Saturday, 17 March 2018

Fantasy Diseases

Fantasy Diseases

The topic of diseases rarely comes up in the games I play, which I find unfortunate, to be honest. GURPS does not have many diseases statted up, so I have decided to convert diseases from D&D 3.5 and Pathfinder, basing them on the examples from GURPS Bio-Tech. I wish that disease descriptions in the Dungeon Master's Guide weren't this short.
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

1 comment:

  1. fantastic! can always use more diseases!
    I have a few I've statted up somewhere, I should share them as well.

    ReplyDelete