Diseases and Poisons

Diseases

  1. Anthrax:
    Incredible intensity; inhaled or injury; -1CS to Endurance after a two day incubation period; an additional -2CS to Endurance the following day if a second Incredible Endurance FEAT is failed. Note: if the patient fails a third Incredible Endurance test, one of the lost Endurance ranks is lost permanently.
  2. Small Pox:
    Remarkable intensity; inhaled or contact; -1CS to Strength and Endurance ranks after a 5 day incubation period; an additional -1CS to Strength and Endurance ranks the following day if a second Remarkable Endurance FEAT is failed.
  3. Pneumonia:
    Good intensity; inhaled; -1CS to Strength rank after a three day incubation period; an additional -2CS to Strength and a -2CS to Endurance ranks the following day if a second Good Endurance FEAT is failed.
  4. Hantavirus:
    Excellent intensity; injury; -1CS to Strength after a one day incubation period; an additional -1CS to Strength and a -1CS to Endurance ranks the following day if a second Excellent Endurance FEAT is failed. Note: if the patient fails a third EX Endurance test, one each of the lost Strength and Endurance ranks is lost permanently.
  5. Necrotizing Faciitis:
    Excellent intensity; Contact; -1CS to Endurance after a four day incubation period; an additional -2CS to Endurance the following day if a second Excellent Endurance FEAT is failed. Note: if the patient fails a third Excellent Endurance test, one of the lost Endurance ranks is lost permanently.
  6. West Nile Virus:
    Good intensity; injury; -1CS to Fighting, Agility and Endurance ranks after a three day incubation period; an additional -1CS to Fighting, Agility and Endurance ranks the following day if a second Good Endurance FEAT is failed. Note: if the patient fails a third Good Endurance test, one of the lost Endurance ranks is lost permanently.
  7. Salmonellosis:
    Excellent intensity; ingestion; -1CS to Fighting, Agility and Strength ranks after a one day incubation period; an additional -1CS to Fighting, Agility and Strength ranks the following day if a second Excellent Endurance FEAT is failed.

Poisions

  1. Arsenic:
    Remarkable intensity; ingested; -2CS to Strength; -3CS to Endurance ten rounds later if a second Remarkable Endurance FEAT is failed.
  2. Atropine:
    Excellent intensity; injury; -2CS to Fighting and Agility; -2CS to Strength ten rounds later if a second Excellent Endurance FEAT is failed.
  3. Belladonna:
    Amazing intensity; injury; -2CS to Strength; an additional -4CS to Strength 10 rounds later if a second Amazing Endurance FEAT is failed.
  4. Blue Vitriol:
    Good intensity; injury; -1CS to Endurance; an additional -1CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.
  5. Blue-ringed Octopus Venom:
    Remarkable intensity; injury; -2CS to Endurance; an additional -2CS to Endurance 10 rounds later if a second Remarkable Endurance FEAT is failed.
  6. Chloral Hydrate:
    Amazing intensity; ingested; -2CS to Fighting and Agility; 10 rounds later a second Amazing Endurance FEAT must be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours.
  7. Chloroform (vapor):
    Incredible intensity; inhaled; Unconsciousness for 1d3 (1d10/3) hours.
  8. Curare:
    Amazing intensity; injury; -3CS to Fighting and Agility; -3CS to Intuition and Psyche 10 rounds later if a second Amazing Endurance FEAT is failed.
  9. Cyanide:
    Incredible intensity; injury; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second Incredible Endurance FEAT is failed. Victims of cyanide poisoning have a breath odor of bitter almonds and froth at the mouth, and their skin takes on a blue hue.
  10. Cyanogen:
    Amazing intensity; inhaled; -2CS to Fighting and Agility; -3CS to Endurance 10 rounds later if a second Amazing Endurance FEAT is failed.
  11. DDT:
    Incredible intensity; inhaled; -1CS to Strength; an additional -2CS to Strength 10 rounds later if a second Remarkable Endurance FEAT is failed.
  12. Knockout Gas:
    Amazing intensity; inhaled; -2CS to Fighting and Agility; 10 rounds later a second Good Endurance FEAT must be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours. Knockout gas can be encountered with varying intensities.
  13. Lead Arsenate (gas):
    Good intensity; inhaled; -1CS to Strength; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.
  14. Lead Arsenate (solid):
    Good intensity; ingested; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.
  15. Mustard Gas:
    Incredible intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second Incredible Endurance FEAT is failed. It also has corrosive effects on the skin, eyes and exposed mucus membranes; Good corrosive damage to exposed skin, and temporary blindness for 1-10 days if an Endurance feat is failed. These non-inhalation effects can be negated by simple protection (e.g. heavy clothing and goggles).
  16. Paris Green (gas):
    Excellent intensity; inhaled; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.
  17. Paris Green (solid):
    Excellent intensity; ingested; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second Excellent Endurance FEAT is failed.
  18. Puffer Fish Poison:
    Excellent intensity; injury; -2CS to Strength; 10 rounds later a second Good Endurance FEAT must be passed, or else the victim is paralyzed for 10d10 rounds.
  19. Rattlesnake Venom:
    Good intensity; injury; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is failed.
  20. Sarin Nerve Gas:
    Amazing intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second Amazing Endurance FEAT is failed.
  21. Scorpion/Tarantula Venom:
    Good intensity; injury; -1CS to Strength; an additional -1CS to Strength 10 rounds later if a second Good Endurance FEAT is failed.
  22. Strychnine:
    Amazing intensity; injury; -1CS to Fighting and Agilty; -3CS to Endurance 10 rounds later if a second Amazing Endurance FEAT is failed.
  23. Tear Gas:
    Remarkable intensity; inhaled; Blindness for 1d10 rounds. Tear Gas may be encountered with varying intensities.
  24. VX Nerve Gas:
    Monstrous intensity when inhaled; Amazing intensity on contact; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second Monstrous Endurance FEAT is failed.

by Dr. Archeville