Post by quazalpene on Dec 7, 2003 13:42:28 GMT -5
JUNK POX
Infection: Inhaled
Save/Cure DC: 15/15
Incubation: 1d10 days
Damage: 1d4 Con, Cha
Incubation: Junk pox can be caught in the warm smog and acidic air of boomtowns. It is thankfully unlike other poxes not transmitted directly from person to person directly; spores that burst forth from the boils must first incubate in the air before infecting someone else. Respiratory protection, heavy clothes and staying out of the rain in boomtowns seems to help prevent the disease.
Symptoms: Symptoms include a nagging dry cough accompanied by ever-growing black leaking boils that are surprisingly not painful even when they burst in a couple of days. A doctor who fails to recognize the disease often mistakes for other types of pox. If you die from this disease your body becomes a seething mass of oozing boils in last couple of days of life, which explode killing the patient and releasing their deadly cargo into the air.
Treatment: Aggressive ether and leach treatment seem to help, but only ointments and concoctions made by modern science can truly cure it. Many medical collages are working on preventative medicine for Junk pox.
Game play: The damage is done to each of the abilities on alternating days, on the first day is Con, on next day is Cha, a successful save does not stop the rotation of damage, and disease is not cured unless you make two successful saves in a row. If your constitution reaches zero your body bursts and you die. If your Charisma reaches zero first you really are no longer recognizable as a human being, you are a mass of leaking black boils waiting for the end to come.
GHOST FEVER
Infection: Inhaled
Save/Cure DC: 25/20
Incubation: 3d6 days
Damage: 2 Int, 1 Wis
Contraction: Perhaps the most studied and least understood of new diseases. Doctors have not been able to tell if it is really is a true disease since they have not been able to find any microbes, bacteria or other known agents that cause it, and therefore believe that the ghost rock fumes slowly rot the mind away. Breathing in the fumes from ghost rock for more than couple of weeks or a single intense exposure is the sure way of getting Ghost Fever, Mad Scientist and factory workers are the most risk of contracting this disease.
Symptoms: Initial symptoms are a nasty deep cough, and a high fever. After the first couple of days these symptoms surprisingly disappear. However, within hours after incubation period changes in personality (not for the better) and slow degeneration of mental faculties start to occur and become progressively worse until the victim becomes a completely incoherent mental vegetable.
Treatment: The only real treatment seems to be removal from the area and breathing pure fresh air fro at least as many days as your where exposed to the disease in the first place. A well made air filter well help prevent catching ghost fever but not in treating it.
Game play: Damage is temporary but cannot be recovered until the victim has ceased exposure to ghost rock fumes for at least a full week. Also if you ever roll a critical failure on your saving throw you get a permanent insanity (Mad scientist dementia). If the Intelligence or Wisdom score ever reaches zero the patient cannot be treated and is lost to his own mental prison from which there is no escape. Removal from the area typically means to an area with a lower fear factor or at least 50 miles from the polluted area. Any exposure to ghost rock fumes during the resting period outside the zone completely negates your recovery. Also note that if your trying to cure the disease with magic it has a Spell Resistance equal to its cure DC.
GHOST CREEPS
Infection: Injury
Save/Cure DC: 25/20
Incubation: 3d6 days
Damage: 2 Wis, 1 Int
Contraction: Like it’s cousin, Ghost Creeps is caused by ghost rock. Ghost Creeps is contracted when dust from freshly mined ghost rock gets directly into the blood stream, typically through an open wound. Any untreated open (slash, piercing) wound of more than 2 hit points of damage is big enough to allow exposure to the disease. The worst part of this disease is that if you catch it is that there is a good chance you've probably been exposed to Ghost Fever as well.
Symptoms: Symptom of Ghost Creeps are blurring of vision on the first couple of days followed by an ever intensifying feeling of having insects crawling up your body, and if that's not enough you also have nightmares and paranoia that becomes intolerable. Though not deadly most patients are driven find creative ways of ending their torment, one patient used a chainsaw laced with acid to try to scratch the “bugs” off his eyeballs.
Treatment: There are few treatments for Ghost Creeps. Within a few minutes (10-30) of exposure iodine treatment around the all wounds exposed and using hot cup to draw out the toxins seems to work. If left longer than this treatment requires blood transfusions, a technique not well developed by most saw bones.
Game play: Damage is temporary but cannot be recovered until the victim is cured or makes two saves in a row. Also if you ever roll a critical failure on your saving throw you get a permanent insanity (Mad scientist dementia). If the Intelligence or Wisdom score ever reaches zero the patient cannot be treated and is lost to never ending screaming manic dementia. Also note that if your trying to cure the disease with magic it has a Spell Resistance equal to its cure DC.
REDEYE JOE
Infection: Ingested
Save/Cure DC: 18/15
Incubation: 1d3 days
Damage: 1d3 Dex
Contraction: Redeye Joe is a microbe that inhabits improperly bottled alcohol or other brewed or pickled goods. This disease has become all too common in unclean saloons and home breweries through out the country.
Symptoms: Symptoms include dizziness and of course bloodshot eyes in the first day, but quickly develop into stiffness in the joints afterwards. If left unchecked Redeye Joe will quickly cause complete paralysis in a matter of a few days.
Treatment: An Indian herbal tea made from rose hips, dandelion roots, and bat guano seems to cure it right up, though the patient may not thank you. Western science has found that a freezing cold enema will also cure you and make you think twice about ever drinking again.
Game play: Only in most dank or cheapest saloons should players be exposed to this disease, though drinking from a bottle of whiskey you found on the trail is a sure fire way of getting it. If the victim reaches zero Dexterity they go into a total paralysis until someone cures them or kills them, though thankfully by this time the disease has run it's full course and is no longer in your body.
SWAMP FEVER
Infection: Injury
Save/Cure DC: 20/25
Incubation: 1d20 days
Damage: 1d6-3 Con
Contraction: This generalized term includes Typhoid, Malaria, Scarlet Fever, and nearly every “swamp fever’ contracted from biting insects, especially mosquitoes, or other nefarious pests. Generally can only be caught in swamps and other sub-tropical environments, though any area that is warm ands humid will do. A few species of insects have been traveling north from the Florida and Mexico regions and may reach the central states in the next few years.
Symptoms: Though deadly, Swamp Fever tends to be a long wasting disease, persistent and hard to treat the illness may stay for weeks or even months before the victim finally perishes. Symptoms vary depending on the strain and severity of the specific disease involved. Fever, Chills, Shakes, Pale skin, Yellowing Skin, Rashes, Bruising, Vomiting, Dizziness, Delirium, Pain, Stiffness, Dehydration, Haemorrhaging and Coughing in any combination (but typically no more than 4 at once) are all common symptoms of Swamp Fever.
Treatment: Mad scientist have been furiously been trying to find ways to cure it, so far nothing has come up. The new science of vaccination can help prevent it, and a few drugs can fight off some of the symptoms, but only the patients own body can truly eliminate it. Rumours hold that some natives have faith treatments that may also fight off the disease, though most cowpokes frown upon this notion.
Game play: This nasty disease is more of character hindrance they could conceivably survive with it for their entire game life. A negative or zero result on the constitution damage roll means the character feels better for the day, but still must save to see if they can actually restore their lost ability damage from any previous day damage. The only way to eliminate the disease normally is to make two consecutive saves while your Constitution score is at full. Magic can also cure this disease right up. If the Constitution score ever reaches zero the victim drops into a fitful feverish coma at the end of the day and dies one day after that if they take more constitution damage.
MONTY'S REVENGE
Infection: Ingested
Save/Cure DC: 15/13
Incubation: 1d3 days
Damage: 1 Str, Con, Dex
Contraction: Eating tainted food or drinking tainted water, particularly nasty beans and city water near the southern borders.
Symptoms: Symptoms are fever, thirst, stomach pains, and uncontrollable bowl emissions of all sorts which start during the incubation period, before the victim starts suffering ability damage.
Treatment: The best treatment is to avoid it in the first place, but otherwise drink lots of clean water or milk or a nice enema will do, or since it only lasts a few days just wait it out.
Game play: Good to annoy players. Damage is done in sequence to each of the abilities listed (Str, Con, Dex). Thus its starts doing Strength damage on the first day, than Constitution on the second day, and Dexterity damage on the third. On the third day Monty’s revenge clears its self up; but it is not till this third day that the ability damage starts to return normally.
Infection: Inhaled
Save/Cure DC: 15/15
Incubation: 1d10 days
Damage: 1d4 Con, Cha
Incubation: Junk pox can be caught in the warm smog and acidic air of boomtowns. It is thankfully unlike other poxes not transmitted directly from person to person directly; spores that burst forth from the boils must first incubate in the air before infecting someone else. Respiratory protection, heavy clothes and staying out of the rain in boomtowns seems to help prevent the disease.
Symptoms: Symptoms include a nagging dry cough accompanied by ever-growing black leaking boils that are surprisingly not painful even when they burst in a couple of days. A doctor who fails to recognize the disease often mistakes for other types of pox. If you die from this disease your body becomes a seething mass of oozing boils in last couple of days of life, which explode killing the patient and releasing their deadly cargo into the air.
Treatment: Aggressive ether and leach treatment seem to help, but only ointments and concoctions made by modern science can truly cure it. Many medical collages are working on preventative medicine for Junk pox.
Game play: The damage is done to each of the abilities on alternating days, on the first day is Con, on next day is Cha, a successful save does not stop the rotation of damage, and disease is not cured unless you make two successful saves in a row. If your constitution reaches zero your body bursts and you die. If your Charisma reaches zero first you really are no longer recognizable as a human being, you are a mass of leaking black boils waiting for the end to come.
GHOST FEVER
Infection: Inhaled
Save/Cure DC: 25/20
Incubation: 3d6 days
Damage: 2 Int, 1 Wis
Contraction: Perhaps the most studied and least understood of new diseases. Doctors have not been able to tell if it is really is a true disease since they have not been able to find any microbes, bacteria or other known agents that cause it, and therefore believe that the ghost rock fumes slowly rot the mind away. Breathing in the fumes from ghost rock for more than couple of weeks or a single intense exposure is the sure way of getting Ghost Fever, Mad Scientist and factory workers are the most risk of contracting this disease.
Symptoms: Initial symptoms are a nasty deep cough, and a high fever. After the first couple of days these symptoms surprisingly disappear. However, within hours after incubation period changes in personality (not for the better) and slow degeneration of mental faculties start to occur and become progressively worse until the victim becomes a completely incoherent mental vegetable.
Treatment: The only real treatment seems to be removal from the area and breathing pure fresh air fro at least as many days as your where exposed to the disease in the first place. A well made air filter well help prevent catching ghost fever but not in treating it.
Game play: Damage is temporary but cannot be recovered until the victim has ceased exposure to ghost rock fumes for at least a full week. Also if you ever roll a critical failure on your saving throw you get a permanent insanity (Mad scientist dementia). If the Intelligence or Wisdom score ever reaches zero the patient cannot be treated and is lost to his own mental prison from which there is no escape. Removal from the area typically means to an area with a lower fear factor or at least 50 miles from the polluted area. Any exposure to ghost rock fumes during the resting period outside the zone completely negates your recovery. Also note that if your trying to cure the disease with magic it has a Spell Resistance equal to its cure DC.
GHOST CREEPS
Infection: Injury
Save/Cure DC: 25/20
Incubation: 3d6 days
Damage: 2 Wis, 1 Int
Contraction: Like it’s cousin, Ghost Creeps is caused by ghost rock. Ghost Creeps is contracted when dust from freshly mined ghost rock gets directly into the blood stream, typically through an open wound. Any untreated open (slash, piercing) wound of more than 2 hit points of damage is big enough to allow exposure to the disease. The worst part of this disease is that if you catch it is that there is a good chance you've probably been exposed to Ghost Fever as well.
Symptoms: Symptom of Ghost Creeps are blurring of vision on the first couple of days followed by an ever intensifying feeling of having insects crawling up your body, and if that's not enough you also have nightmares and paranoia that becomes intolerable. Though not deadly most patients are driven find creative ways of ending their torment, one patient used a chainsaw laced with acid to try to scratch the “bugs” off his eyeballs.
Treatment: There are few treatments for Ghost Creeps. Within a few minutes (10-30) of exposure iodine treatment around the all wounds exposed and using hot cup to draw out the toxins seems to work. If left longer than this treatment requires blood transfusions, a technique not well developed by most saw bones.
Game play: Damage is temporary but cannot be recovered until the victim is cured or makes two saves in a row. Also if you ever roll a critical failure on your saving throw you get a permanent insanity (Mad scientist dementia). If the Intelligence or Wisdom score ever reaches zero the patient cannot be treated and is lost to never ending screaming manic dementia. Also note that if your trying to cure the disease with magic it has a Spell Resistance equal to its cure DC.
REDEYE JOE
Infection: Ingested
Save/Cure DC: 18/15
Incubation: 1d3 days
Damage: 1d3 Dex
Contraction: Redeye Joe is a microbe that inhabits improperly bottled alcohol or other brewed or pickled goods. This disease has become all too common in unclean saloons and home breweries through out the country.
Symptoms: Symptoms include dizziness and of course bloodshot eyes in the first day, but quickly develop into stiffness in the joints afterwards. If left unchecked Redeye Joe will quickly cause complete paralysis in a matter of a few days.
Treatment: An Indian herbal tea made from rose hips, dandelion roots, and bat guano seems to cure it right up, though the patient may not thank you. Western science has found that a freezing cold enema will also cure you and make you think twice about ever drinking again.
Game play: Only in most dank or cheapest saloons should players be exposed to this disease, though drinking from a bottle of whiskey you found on the trail is a sure fire way of getting it. If the victim reaches zero Dexterity they go into a total paralysis until someone cures them or kills them, though thankfully by this time the disease has run it's full course and is no longer in your body.
SWAMP FEVER
Infection: Injury
Save/Cure DC: 20/25
Incubation: 1d20 days
Damage: 1d6-3 Con
Contraction: This generalized term includes Typhoid, Malaria, Scarlet Fever, and nearly every “swamp fever’ contracted from biting insects, especially mosquitoes, or other nefarious pests. Generally can only be caught in swamps and other sub-tropical environments, though any area that is warm ands humid will do. A few species of insects have been traveling north from the Florida and Mexico regions and may reach the central states in the next few years.
Symptoms: Though deadly, Swamp Fever tends to be a long wasting disease, persistent and hard to treat the illness may stay for weeks or even months before the victim finally perishes. Symptoms vary depending on the strain and severity of the specific disease involved. Fever, Chills, Shakes, Pale skin, Yellowing Skin, Rashes, Bruising, Vomiting, Dizziness, Delirium, Pain, Stiffness, Dehydration, Haemorrhaging and Coughing in any combination (but typically no more than 4 at once) are all common symptoms of Swamp Fever.
Treatment: Mad scientist have been furiously been trying to find ways to cure it, so far nothing has come up. The new science of vaccination can help prevent it, and a few drugs can fight off some of the symptoms, but only the patients own body can truly eliminate it. Rumours hold that some natives have faith treatments that may also fight off the disease, though most cowpokes frown upon this notion.
Game play: This nasty disease is more of character hindrance they could conceivably survive with it for their entire game life. A negative or zero result on the constitution damage roll means the character feels better for the day, but still must save to see if they can actually restore their lost ability damage from any previous day damage. The only way to eliminate the disease normally is to make two consecutive saves while your Constitution score is at full. Magic can also cure this disease right up. If the Constitution score ever reaches zero the victim drops into a fitful feverish coma at the end of the day and dies one day after that if they take more constitution damage.
MONTY'S REVENGE
Infection: Ingested
Save/Cure DC: 15/13
Incubation: 1d3 days
Damage: 1 Str, Con, Dex
Contraction: Eating tainted food or drinking tainted water, particularly nasty beans and city water near the southern borders.
Symptoms: Symptoms are fever, thirst, stomach pains, and uncontrollable bowl emissions of all sorts which start during the incubation period, before the victim starts suffering ability damage.
Treatment: The best treatment is to avoid it in the first place, but otherwise drink lots of clean water or milk or a nice enema will do, or since it only lasts a few days just wait it out.
Game play: Good to annoy players. Damage is done in sequence to each of the abilities listed (Str, Con, Dex). Thus its starts doing Strength damage on the first day, than Constitution on the second day, and Dexterity damage on the third. On the third day Monty’s revenge clears its self up; but it is not till this third day that the ability damage starts to return normally.