Disease-


Character Age, Aging, Disease, and Death - - - DMG
Contraction of Disease Chance of Contracting Disease Disease Table - -
Contraction of Parasitic Infestation Chance of Contracting Parasitic Infestation Parasitic Infestation Table - Morgion (god of disease)

As with poisons, this system does not attempt a specific treatment of a subject which is beyond its scope && purpose.
What is done, however,
is to give general categories of disease and maladies and their game effects,
as well as the chance to contract an ailment according to the surroundings.
Naturally, you will often have no need for any random determination of a disease,
as the affliction will be specified,
but even then you will find that the random determinants for occurrence && severity might be helpful.

Contraction of Disease:
Each game month you may {wish} to check each character to determine whether or not he or she has contracted a disease (or disorder).
Check each week if conditions are particularly favorable:

    VERY HOT WEATHER OR HOT, MOIST WEATHER
    FILTHY, CROWDED CONDITIONS IN WARM WEATHER

Check each and every time the character is exposed to a carrier in a way which would allow the disease to be communicated.
Note that disease carriers can be human, animal, insect, food, drink, vermin, dirt, filth, etc.
As DM you must indicate any special disease circumstances applicable.

Talona (goddess of disease)

Contraction of Parasitic Infestation:
Each game month check for each character to determine if he or she has become infested with some form of parasite.
Check each week if conditions are particularly favorable:

    FILTHY CONDITIONS AND WARM TEMPERATURE
    HOT, MOIST WEATHER

Check each and every time the character is exposed to a carrier of parasites.
Carriers include humans, animals, dust, earth, manure, raw (or undercooked) meat, swamp water, etc.

CHECKS ARE MADE BY USING THE APPROPRIATE TABLES SHOWN HEREAFTER.

Myrkul (god of parasites)

CHANCE OF CONTRACTING DISEASE
2%    Base Chance

Modifiers
+1% currently diseased || infested with parasites
+1% crowding (city, encampment, shipboard)
+1% filth (city, encampment, siege)
+2% character is old
+2% environment (marsh, swamp, jungle)
+2% hot && moist climate (season or region)
+5% character is venerable
+10% exposure to carrier of communicable disease
-1% cool weather || climate (high elevation, etc.) <cool = subarctic>
-2% cold weather, high mountains <cold = arctic> <note WSG definition of high mountains>
-2% shipboard after being at sea 2 weeks

Procedure: Adjust base chance of disease being contracted by applying modifiers.
When the final percent chance to contract a disease is found,
roll for each character concerned.
If disease is indicated, go to the DISEASE TABLE below to determine what sort is contracted.

CHANCE OF PARASITIC INFESTATION
3%    Base Chance

Modifiers
+1% filth (garbage, manure, sewage, etc.)
+2% improperly cooked meat
+5% polluted water
+5% swamp or jungle environment
-1% cool weather || climate, desert climate
-1% cool weather, high mountains, cool desert climate

Procedure: As for disease, and check PARASITIC INFESTATION TABLE.
 

DISEASE (OR DISORDER) TABLE


 
-- -- Occurence (d8) (+/-) Occurence (d8) (+/-) Severity (d8) (+/-) Severity (d8) (+/-) Severity (d8) (+/-)
Dice Score Area of Body Affected <Examples> Acute Chronic Mild Severe Terminal
01-03 blood/blood forming organs - 1-3 4-8 1-2 3-5 6-8
04 bones - 1 2-8 1 2-3 4-8
05 brain/nervous system - 1-6 7-8 1-2 3-5 6-8
06-07 cardiovascular-renal - 1-3 4-8 1-2 3-4 5-8
08-09 connective tissue rheumatism? 1 2-8 1 2-3 4-8
10-12 ears - 1-7 8 1-6 7 8
13-18 eyes - 1-7 8 1-5 6-7 8
19-40 gastro-intestinal - 1-6 7-8 1-5 6-7 8
41-42 generative organs - 1-2 3-8 1-3 4-7 8
43-48 joints rheumatism? 1-4 5-8 1-6 7-8 -
49-50 mucous membranes - 1-7 8 1-6 7-8 -
51-52 muscles - 1-5 6-8 1-5 6-7 8
53-65 nose-throat - 1-6 7-8 1-6 7-8 -
66-85 respiratory system - 1-6 7-8 1-5 6-7 8
88-96 skin - 1-5 6-8 1-5 6-7 8
97-00 urinary system - 1-6 7-8 1-5 6-7 8

<eg.>
    In other words, are 6 different disease states.
Acute.mild Acute.severe Acute.terminal
Chronic.mild Chronic.severe Chronic.terminal
<eg.>
 

<example of notation: rabies (contracted from giant bats) is BNS.acute.fatal, in DMG terms>
<Chronic = make a check each month?>

DISEASE (OR DISORDER) TABLE


 
-- -- -- -- -- -- -- --
Dice Score Area of Body Affected Acute.mild Acute.severe Acute.terminal Chronic.mild Chronic.severe Chronic.terminal <Notes>
01-03 blood/blood forming organs - - - - - - bubonic plague (The Plague, The Black Death)
04 bones - - - - - - -
05 brain/nervous system - - rabies - - - -
06-07 cardiovascular-renal - - - - - - ebola <?>
08-09 connective tissue - - - - - - -
10-12 ears - - - - - - -
13-18 eyes - - - - - - -
19-40 gastro-intestinal - - - - - - cholera (vomiting, diarrhea)
41-42 generative organs - - - - - - advanced leprosy <??>, The Jack, etc.
43-48 joints - - - - - - -
49-50 mucous membranes - - - - - - -
51-52 muscles - - tetanus - - - -
53-65 nose-throat cold - - - - - -
66-85 respiratory system - - - - - - diptheria
88-96 skin - - - - - - spotted fever
97-00 urinary system - - - - - - -

<
From BLACKMOOR, page 52:
Grippe (colds, flu, belly aches, etc.)
Bubonic Plague (Black Plague or Black Death)
Dysentery
Cholera
Malaria
Small Pox
TB
Typhus
Typhoid Fever
Yellow Fever
Advanced Leprosy
Crud (heat rash, athlete's foot, jungle rot, ringworm)
Spotted Fever
>

<
From MM2, Oinodaemon:
Bubonis, Cholerix, Typhus, and Diptherius
>

<
Cholera, Plague, fevers
- Goblin rat
>

<From Chivalry & Sorcery (2e) Sourcebook:
Bubonic plague/Black death
Cholera
Typhus
Typhoid fever
Small pox
Influenza
False alarm
Dysentary
Common cold
Pneumonia
TB
Malaria
Spotted fever
Chicken pox
Septicemia
Peritonitis
Gangrene
Rabies
Leprosy
Rashes
Leprosy of the tomb
>

<
Social Disease,
THE CLAP,
The Jack
>


 

PARASITIC INFESTATION TABLE

<notes added, thanks to the good folks at DF (1)>
 
-- -- Severity (d8) Severity (d8) Severity (d8) <Notes>
Dice Score Parasites Infest Mild Severe Terminal -
01-10 cardiovascular system 1-2 3-5
Liver flukes?
Hookworms?
plasmodium (malaria), 
trypanosomes (sleeping sickness), 
hookworms, 
heartworms, 
liver flukes
6-8
filarial worms
-
11-35 intestines 1-2
tapeworm, 
ascarid worm
3-7
giardia, 
intestinal flukes

Giardia lamblia
-
36-40 muscles 1
Botfly
2-3 4-8 -
41-45 respiratory system 1 2-4 5-8 -
46-75 skin/hair 1-7
Fleas/bedbugs or ticks
Ringworm
Crabs
8
Fleas/bedbugs or ticks
Screwworm
- Typhus (associated with flying squirrels)
76-00 stomach 1-2 3-7 8 -

<eg.>
    In other words, are 3 different states of parasitic infestation:
Acute.mild Acute.severe Acute.terminal
<3 = -x?>
<eg.>

Occurrence determines whether the disease is a single (acute) attack or
whether the disease will recur periodically once contracted (chronic).

Chronic maladies will affect the character periodically,
    and if they occur at the same time as any other malady (disease, disorder, or parasitic infestation),
    the severity of both will be increased.
    Thus, if two chronic maladies are contracted, the character is not likely to survive another disease attack.
    <'periodically' (game) : CON check each year (on the same date), or the chronic disease (etc.) reoccurs at the same severity>

Severity refers to the seriousness of the disease, disorder, or parasitic infestation and determines the period of disability
(recovery time or length of illness which terminates in the character's demise) and the effects of the malady.

MILD: During the period of affliction the character is unable to perform strenuous activities and must rest.
    Some treatment must be determined by the DM to allow a shortening of the period of illness.
    A normal period is 1-3 weeks.

SEVERE: A severe malady will lower the character's hit points to 50% of normal
    and make him or her totally disabled for 1-2 weeks,
    plus a further 1-2 weeks of time during which the malady is in the mild state as the character recovers.

TERMINAL: The malady will cause death (or loss of the body part or function) in 1-12 days
    (longer periods are stated hereafter in the discussion of the various maladies).

Blood et al. afflictions will cause a loss of 1 point each of strength and constitution per week until totally cured.
Thus, chronic problems here will slowly wear the character away. Terminal cases will take 1-12 weeks.

Bone afflictions are much the same as blood problems,
and chronic cases and terminal afflictions can be treated in the same way.

Brain et al. problems will cause a loss of 1 point each of intelligence and dexterity per occurrence until totally cured,
so chronic maladies will eventually be fatal. Terminal affliction takes only 1-12 hours for death to occur.

Cardiovascular-renal afflictions should be treated in the same manner as blood problems,
except that terminal cases last only 1-12 days.

Connective tissue diseases (such as leprosy) permanently remove 1 point each of strength, dexterity, constitution, and charisma for each month of affliction - thus only an acute, mild attack will not cause such loss.
Terminal cases will last until constitution is at 0, i.e. treat them as chronic, severe cases.

Ear afflictions which are terminal result in hearing loss in one ear.

Eye afflictions which are terminal result in blindness in one or both eyes (50%/50% chance for either case).

Gastro-intestinal problems of chronic nature cause the loss of 1 point each of strength and constitution per occurrence until cured, severe attacks causing such loss permanently. Terminal cases require 1-12 weeks for fatality.

Generative organ disorders cause no particular problems except spread of infection . . . . Terminal cases take 1-12 months.

Joint disorders of a chronic nature cause the loss of 1 point of dexterity,
with each severe attack causing such loss on a permanent basis.

Mucous membrane problems of chronic nature cause the loss of 1 point of constitution,
each severe attack causing such loss permanently.

Muscle disorders of chronic nature cause the loss of 1 point each of strength and dexterity,
severe attacks having a 25% chance of causing such loss permanently.
Terminal cases take 1-12 months.

Nose-throat afflictions of chronic nature have a 10% chance of causing a 1 point constitution loss each time a severe attack occurs.

Respiratory disorders of chronic, severe nature are 10% likely to cause the loss of 1 point each of strength and constitution
(check separately for each). Terminal cases take from 1-12 months until fatality occurs.

Skin afflictions of severe nature are 10% likely to cause permanent loss of 1 point of charisma.
Chronic, mild attacks are also 10% likely to cause such loss, while chronic, severe attacks will be 25% likely to cause such loss.
Terminal cases will take 1-12 weeks for fatality.

Urinary system disorders of chronic, severe nature are 20% likely to cause the loss of 1 point each of dexterity and constitution per occurrence.
Terminal cases will take 1-12 weeks.

Q. If a character drinks a potion of diminution
will any parasites shrink
as well, o rwill they stay at their
original size?
A. Thankfully, the parasites -- rot grubs,
for example, in the Advanced Game
-- will shrink as well.  As parasites,
such creatures are part of the
host's system, and thus suffer all the
effects of potions and the like.
    Whether parasites are affected by
spells which have an area of effect of
'one creature' or 'the creature touched'
is open to debate.  By the exact
wording of such spells they should
NOT be affected but, if only for simplicity's
sake, we suggest that the
Presence of any parasites is ignored
for spell purposes.  In at least one
case, parasites must be affected by
'1 creature' spells, otherwise casting
invisibility on somebody would
produce a hazy outline of the person,
caused by bacteria and other parasites <bacterial parasites?>
floating around in the bloodstream.
(Imagine #25)

ADJUSTMENTS TO OCCURRENCE AND SEVERITY DIE ROLLS*
 
+2 CON under 3
+1 CON 3-5
+1 chronic disease or disorder
+1 severe parasitic infestation
+1 under 25% of normal hit point total
-1 constitution 10-12
-2 constitution 13-15
-3 constitution 16-17
-4 constitution 18

Note: Die score of 0 or less on either roll indicates the character does not contract the disease.

* Not to be used for parasitic infestation determination.


<notes, diseases>

<malaria>

<intestines.giardiasis('beaver feaver') : beaver, dog, horse, cat, cattle>
<intestines.dysentary>

<
Anthraxus is the most powerful daemon on the Lower Planes, but his
position is challenged by other unique daemonic beings, the chief of which
are Bubonis, Cholerix, Typhus, and Diptherius, along with others
unknown or unrecorded by scholars.
>

<cholera, plague, fevers: goblin rat>
 

<again, just notes. the notes are not meant to represent the final level of detail>

<
bubonic plague
cholera
typhus
diptheria
shingles
dengue fever
>

<
shingles
>

<
these are the diseases listed at BH2.17:
consumption,
grippe,
gangrene,
cholera,
dysentary,
malaria,
smallpox,
typhus,
typhoid fever,
yellow fever,
spotted fever,
tetanus,
rabies,
social diseases
>
 

<TABLE IVaviii--Disease sub-subtable: (detriment only)
roll  disease
01-30  grippe
31-55  dysentery
56-70  cholera
71-77 yellow fever
78-85  typhus
86-92  typhoid fever
93-96 smallpox
97-99 spotted fever
00  tuberculosis
D34.42>
 

<otyugh = carrier?>
<otyugh corpse = carrier, or filth>
<eg. YOU HAVE FOUND TREASURE!
TAKE    ||    EXIT
assuming the former ...
1000 gp
WAND
OTYUGH>
<slain creatures should always appear at the bottom of a treasure list>
<taking a creature assumes actual rending or vivisection>
<for example, if i take the otyugh, i might get an otyugh eye, or whatever is listed for an MC>
<shows up as OTYUGH on the treasure list, but if i TAKE, then it shows up as OTYUGH EYE on my ITEM list>
<of course, butchering an otyugh (et al.) is not a very hygenic thing to do>
<these cases should be noted in the Treasure.Natural section for each monster>
 


<notes: parasitic infestations>
<notes, carriers, parasitic infestations>
<note: beaver would incl. giant beavers>
<note: cat would incl. all varieties of cat>

<intestines.tapeworm>

Rabies: In
the alcove is a rabid wolf with bells on its
collar which will attack once it is freed, as a
4-hit-dice monster. Anyone bitten must
save vs. Poison or die in 4 turns. A cure disease
will prevent death. However, the
victim will still be weak (-4 on "to hit" and
damage) for 4 turns. (A1-4.78)


Quote:
Originally Posted by Gentlegamer
Gary, you might find this amusing:

http://www.enworld.org/showthread.ph...17#post2198417


Well now...

Is the comment below the pic aplause or a warning against sexually transmitted disease?

Cheers,
Gary