Illness, Poisons, and Medication
In situations of prolonged/grievous exposure to environmental pressures, you have a chance of becoming ill. Roll a d12, and compare the result to the Illness Chance for this rest: the base chance is 1, and it is modified according to the pressures listed below. Countermeasures for a specific environmental pressure (gas masks, bug repellant, winter clothing, etc.) set its Bonus to 0.
- Extreme hot/cold (desert, wintertime, etc.): +1/+2 depending on severity
- Unsanitary environment (swamp, dirty part of the city, etc.): +1
- Stale air (dungeon, cellar, etc.): +1
- Infectious bugs: +2
- Cursed location: +2/+3 depending on severity
- Character is already ill: +2 for each Symptom suffered
If the roll is less than or equal to the Illness Chance, you become ill.
For each location, the GM prepares a Symptom (or random table of Symptoms) for falling ill in that location. While ill, you suffer the penalties of your Symptom. An environment may inflict more than one Symptom at a time.
Example Symptoms
- Headache: Disadvantage on all mental Saves.
- Aching: Disadvantage on all physical Saves.
- Fatigue: Disadvantage on all Saves.
- Trembling: Disadvantage on weapon attacks.
- Temperature: You need to rest for twice as long.
- Toothache: you cannot eat solid foods.
- Tinnitus: Cannot perceive fine noises.
- Sneezing: 1-in-6 chance to make a loud noise every time you move.
- Vomiting: 1-in-6 chance to vomit every turn (skip the turn). Take 1 hit of damage.
- Shortness of breath: Can either move or take an action on your turn
- Rash: Cannot wear armor or clothes on the affected body parts (GM chooses where)
- Severe illness: Need to rest immediately, cannot stop the Rest until healed.
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- Vine Curse: Vines bind your body, movement speed halved.
- Stone Curse: Your body slowly turns to stone, starting
- Water Curse: Instantly fall to 0 HP if you touch running water.
- Pain Curse: Double all damage suffered.
- Werewolf Curse: Every full moon, turn into a wolf and go on a rampage.
- Death Curse: You die in 7 days.
Regular symptoms heal autonomously in however many days the GM decides; Curses do not heal naturally.
Poisoning and Medication
To make a poison with a desired symptom, you must harvest substances from the flora/fauna of a region that inflicts that symptom, and use an alchemist’s kit (along with 50 gold pieces of materials and helping labour). Crafting the poison takes one day. It may take any form you wish (pill, liquid, vapour, etc.) The result is enough to poison one person. Crafting medication for a specific symptom uses the same process, but consumes 100 gold pieces. If you wish to inflict/cure multiple symptoms at the same time, you must craft multiple doses and mix them together.
Ingesting Poison triggers the Symptom at the start of the next day. Ingesting Medication instantly eliminates the relevant symptom.