Behind the Helm

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.

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

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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.

#mechanics