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Diseases in EarthDawn
Here are some simple disease rules, written to accompany the Blood Healer
discipline. They are basically a modified version of the existing poison rules.
Diseases are treated in a similar manner to poisons. Each disease has a set of characteristics which determine
the chance of catching it, the time needed to recover and the effects:
- Spell defence:
- As with poisons, each disease has a spell defence against which most tests for contagion and recovery are made,
though many diseases have a bonus to their spell defence once someone's contracted them.
- Contagion:
- If a character is exposed to a disease s/he must make a Toughness test against the spell defence of the disease.
Listed here is a practical criteria that describes "exposure": close proximity such as combat or social
conversation, touch, eating meat of diseased animal, exchange of bodily fluids etc.
- Onset Time:
- As with poisons, there's an onset time before the symptoms and effects begin to show.
- Recovery:
- Listed here is how often you can roll to see if you recover from the disease, as opposed to recovery tests
to heal damage inflicted, and whether the disease gets any bonus or penalty to it's spell defence for resisting
recovery tests. Some maladies run their course very rapidly, and so a penalty may change after a few days. Tests
to check for disease recovery only begin after the symptoms appear, and use the standard Recovery Test step. Some
diseases a patient does not recover from naturally, and these have no recovery time.
- Effects:
- Quite a lot of these really. Common effects are: damage inflicted per time period; extra Wounds that cannot
be healed until the character recovers from the disease; and step penalties to some actions from various symptoms
ie nausea to Dex actions, delerium to Perception step, rashes to Charisma step etc. Penalties to all actions are
best dealt with by Wounds if your using the optional wound rules. Some diseases may cause death after a particular
period if the victim doesn't recover first, but these are rare, and I prefer to deal with this using damage dealing
diseases.
- Symptoms:
- How a you or a healer can tell what disease you've contracted.
Optional Rule: Immunity. If you ever make an Excellent success or better to resist or recover
from a disease, then you've developed immunity to that strain. Add +10 steps to all all future tests against the
same strain of the disease, and a lower bonus to related strains. Many diseases confer immunity automatically once
you've recovered.
Note: The diseases given here have a very high chance of contagion compared to real world diseases.
The intent is that the GM introduces these diseases only when he wants them to affect the party, rather than to
imply these diseases are rampaging through Barsaive. If the GM wants to use more mundane chances of contracting
disease, a fumbled (Rule of 1) Toughness test should be the requirement to contract diseases.

A couple of example diseases:

Cadaver Grunge
- Spell Defence:
- 8-11 depending on strain
- Contagion:
- Physical contact with infected Cadaver Men, often by taking damage, or with victims. Maybe one in 10 Cadaver
men are infected
- Onset Time:
- 1-2 weeks
- Recovery:
- Rolled weekly; +5 to disease's Spell Defense. Spell Defense drops by -1 for each month of affliction after
the first.
- Effects:
- 1 Wound, -3 steps to most Charisma based tests (GM's choice) made while inflicted, -1 to all other tests.
- Symptoms:
- Itchy red rash over most of the body, accompanied by a very repellent body odor.
- Comments:
- Many are the heros who return from slaying the horror and it's cadaver men only to discover they've brought
something extra back with them, and the girls in town don't want to listen to their stirring tales of heroism anymore...
:-( An enduring disease that'll have them looking for a cure.

A nasty case of the 'flu
- Spell Defence:
- 5-10 depending on strain
- Contagion:
- social contact with victims.
- Onset Time:
- 2-3 days
- Recovery:
- rolled every 12 hours vs Spell defense + 2. Spell Defense drops by -2 for each day of affliction spent resting
after symptoms appear.
- Effects:
- Step 4 damage every morning, 3 Wounds.
- Symptoms:
- We've probably all had them in our time. Nausea, vomiting etc.
- Comments:
- Just a contagious non fatal 48 hour flu.

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Healer Talents]

These rules were written by Graeme Lindsell (lindsell@rschp1.anu.edu.au)
and Robert Stehwien (rstehwien@oocities.com). They are based on the
standard poison rules of EarthDawn. We wish to thank David Henry (dhenry@plains.nodak.edu)
for useful comments on these rules.

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