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 Holy Lands RPG “Light Edition” Copyright © 2013 Faith Quest Games, All Rights Reserved, Distributed as Fan Support Document TW2013 Disease  A Holy Lands R PG Supplemen t  Release 1 Diseases were rampant in parts of t he medieval world and since the people had little idea about what caused them or what spread them they had very little chance of preve nting them much less stopping them. In a very light and carefree game, the RAC could choose to not include any chance of contracting a disease unless it is part of a scenario or adventure, and then the chances below would need to be tweaked a bit to reflect the circumstances. In a harsh version of Holy Lands I would say there is a 1% - 5% chance per month of contracting a disease, especially if the players are spending any length of time in damp, rat infested dungeons or tombs, or in cities teeming with plague which could even increase the chances to 10% or even 15%. If a character has contracted a disease, then they will begin to suffer both Life Points, and Attribute/Ability losses which generally occur in the e arly morning hours and late evening. A character must make an Attribute roll against their Endurance to avoid contracting a disease each time they are exposed. This roll must be made each and every day they are in proximity of the carrier/situation. If successful then it is assumed that they do n ot contract the disease at that time or they have naturally overcome the diseases e ffects if the RAC allows. (Although a nasty RAC could say that the character is now a carrier and spreads it without being affected.) (Note: Using Endurance, rather than a Save vs Poison, replicates the Endurance Attributes representation of heath. I have in the past reduced characters Endurance during times of great stress, such as staying awake for days or being chased or chasing others, forced marches etc. This lower Endurance means a weaker immune system as we ll so they are more susceptible to sickness and disease) There are Herbalists, and medical specialists who can tre at the diseases, rarely curing them though natural means, and sometimes even causing further damage, and of course there are m iracles and magic that can also treat the diseases listed. The actual methods or herbs/spells etc are at this point left to the RAC to devise as it fits the scenario. The diseases are normally contracted by contact with other who carry the disease, but re member that in medieval times many superstitions about what c aused them from the Wrath of God, Demons, to various vapors and humors floating in the air. So just because an herb or cure m ay be found, that does not mean that the disease will not continue to be rampant or crop up year to year due to the root cause not being taken care of. Life Points and or other l osses due to disease are permanent u ntil the disease can be cured. After that, any miraculous, magical, or natural healing can take place as normal. Note that natural healing cannot

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Holy Lands RPG “Light Edition” Copyright © 2013 Faith Quest Games, All Rights Reserved, Distributed as Fan Support Document 

TW2013

Disease  A Holy Lands RPG Supplement 

 Release 1

Diseases were rampant in parts of the medieval world and since the people had little idea about what

caused them or what spread them they had very little chance of preventing them much less stopping

them.

In a very light and carefree game, the RAC could choose to not include any chance of contracting a

disease unless it is part of a scenario or adventure, and then the chances below would need to be

tweaked a bit to reflect the circumstances.

In a harsh version of Holy Lands I would say there is a 1% - 5% chance per month of contracting a

disease, especially if the players are spending any length of time in damp, rat infested dungeons or

tombs, or in cities teeming with plague which could even increase the chances to 10% or even 15%.

If a character has contracted a disease, then they will begin to suffer both Life Points, and

Attribute/Ability losses which generally occur in the early morning hours and late evening.

A character must make an Attribute roll against their Endurance to avoid contracting a disease each time

they are exposed. This roll must be made each and every day they are in proximity of the

carrier/situation. If successful then it is assumed that they do not contract the disease at that time or

they have naturally overcome the diseases effects if the RAC allows. (Although a nasty RAC could say

that the character is now a carrier and spreads it without being affected.)

(Note: Using Endurance, rather than a Save vs Poison, replicates the Endurance Attributes

representation of heath. I have in the past reduced characters Endurance during times of great stress,

such as staying awake for days or being chased or chasing others, forced marches etc. This lower

Endurance means a weaker immune system as well so they are more susceptible to sickness and

disease)

There are Herbalists, and medical specialists who can treat the diseases, rarely curing them though

natural means, and sometimes even causing further damage, and of course there are miracles and

magic that can also treat the diseases listed. The actual methods or herbs/spells etc are at this point left

to the RAC to devise as it fits the scenario. The diseases are normally contracted by contact with other

who carry the disease, but remember that in medieval times many superstitions about what caused

them from the Wrath of God, Demons, to various vapors and humors floating in the air. So just because

an herb or cure may be found, that does not mean that the disease will not continue to be rampant or

crop up year to year due to the root cause not being taken care of.

Life Points and or other losses due to disease are permanent until the disease can be cured. After that,

any miraculous, magical, or natural healing can take place as normal. Note that natural healing cannot

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Holy Lands RPG “Light Edition” Copyright © 2013 Faith Quest Games, All Rights Reserved, Distributed as Fan Support Document 

TW2013

heal any loss to Beauty brought about by the disease. (Note: the effects of the diseases are accelerated

a bit in the game.)

Dice Roll Disease

1 Black Death

2 Leprosy

3-4 The Pox5-6 Swamp Fever

7-8 The Ague

9-10 Wasting

11-14 Influenza

15-20 Common Cold

Diseases and Effects

Disease: Black Death

Symptoms: Discoloration of flesh with purple and black splotches and swellings.

Spread by: Flea bites, contactGame Effects (per day): -2d6 LP, -1 to all Attributes

Disease: Leprosy

Symptoms: Loss of teeth, hair, fingers & toes, yellow skin.

Spread by: eating infected animals, contact

Game Effects (per day): -1d4 LP, -1 Beauty, -1 Strength, -1 Endurance

Disease: The Pox

Symptoms: Small boils on skin, high fever, sweating & shaking

Spread by: contact with infected person or belongings

Game Effects (per day): -1 Endurance, -1 Beauty

Disease: Swamp Fever

Symptoms: Grayish skin, delirious, high fever, hallucinations

Spread by: Bug bites

Game Effects (per day): -1d3 LP, -1 Intelligence, -1 Endurance

Disease: The Ague

Symptoms: Uncontrollable shivering (even in hot sun)

Spread by: Bug bites, contact

Game Effects (per day): -1 Agility, -1 Endurance

Disease: Wasting Disease

Symptoms: Constant hunger, rapid weight loss, dehydration

Spread by: Infected food, contact

Game Effects (per day): -1d6 LP, -1 Strength, -1 Endurance

Disease: Influenza

Symptoms: High Temperature, Cold shivers, Weakness, Aches & pains .

Spread by: proximity or contact

Game Effects (per day): -1 Agility, -1 Strength, -1 Endurance

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Holy Lands RPG “Light Edition” Copyright © 2013 Faith Quest Games, All Rights Reserved, Distributed as Fan Support Document 

TW2013

Disease: Common Cold

Symptoms: Sniveling, Sneezing, Feeling bad.

Spread by: Proximity or contact

Game Effects (per day): -1 Endurance (lasts 2d4 days)