Dungeon Fantasy has rules for diseases but no fully fleshed out examples. Found these conversions of D&D and Pathfinder diseases on another site.
Blinding Sickness
This disease is usually spread in tainted water.
Statistics: Digestive; HT-2 to resist; 1d/2 days delay; 1d-2 toxic damage (with ST-3 after loss of 1/3 HP and Blindness after loss of 2/3 HP; if the victim loses all his HP, he becomes blinded permanently); 24-hour cycle with six cycles. Not contagious.
This disease is usually spread in tainted water.
Statistics: Digestive; HT-2 to resist; 1d/2 days delay; 1d-2 toxic damage (with ST-3 after loss of 1/3 HP and Blindness after loss of 2/3 HP; if the victim loses all his HP, he becomes blinded permanently); 24-hour cycle with six cycles. Not contagious.
Cackle Fever
Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks”.
Statistics: Respiratory; HT-2 to resist; 1 day delay; 1d-1 toxic damage (with DX-2 and IQ-2 after loss of 1/3 HP and coughing after loss of 1/2 HP); 12-hour cycle with eight cycles. Mildly contagious.
Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks”.
Statistics: Respiratory; HT-2 to resist; 1 day delay; 1d-1 toxic damage (with DX-2 and IQ-2 after loss of 1/3 HP and coughing after loss of 1/2 HP); 12-hour cycle with eight cycles. Mildly contagious.
Demon Fever
Night hags spread it.
Statistics: Blood; HT-4 to resist; 1 day delay; 1d toxic damage (with HT-2 after loss of 1/3 HP and coughing after loss of 1/2 HP); 24-hour cycle with five cycles. Mildly contagious.
Night hags spread it.
Statistics: Blood; HT-4 to resist; 1 day delay; 1d toxic damage (with HT-2 after loss of 1/3 HP and coughing after loss of 1/2 HP); 24-hour cycle with five cycles. Mildly contagious.
Devil Chills
Barbazu and pit fiends spread it.
Statistics: Blood; HT-3 to resist; 1d days delay; 1d-1 toxic damage (with ST-2 after loss of 1/3 HP and ST-4 after loss of 1/2 HP); 24-hour cycle with eight cycles. Mildly contagious.
Barbazu and pit fiends spread it.
Statistics: Blood; HT-3 to resist; 1d days delay; 1d-1 toxic damage (with ST-2 after loss of 1/3 HP and ST-4 after loss of 1/2 HP); 24-hour cycle with eight cycles. Mildly contagious.
Filth Fever
Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.
Statistics: Blood; HT to resist; 1d/2 days delay; 1d-2 toxic damage (with DX-3 after loss of 1/3 HP and HT-2 after loss of 2/3 HP); 24-hour cycle with six cycles. Mildly contagious.
Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.
Statistics: Blood; HT to resist; 1d/2 days delay; 1d-2 toxic damage (with DX-3 after loss of 1/3 HP and HT-2 after loss of 2/3 HP); 24-hour cycle with six cycles. Mildly contagious.
Mindfire
Feels like your brain is burning. Causes stupor.
Statistics: Respiratory; HT to resist; 1 day delay; 1d-1 toxic damage (with moderate pain after loss of 1/3 HP and unconsciousness after loss of 2/3 HP); 24-hour cycle with six cycles. Not contagious.
Feels like your brain is burning. Causes stupor.
Statistics: Respiratory; HT to resist; 1 day delay; 1d-1 toxic damage (with moderate pain after loss of 1/3 HP and unconsciousness after loss of 2/3 HP); 24-hour cycle with six cycles. Not contagious.
Mummy Rot
Spread by mummies.
Statistics: Contact; HT-4 to resist; 1 day delay; 1d-2 toxic damage (with HT-2 after loss of 1/2 HP; successes do not allow the victim to recover, he must find magical healing); 24-hour cycle with an infinite number of cycles. Not contagious.
Spread by mummies.
Statistics: Contact; HT-4 to resist; 1 day delay; 1d-2 toxic damage (with HT-2 after loss of 1/2 HP; successes do not allow the victim to recover, he must find magical healing); 24-hour cycle with an infinite number of cycles. Not contagious.
Red Ache
Skin turns red, bloated, and warm to the touch.
Statistics: Blood; HT-2 to resist; 1d days delay; 1d-2 toxic damage (with ST-2 after loss of 1/3 HP and ST-4 after loss of 1/2 HP); 24-hour cycle with eight cycles. Mildly contagious.
Skin turns red, bloated, and warm to the touch.
Statistics: Blood; HT-2 to resist; 1d days delay; 1d-2 toxic damage (with ST-2 after loss of 1/3 HP and ST-4 after loss of 1/2 HP); 24-hour cycle with eight cycles. Mildly contagious.
Shakes
Causes involuntary twitches, tremors, and fits.
Statistics: Contact; HT-2 to resist; 1 day delay; 1d-1 toxic damage (with DX-3 after loss of 1/3 HP and seizure after loss of 2/3 HP); 24-hour cycle with four cycles. Mildly contagious.
Causes involuntary twitches, tremors, and fits.
Statistics: Contact; HT-2 to resist; 1 day delay; 1d-1 toxic damage (with DX-3 after loss of 1/3 HP and seizure after loss of 2/3 HP); 24-hour cycle with four cycles. Mildly contagious.
Slimy Doom
Victim turns into infectious goo from the inside out.
Statistics: Contact; HT-2 to resist; 1 day delay; 1d-1 toxic damage (with HT-2 after loss of 1/3 HP, nausea after loss of ½ HP, and retching after loss of 2/3 HP; if the victim loses all HP to the disease, he transforms into a puddle of ooze); 12-hour cycle with six cycles. Mildly contagious.
Victim turns into infectious goo from the inside out.
Statistics: Contact; HT-2 to resist; 1 day delay; 1d-1 toxic damage (with HT-2 after loss of 1/3 HP, nausea after loss of ½ HP, and retching after loss of 2/3 HP; if the victim loses all HP to the disease, he transforms into a puddle of ooze); 12-hour cycle with six cycles. Mildly contagious.
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