunned state for twelve turns. Regardless of whether the musk is resisted, anyone covered in it immediately suffers 1d4+1 damage to Concentration and Stamina. Once covered in this musk the overwealming and conspicuous scent will interfere with many skills - generally skills that require sustained mental focus, or that require interacting with others will suffer a penalty of -4. Additionally, any spells that attempt to make the target like or obey the caster are resisted at +4.
Washing off the musk from a badger requires 12 full hours of dedicated effort. A successful use of the Chandler/Soaper skill can identify oils and other ingredients to speed this process, and divides the time required by the amount the soaper succeeds their roll by. Clothing and any equipment or armour made from fabric or skins is permanently saturated with this stench and must be discarded, otherwise the above penalties continue to apply. The Mend spell can remove the effects of badger musk from an individual and all of their gear instantly.
Basilisk Venom
Basilisk venom is a fast acting and excruciatingly painful venom. It is not usually lethal - but the pain it causes is crippling, making fighting the basilisk itself much more dangerous. When bitten, basilisk venom has a toxicity of 12, and is resisted using Mental. If not resisted, the venom will cause 1 point of damage every turn for for 4d8 turns. In addition, regardless of whether the venom is resisted, the victim suffers a -3 to all Challenges for the entire duration of the effect due to the extreme pain it causes.
Bile Spore
A cloud of bile spore, such as that released by a bile orchid or manshroom, has a toxicity of 11, and is resisted using Intensity. Those within a 2 hex radius of the release of the spore suffer effects virtually identical to the Dazzle spell (but not magical in nature). They experience illusory flashing coloured lights, sounds, and tactile sensations that can overwhelm their senses. The cloud does 1d4+1 Concentration damage, halved if resisted, and those who fail to resist are put in the stunned state for two turns.
Once deployed a bile spore cloud will hang in the air for 3d6 turns before dissipating. Anyone in the cloud or passing through it is considered to be exposed every turn, and intoxication effects will compound with each exposure and failure to resist.
Chimera Venom
Chimera venom is fairly slow acting, and comparatively mild - if often still lethal. It is delivered through the bite of the serpent-tail of a chimera (using their Sting attack). Chimera venom has a toxicity of 13, and is resisted using Stability. If resistance fails the subject suffers 1 point of damage every minute (12 turns) for 3d12 minutes. Untreated, this venom is dangerous, and sometimes fatal.
The venom of a chimera is almost identical to that of a giant snake, or an amphitere. As such an antidote for any of these works against any other.
Desert Dragon Venom
When desert dragon venom contacts the muscous membranse or even the skin, such as when it is sprayed on the victim the venom has a toxicity of 11, and is resisted using Physical. If resistance fails the subject suffers 1 point of damage every turn for 2d12 turns. If the venom stays in effect for a number of turns greater than the subject's Physical attribute, then they must resist again, and if they fail this roll, ther suffer organ collapse that does an additonal 2d12 damage. Even if this effect is survived, the toxin continues to work for its entire duration.
When desert dragon venom enters the blood stream, as via a bite, it is much more lethal. In this case the venom has a toxicity of 13, also resisted using Physical, but in this case if resistance fails the subject suffers 1 point of damage every turn for 6d6 turns. If the venom stays in effect for a number of turns greater than the half of the subject's Physical attribute, then they must resist again, and if they fail this roll, ther suffer organ collapse that does an additonal doing 5d6 damage. Even if this effect is survived, the toxin continues to work for its entire duration.
Fae Dust
Also known as 'fairy dust', fae dust is a cloud of glowing, glittering dust that a faedrake or a jinx can shake off their wings to disorient enemies. The wings of a jinx or a faedrake are like butterfly wings, and when shaken a cloud of dust is created in a 2 hex radius. Alternately, while flying, a faedrake or a jinx can leave a swath of this dust in its wake, covering an area 3 hexes wide by 6 hexes long. The dust will hang in the air for its duration of 1d6+2 turns before fading and settling, but it is obviously visible as a glowing, sparkling cloud. Anyone who is in or enters the cloud will be considered covered by the dust for the remainder of the duration. The dust has a toxicity of 15, and is resisted using Mental. The dust is a fine, charged powder and cannot be brushed or shaken off before the duration ends. Failure to resist causes 1d6 points of damage to both Concentration and Composure every turn for the remainder of the duration and puts the subject in the confused state. Resistance prevents confusion and means damage is only inflicted every second turn. So-called 'fairy dust' is dispersed in small quantities by all fae, but it seems as though only faedrake and jinx can widely disperse enough of it to have these effects.
Fold Viper Venom
The venom of the fold viper is dangerous, but can also have unusual side effects. It is highly prized as an alchemical ingredient used to make Restore Concentration potions. If bitten, the venom has a toxicity of 13, and is resisted using Mental. If resistance is failed, the subject will take 1 point of damage every turn for 1d20 turns. If failed, the victim enters the confused state for the duration. If resistance is successful, however, the victim regains 1 point of concentration. If the subject resists with a Minor Critical, they will have all their Concentration restored, and if they resist with a Major Critical, they will have all Concentration restored and permanently gain +1 to a randomly roled Mental stat.
Giant Centipede Venom
The venom of the giant centipede attacks both the central nervous system and the autonomous nervous system, potentially causing paralysis, as well as doing damage and potentially causing death. The venom has a toxicity of 14, and is resisted using Adaptability. Failure to resist means the subject will suffer 1d2 points of damage every turn for 3d4 turns. If the total damage received during the period of intoxication ever exceeds the subjects Stability, the subject must immediately resist again using Adaptability or become paralyzed for the remainder of the duration.
Giant centipedes are unfortunately not rare, and their venom is among the most dangerous and most accessible poisons, though it remains extremely valuable due to the difficulty and risk involved in harvesting it.
Giant Scorpion Venom
The venom of the giant scorpion is among the fastest acting and most lethal venoms known. It has a toxicity of 14, resisted using Stability. Failure to resist means the subject will suffer 1d2 points of damage every turn for 5d6 turns.
Giant scorpion venom is the same as that of the aqrabuamelu and extremely similar to manticore venom. An antidote for either venom will work for both. Woe is the hunter contracted to find and kill a giant scorpion to harvest the venom as a safeguard against a manticore be reported in the vicinity.
Giant Snake Venom
Giant Snake venom is relatively slow acting, allowing some time for emergency response. Once bitten, the venom has a toxicity of 12, and is resisted using Stability. Failure to resist means the subject will suffer 1 point of damage every 2 minutes (24 turns) for 10d6 minutes.
The venom of a giant snake is almost identical to that of a chimera, or an amphitere. As such an antidote for any of these works against any other. Because giant snakes are significantly more common than either amphitere or chimera, they are sometimes captured and kept so their venom can be harvested for use as a poison, or to manufacture antidote.
Giant Spider Venom
The venom of a giant spider is fairly mild and slow-acting, attacking with a toxicity of 11 and resisted using Stability. Failure to resist causes 1 damage to both Health and Stamina every hour for 4d4 hours. A minor catastrophe when resisting causes and additional 3d4 damage immediately, and a major catastrophe causes 1 point of permanent loss to a random Stat as irreparable tissue necrosis sets in.
Grenill Mucous
Grenill muscous is a mild contact toxin. When touched by a grenill, or when struck by one of their weapons, their mucous has a toxicity of 11, and must be resisted using Stability. Failure results in a single point of additional damage. It's also gross.
Jungle Dragon Venom
Jungle dragon venom is a toxic, hallucinogenic gas. Anyone who breathes this gas must resist against its toxicity of 14 using their Mental. Failure to resist causes 1 damage to both Concentration and Composure every turn for 3d12 turns. Those who resist only suffer this damage every second turn. If Concentration reaches 0, they enter the confused state, and if Composure reaches 0, they enter a randomly determined state; afraid, charmed, depressed, enraged or humiliated.
Leptid Spittle
The spittle of a leptid has a toxicity of 11, and must be resisted using Stability. Failure to resist causes 1 point of damage every turn for 2d6 turns.
Manticore Venom
The venom of the manticore is generally agreed to be the most dangerous of all venoms. It is fast acting and highly lethal; killing over 90% of untreated victims in less than 2 minutes. If stung, the venom has a toxicity of 15, and must be resisted using Stability. Failure to resist causes 1d3 points of damage every turn for 6d6 turns. The only saving grace of this venom is its similarity to giant scorpion and aqrabuamelu venom - an antidote for any fof these venoms will work for all. Of course, hunting and harvesting the venom of giant scorpions or aqrabuamelus in order to make antidotes for manticore venom is an almost absurd endeavour.
Swamp Dragon Acid
The blood squirted from the eyes and open wounds of a swamp dragon is not a poison or toxin, but rather a dangerous and highly volitile organic solvent. Similar to Ant Acid, all non-magical weapons and armour covered in the acid will suffer a -4 penalty to all Challenges and do half damage and offer half Protection for one turn, after that they are useless. Unlike Ant Acid, this solvent dissolves virtually everything, including metal, but also glass, stone, ceramic, and organic materials including wood, flesh and bone. The acid attacks flesh with a strength of 13, resisted using Stability. Living things that fail to resist suffer 2d4 damage per turn each turn for 1d12 turns. This will completely dissolve most people into a puddle of sludge in less than a minute.
Wyvern Venom
The venom of the wyvern is very rarely lethal, but is known for being extremely painful and long lasting. It has a toxicity of 12 and is resisted using Intensity. Failure to resist means the victim suffers 1 point of damage every hour for 4d4 hours. In addition, regardless of whether the venom is resisted, the victim suffers a -1 to all Challenges for the entire duration of the effect due to the extreme pain it causes. Recovery rolls are not possible while effected by this venom, as the extreme pain prevents any kind of rest.
Disease Descriptions
Following are descriptions of the various diseases that might be transmitted or contracted.
Black Rot
Black Rot is carried and transmitted by ghouls and can even be contracted from surfaces a ghoul has touched.
Mild Black Rot, which can be contracted simply from moving through an environment a ghoul has passed through, attacks with a virulence of 9, and is resisted using Stability. If the subject fails to resist they will experience initial symptoms within 1d4+1 days.
Severe Black Rot, which can be contracted by being bitten or scratched by a ghoul, attacks with a virulence of 13, and is also resisted using Stability. If the subject fails to resist they will experience initial symptoms within 1d3 days.
The first symptoms of Black Rot are fatigue, confusion and fever. The subject loses 1 point of Stamina every hour until their Stamina reaches zero at which point the skin begins to blacken and the subject develops putrid necrotic lesions which will erupt on their own, covering the victim and everything they touch with the contagious bacteria - making them a new vector for the disease. Normal recovery is impossible while fevered.
Once stamina is zero, the second stage of the disease begins, and the subject experiences an overwhelming desire to cannibalize the dead. If the subject can be prevented from indulging these cravings, they may roll a 21C using Stability twice per day (three times per day for the severe version) to avoid losing a point from a random Stability stat - those who feast on the dead may not roll and automatically suffer losses to random Stability stats at the prescribed rate. If any Stat reaches 0, the victim dies.
If the subject abstains or is prevented from cannibalizing the dead for four days in a row, they can resist again to begin recovering, and can resist again every day that they abstain from feasting on the dead until they recover or succumb. Once recovered, their fever will break, their max Stamina will increase by 1 every 2 hours until it returns to normal, and then, if any stats were lost, one will return randomly each day until recovery is full. Surviving Black Rot grants +1d6 resistance to the disease, reduced by 1 for each year that passes.
If a subject dies while infected with this disease, whether form the disease or any other cause, they will arise as a ghoul within 1d6 minutes. This is very dangerous, as combat missions to eradicate ghouls can easily result in combatants being overwhelmed by those who fall in battle.
Chalkrot
The disease known as Chalkrot is carried and transmitted by flesh golems, and is named for the pale, dusty texture of the skin of the infected. Chalkrot attacks with a virulence of 11, resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day or lose a point from a random Stability stat. If the victim succeeds their roll for 3 days in a row, they are cured, and their stats will begin to heal, regaining one point to a damaged stat every day until they have returned to normal. If the victim does not roll 3 consecutive successes, the disease will continue until they die. Infection with Chalkrot does not seem to grant any lasting immunity.
Chrysaloid Pupae
A chrysaloid requires a living host in which to plant its pupae for reproductive purposes. Once eggs are implanted via a sting, the subject must resist their virulence of 12, using Adaptability. If not resisted, the victim becomes infected. These pupae are not a disease or toxin, and cannot be cured using the Antidote or Cure spells.
In the first stage of the infection, which lasts 3d2 days, the host will be fine, but at the end of this stage the eggs will hatch, and chrysaloid pupae will begin to move about inside the body, triggering the second phase of the infection.
In the second phase, which also lasts 3d2 days, the host will need to roll a 21C each day using Stability or else suffer 1d6 damage, and lose 1d3 from a random Stat. If the host survives this stage, they will slip into a coma for the final stage.
The final stage lasts only three days. It is only during this stage that the pupae can be removed from the digestive tract of the host. This can be done using the Surgery skill at a penalty of -13 (which can be modified with a successful Diagnosis), or by forcing the host to drink venom or poisons to kill the growing pupae - either intervention is likely to kill the host unless antidotes or healing spells are used to keep them alive.
If the final stage reaches completion, 2d4 Chrysaloid nymphs, each about 3cm long, will begin to chew and claw their way out of the host, each doing 1d10 damage and bypassing all Protection. Once freed, the nymphs will feast on the body unless they are threatened, which will surely kill the host if they are not dead already.
Feeding off the corpse of the host, nymphs will grow into adult Chrysaloids in about a week to ten days. If forced to scurry off and fend for themselves, their survival rate is low, and the time to grow into adults is about twice as long.
Firehives
Firehives is a painful and contagious skin skin disease carried and transmitted by incubi and succubi, and also by homunculi. Exposure to the secretions of any of these can inflict the disease, which has a virulence of 13 and is resisted using Stability. If the subject fails to resist they will have no symptoms at all for 1d6+2 days, and after 2 days, they will also be able to transmit the disease. After the incubation period, the infected individual will start to form many small, extremely painful blisters, radiating outward from the point of contact. A 21C using Stability is required each day for 4d4 days. If successful the subject suffers a 1/3 reduction to the maximum of all Derivatives. If unsuccessful, they suffer a 2/3 reduction to the maximum of all Derivatives. Thereafter the disease passes.
Haemogalia
Haemogalia is not a disease per se, but is rather a process similar to a blood transfusion which is performed on an individual humanoid that has been incapacitated by a elderoot tree. Over time, it will transform the individual irreversably into a faestruck.
If an elderoot tree successfully grapples a humanoid using its constrict attack, it will attempt to crush the individual by apply strong damage every turn until the individual enters the unconscious state. At this point, the individual will be lifted up into the canopy of the tree and further wrapped into a cocoon of vines, leaves and branches. At this point, the elderoot tree will begin the slow process of replacing the victims blood with a milky white sap from the tree. During this process, recovery of attributes is impossible, so the victim cannot regain consciousness unless freed from the tree. If released from the tree, the process instantly stops, recovery can be done as normal, and once derivatives are restored to full, damaged Stability stats will be restored at a rate of 1 point per day to a randomly damaged stat, until stats are returned to full.
If not freed from the tree and the Haemogalia process completes,the victim will become a faestruck. To resist the process, the victim must roll a 21C using their Stability each day against the 14 'virulence' of the process. Each day this roll is failed, the victim loses one point from a random Stability stat. When any stat reaches zero, transformation occurs, and is permanent.
Once transformed into a faestruck, the victim's stats and abilities become those of a faestruck of their species. The elderoot tree can release the faestruck from its cocoon to defend the tree, or to serve other interests of the fae.
Hair Lung
Hair Lung is a virus carried and transmitted by rats and giant rats. It infects the lungs and can lead to pneumonia and even death.
Mild Hair Lung, which comes from ordinary rats, attacks with a virulence of 10, and is resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day for 2d6 days, or lose a point from a random Stability Stat. If any Stat reaches 0, death occurs, otherwise after the 2d6 days passes, the subject regains one point to each damaged stat every day until fully recovered. Surviving an infection of Mild Hair Lung grants +1d3 to resistance against the disease which lasts for a year after infection.
Severe Hair Lung, which comes from giant rats, attacks with a virulence of 11, and is resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day for 3d6 days, or lose a point from a random Stability Stat. If any Stat reaches 0, death occurs, otherwise after the 3d6 days passes, the subject regains one point to each damaged stat every day until fully recovered. Surviving an infection of Severe Hair Lung grants +1d3 to resistance against the disease, reduced by 1 for each year that passes.
Lycanthropy
Lycanthropy is an infectious disease transmitted by the bites or scratches of someone infected with the disease, when in either their humanoid or animal form. Lycanthropy attacks with a virulence of 10 and is be resisted using Intensity. Failure to resist means the afflicted individual must roll a 21C using Stability every 24 hours until they either critically succeed, and overcome the disease, or catastrophically fail and succumb to the disease; transforming into their animal form for the first time, and becoming a lycanthrope themselves.
Each potential transformation episode lasts 1d3 minutes, during which the subject is effective incapacitated, rolling around in pain, and unable to take any action. If existentially threatened, the victim becomes enraged and can act accordingly, but in this case makes their roll to resist at a penalty -10.
Milk Rash
The parasitic infection known as Milk Rash can be contracted either by being damaged by the explosion of a nettlepod, or by causing a faestruck to enter the bleeding state with a melee attack. Milk Rash has a virulence of 10, resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day for 1d6 days, or they will not gain any benefit from natural Recovery due to general itchiness and discomfort. This infection cannot be cured by the Antidote or Cure spells. Those with the Naturalist skill can roll a 21C to know that a Milk Rash infection can be treated using corrosives such as vinegar, mild lye water or kerosene. Once the infection passes, the subject suffers no further ill effects.
Rage
Rage can be contracted from bites or scratches of any animal infected with the disease. Wild dogs are the most common vector for bringing the disease into humanoid populations. Rage attacks with a virulence of 11, resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day or lose a point from a random Social stat. Additionally, if they fail their daily 21C of Stability, they must also make a 21C using Physical or enter the enraged state. While enraged, an infected person or creature will indiscriminately attack others around them, using only their unarmed skill and punching, kicking, scratching and biting. This can transmit the disease to others.
Untreated, Rage is inevitably fatal.
Redscale
Redscale is a fungal infection transmitted by manshrooms that attacks with a virulence of 10, and is resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day for 2d6 days, or lose a point from a random Physical Stat. If any Stat reaches 0, death occurs, otherwise after the 2d6 days passes, the subject regains one point to each damaged stat every day until fully recovered. Surviving a Redscale infection does not grant any form of future immunity.
The infection can be cured with the Cure spell, and can also be cured using natural remedies if it is successfully Diagnosed and if a 21C using the Naturalist skill is made to find, gather and apply any of a range of natural oils that can kill the fungus.
Stinking Fever
Stinking Fever is a disgusting, but rarely lethal disease transmitted by a writhing mass. It attacks with a virulence of 11, resisted using Stability. If the subject fails to resist, they will perceive no effects for 1d3+1 days, at which point they will develop a fever and begin to sweat profusely. The sweat emits a terrible stench, and the subject will suffer -4 on any Challenge where this may be a factor. Then, the subject will lose 1 from their maximum Stamina each hour until their Stamina is 0, at which point, they will need to roll a 21C using their Stability every 8 hours for 1d6 days. Failure does 1 damage to Health. Normal Recovery cannot happen while fevered, but this Health loss can be treated by magic or medicine - though anyone helping will suffer -1 to all Challenges due to the stench unless they can block their sense of taste or smell.
If the subject survives the 1d6 days, their fever will break, their sweats will stop, and their Stamina will return to normal at a rate of 1 point per hour.
Sweetblood Fever
Sweet Blood Fever is a virus transmitted by the bites or scratches of bats and giant bats, with ordinary bats carrying a milder version.
Mild Sweet Blood Fever, carried by ordinary bats, attacks with a virulence of 10, resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day for 2d6 days, or lose a point from a random Mental stat. No recovery rolls can be made while fevered. If any stat reaches 0, death occurs, otherwise after the 2d6 days pass, the subject regains one point to each damaged stat every day until fully recovered. Surviving Sweetblood Fever grants +1d6 to resistance against the disease, reduced by 1 for each year that passes.
Severe Sweet Blood Fever, carried by giant bats, attacks with a virulence of 11, resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day for 3d6 days, or lose a point from a random Mental stat. No recovery rolls can be made while fevered. If any stat reaches 0, death occurs, otherwise after the 3d6 days pass, the subject regains one point to each damaged stat every day until fully recovered. Surviving Sweetblood Fever grants +2d6 to resistance against the disease, reduced by 1 for each year that passes.
Tallow Tears
Tallow Tears is named for the strange effects it has on both the victim’s vision, and their mood. It can be transmitted by contact with a bog wight, and attacks with a virulence of 11, resisted using Stability. Those who fail to resist become infected, suffering 1d3 Composure damage and rendering them unable to restore their Composure by natural means until the disease is cured. Each day following infection the victim must roll a 21C using Stability or suffer 1d3 Composure damage and lose a point of Alertness. As the disease progresses, they slowly lose their vision and become terribly depressed, while constantly weeping waxy tears that have an awful, peaty stench. If the victim succeeds their daily 21C for 4 days in a row, they overcome the disease and Alertness returns at a rate of 1/day and Composure can be restored normally. If the disease is not cured, they will become permanently blind when their Alertness reaches 4, and they will enter the depressed state when Composure reaches 0.
The Hunger
Those fed upon by a vampire will be attacked by The Hunger, a disease with a virulence of 12, resisted using Intensity. If not resisted, the victim will be unable to restore any Derivatives. Each night, the victim must roll a 21C using Intensity or lose a point from a random stat. Those afflicted with The Hunger feel normal during the day, but each night, they thirst for fresh blood. They will first seek to hide their taboo cravings, but nothing will sate The Hunger. This continues until the Vampire who fed upon them is permanently slain, or decides to release them from The Hunger (which they can do at will). Otherwise, when one of their stats reaches zero, the victim dies. Finally, in their dying moment, the vampire who afflicted them can choose to visit them in a fever dream and offer them a chance to become an immortal vampire, or they can simply let them die.
Vurms
When damaged by a vurmigant, its vurms can enter the bloodstream, attempting to infect the body with a virulence of 11, resisted using Stability. If the subject fails to resist, they must roll a 21C using Stability each day, or they will begin losing 1 point/day from a new, randomly chosen skill. This effect is cumulative - once a Skill starts to go down, it will go down by 1 each day until it is lost, even as new Skills begin to be affected on subsequent days. If the parasitic infection progresses to the point where all skills are affected, the subject will begin losing stats in the same manner until they die - at which point, they will themselves become a Vurmigant in a few days time.
Vurms are a parasite, not a disease or toxin, and so cannot be cured using the Antidote or Cure spells.
Zombinism
All zombies carry and transmit a disease known as zombinism. It is a highly infectious disease, that all but guarantees those afflicted become zombies themselves. Because zombies are so difficult to kill, an outbreak of zombinism in a populated area is a very serious threat.
If bitten by a zombie, zombinism attacks with a virulence of 11, resisted using Stability. If the subject fails to resist, they must roll a 21C of Stability each day or lose a point from their maximum Health as the wound festers and rots. If maxium Health reaches zero, or if current Health reaches -2x Health while inflicted with zombinism the victim dies, and becomes a zombie themselves. The disease cannot be overcome, and unless a Cure spell is used to remove the affliction, death and becoming a zombie are inevitable. Some who see it coming will choose to end their own lives in a way does enough damage that they are destroyed in the process.