Disease in The Morrow Project
By Chris Van Deelen
Edited by David Little
Introduction
The following article was written, using a modified disease system from
FGU's Aftermath game system. It has been converted to be used in The Morrow
Project.
For game purposes, a disease is defined as follows:
- The disease can be broken down into three basic formats: acute, episodic,
and chronic. For game terms it will be (A), (E), or (C).
- The disease will have up to four different vectors, or methods of infection.
They are Aerosol, Subcutaneous, Gastric, and Dermal. For the game, they
will be listed as AE, SU, GA and DE.
- The disease will have a virulence number. The higher the number, the
more powerful the disease.
- The disease will have an incubation period. This could be anything
from instantaneous, to several months or years before the disease begins
to take effect.
- The disease will effect a certain attribute, or number of attributes,
such as Dexterity, Constitution, etc. The attributes act as a guage on
how long the disease will effect the character.
- The disease will have a cycle time. This is how long the time is between
attacks on the characters constitution.
Virulence
| Virulence number |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| Die |
1 |
1D3 |
1D4 |
1D6 |
1D8 |
1D10 |
2D6 |
2D10 |
3D6 |
3D8 |
An acute (A) disease will subtract its dice modifier from the
affected attribute at the end of each cycle. The character must then work
with the attribute at its reduced rate. When the attribute reaches 0, the
crisis of the disease is reached.
In Episodic (E) disease, keep track of all the dice modifier
rolls. Once the total surpasses the Attribute score, an episode occures.
Reduce the target attribute by 25% each time. Once the attribute reaches
0, the crisis stage is reached.
Finally, with a chronic (C) disease will take effect at the end
of its incubation period. This effect will remain until the character throws
off the disease, or the time limit on the duration of the disease runs
out. If a target attribute is specified, it will be decreased by the Virulence
dice modifier for the duration of the disease. The attribute will return
to normal at the end of the disease.
Vectors
The vectors are as follows:
- Aerosol (AE). The infection is airborne. Any character within
a number of meters equal to the virulence group who breaths the air is
subject to infection
- Subcutaneous (SU). The infection must be gotten under the characters
skin by such means as an animal bite, wound, injection, etc.
- Gastric (GA). The source of infection must be taken internally
through such things as contaminated drink or food.
- Dermal (DE). Simple skin contact is required. A garment that
protects a character from the initial source of infection may later contaminate
the character if it still carries the contamination from the original contact.
Dealing with the Disease
When a character is first exposed to a disease, a Constitution roll
is required. Roll a D20, and add the disease's virulence group number.
If the roll is equal, or less than the characters constitution, the character
has avoided contracting the disease. If the roll fails, oh boy.
Once infected, the character has a chance to throw off the disease during
the incubation period. the attempt requires the character to make a successful
treat disease roll. It is subject to the same modifier as the constitution
roll. Take the virulence group, and multiply it by five. Thus, if the disease
is virulence 3, it adds +15% to the skill roll. If the treat disease roll
is successful, the character is allowed a second, unmodified constitution
check to see if they are able to throw off the disease.
If the character takes Universal Antibodies, subtract the virulence
group times 5, and then roll the dice. Again, a virulence group 3 would
subtract 15% from the Universal Antibody's roll, bringing it from 80% to
65%. If the roll succeeds, the disease is thrown off.
At the end of the incubation period, the first effects of the disease
will appear. If the disease has no cycle, these effects will remain in
force until the character makes a con check against the disease , or the
disease has run its course. A con check may be made at the beginning of
each day. Once the disease is no longer active in the character's system,
the effects of the disease will disappear or he will be able to start healing
the effects. The exact result will be dependant on the exact disease.
If the disease has a cycle, the character is allowed to make a con check
at the end of the cycle time before the disease's advance is determined.
If the die roll is successful makes it by more than half the required amount,
the disease is thrown off. Example A character with a Con of 16 is infected
with a virulence group 3 disease. He rolls a 1 on a D20. This is more than
half (hell, he made it by 13 taking into account the disease's virulence
group). If it falls into the range between half, and exactly the roll he
needed, the disease is held in check. Example, the same character with
a con of 16 rolls a D20 and gets 12. This is above half, but below the
target number of 13. The disease is held in check. If the roll fails, the
disease runs its normal course. Once the disease is thrown off, the character
can then go about recovering from the disease.
When a victim is making his con check at the beginning of a day, or
at the end of a cycle, he will receive modifications to the number needed
for a successful check as follows:
- if a character makes a successful treat disease roll, modified as usual
by the disease's virulence group, a +1 bonus is recieved to the characters
con.
- If a broad band antibiotic is administered, a plus equal to its strength
is recieved.
- If a specific antibiotic is administered, a plus equal to the specific
efficiency against the disease is received.
- If the character is wounded badly (more than 25% of its SP/BP) a penalty
of -1 is added to the characters con check.
Day's Advance
This is the total number of points gained from the virulence group in
a twenty four hour period. Example, a virulence group 3 disease with a
cycle period of 6 hours advances 8 points (4 1D4 rolls during the twenty
four hour period).
Crisis Point of the Disease
When an acute disease has reduced its main target to zero or below,
when an episodic disease has a cumulative total of its dice rolls that
exceeds the character's score in the disease's main target, or when a disease
reaches a specified stage with a chronic disease, the patient has reached
the crisis point of the disease. The character is allowed one last con
check to eliminate the disease, at the cons value cut in half, - the virulence
factor. No modifications are allowed. If the character fails the roll,
he has died of the disease. If the roll is successful, the character may
begin recovering.
Disease Symptoms
This section presents typical disease symptoms and the effects on the
character with the disease. Not all diseases will have symptoms as severe
as these. Many disease will have these type of symptoms but their effects
will not be great enough to warrent an effect on the character.
- Dizziness
- When the disease's advance is greater than 1/3 of the characters con,
the character's movement is at half value, and if the character is on treacherous
ground (rubble, ice, etc) the character must make a Dex check every minute
game time to avoid falling down
- Dystopia
- When the advance is greater than 1/3 of the characters con score, the
effective light level for that character is reduced. Example, good light
becomes dim, dim light becomes poor, poor light becomes no light.
- Fainting
- Strenuous activities such as combat, running, climbing etc will require
a Con check after a number of rounds or minutes equal to 25% of the characters
Con. Example. If a character has a con of 16, he/she will be able to fight
for 4 rounds before having to make a Con check. If the character fails,
he falls unconcious for a number of minutes equal to the virulence group
of the disease. If the character does make the check, they can continue
to act for another amount of rounds equal to 25% of the characters Con.
- Lesions
- The day's advance of the disease is the chance in 10 of lesions developing
on a random location. Any damage taken on that location will expose the
character to infection.
- Nausea
- Exertion as described in fainting or a successful attack on the torso,
throat or head will require a Con check to avoid a fit. The character experiencing
a fit of vomiting will be unable to perform any action for a period in
minutes equal to the virulence group of the disease. The character will
remain incapacitated until he/she makes a successful Con check. Dry heaves
are a bitch!
- Pain
- The disease's advance for that day act as a negative percentage to
all skill and attack rolls attempted by the character.
- Paralysis
- The specified extremity will take damage equal to the day's advance
of the disease. This damage is not permanent, or real. When the total DP
of the extremity are exceeded, the extremity is paralysed and cannot be
used. When the disease is cured, the character regains use of the extremity.
- Puerpera
- The character's blood is slow to clot, though not so bad as a case
of haemophilia would make it. But he will tend to bleed from open wounds
and suffer severe bruising from non-cutting blows. Basically, when the
character suffers a puncture, or a cutting wound, the character will lose
50% more BP per turn than normal.
- Rhuematoid Condition
- The effects of this symptom vary by the location affected. If it affects
the legs, the characters base movement is cut in half. If the disease's
day's advance is greater than 1/2 the characters con, the movement is reduced
to 25% of normal. If the symptom effects the characters arms or hands,
all skills requiring the use of the hands are reduced by half. If the total
of the day's advance surpases half of the characters current Con, the skills
are reduced to 25% of normal.
- Tinnitus
- The day's advance of the disease is the percentage times two reduction
to any skills the character tries to use, due to ringing in his or her
ears. Example, a character suffers 7 points advance during the day, so
the character suffers a -14% to any skills.
- Ulcerations
- The day's advance of the disease is the chance in 10 that the character
iwll develop ulcers on a specific location. This should be determined by
making a hit location roll. If the character receives any damage to an
ulcerated location he must make a Con check, or the pain will cause him
to faint (see fainting). The character is also exposed to infection.
- Weakness
- When the disease advance is greater than the 30% of the characters
Con., his STR. and Dex. are reducued by 25%, and suffers a 20% negative
to any skill rolls. When the disease's advance is more than 50% of the
Characters Con, the stat reduction is 50%, and the negative to skill rolls
is now 40%.
Recovery from Disease
When a character throws off a disease or survives a disease because
it has run its course, the character will receive 1D10 points per virulence
point of phantom damage. this damage is just from exhaustion and general
weakness. For every 1 hour of full rest, the character regains 1 point
of this damage. It is just a measuring gauge to see how long the character
takes to fully recover.
Symptoms will be recovered from in a number of days equal to the disease's
virulence group. Symptoms such as lesions and ulcers cause actual damage
(1D3 dp per ulcer or lesion) and these will heal as a normal wound would.
Attributes that have been reduced by the disease will recover at a rate
equal to 30% of the Characters Con score per week. Example, a character
with a Con of 18 will regain up to 6 lost attribute points per week.
Infection
A character may be subject to infection if he takes damage from the
bite of an animal, or wounds suffered from a dirty weapon, or if the character
doesn't take the time to keep him or herself clean.
Once the character is exposed to an opportunity for infection to set
in, the PD makes a secret Con save for the character. This throw should
be made if the character hasn't been properly treated after taking the
wound (example, first aid, or cleaning the wound and then covering the
wound with a steril bandage).
Once the character is infected, recognizable symptoms will appear once
the character is supposed to heal a wound.
First, the wound will become inflamed and pussy. The character will
not heal any damage at this time. At the end of each twenty four hour period,
the character is allowed another Con check to see if they are able to throw
off the infection. If it succeeds, the character has beaten the infection,
and can begin to heal normally. Administering antibiotics will allow the
character a +3 to their Con check to throw off the infection. On top of
that, the wound must be kept clean, and the bandages must be changed at
least twice a day. If this isn't done, the character suffers a -1 to his
or her Con check.
If, during this time the character is unable to throw off the infection,
and he or she rolls a 20 on the Con check, gangrene will set in. Gangrene
negates the characters ability to make Con checks. Gangrene has an initial
virulence group of 1 which will increase by one each day. Each day, the
PD will roll the virulence dice. When the total of the dice rolls exceeds
the characters total Con, the character dies.
Each day a character with Treat disease may attempt to halt the progress
of the disease. The skill check is reduced by half unless a number of medical
units equal to the virulence group are used during the treatment of the
disease. If the check succeeds, the gangrene is halted, and reversed. The
character can then begin healing the damage normally. At this time, the
points accumilated from the virulence dice are taken as normal damage,
and must be healed normally.
Immunity from Disease
Any character who has once had a specific strain of an acute or episodic
disease will be immune to that strain in the future. In game terms, this
means that a character who has made his Con check after the first effects
of the disease have evidenced themselves will automatically make his Con
check when exposed to the same disease.
Specific Disease's in The Morrow Project
When PSI is called for below, it is because TMP dosen't have an attribute
for either Intelligence, or Willpower. It is just a quick fix until the
third edition comes out (if ever). My reasoning behind this is that Psi
is a good gauge for a character's will power.
With the above rules, the disease will be described in the following
method:
Vector(s)-format-target(s)-incubation period-virulence group-cycle time.
- Anthrax
DE, AE-(A)-CON-1D3 Days-3-2 days
Symptoms: Lesions, Nausea, Pain
There is also a chance that the disease will cause the loss of facial and
head hair. When the disease is cured, roll a Con. check. If it fails, the
character is permanently bald. Once this disease has been overcome, the
character is immune to it.
- Pneumonia Plague
AE-(A)-CON-2D6 Hours-3-3 Hours
Symptoms: Nausea, Weakness, Fainting
Once the disease passes the 30% of the Con score. in its advance, the victim
will just go into delirium until death or healing takes place.
- Pneumonia
AE-(A)-CON-1D3 Hours-3-3 Hours
Symptoms: Pain, Weakness
The victim has a chance of infection if exposed to any kind of wound while
suffering from pneumonia. There is also a much milder form of the disease,
with a Virulence of 1 and all the time periods above given in days, not
hours. This is often called "Walking Pneumonia."
Victims of exposure or damage to lung tissue can develop the disease
without any apparent exposure to a carrier, as most humans carry the pneumococcus
dormant in their lungs, ready to become active if the immune system of
the victim is weakened.
- Rabies
SU-(E)-DEX-1D3+5 Days-5-1 Day
Symptoms: Rheumatoid condition of arms and legs, Nausea, Pain
Rabies is transmitted by the bite of a rabid animal.
- Hepatitis
GA, AE-(E)-STR-1D3 Days-3-1 Day
Symptoms: Weakness, Nausea, Dizziness.
- Brain Lighting
AE-(A)-PSI-2D6 Hours-3-1 Hour
The sufferer will complain of hideous headaches once the advance has wiped
out half of his will score. He will become insane and require restraint
if he is not to run madly about at random once the disease has reduced
the Attributes below 30% of its value.
- Eyeburn
SU-(E)-PSI-1 Day-2-12 Hours
Symptoms: Dystopia
If the Crisis is not survived, the character is still alive, but his optic
nerve has been destroyed, leaving him permanently blinded. The disease
is transmitted by the bite or claws of infected animals. It seems to be
a mutant form of Rabies, which has become specific to the tissues of the
optic nerve.
- Zombo Plague
DE-(A)-PSI- 24 Hours-2D2-24 Hours
Symptoms: Dizziness
When the characters PSI reaches 0, the character becomes a Zombo, unprogrammed.
This disease is not lethal in itself. If the character does not throw it
off at the crisis point, he will become a Zombo. The character has no intelligence,
no skills, and must be retaught everything from eating, walking, using
the toilet, etc.
- Littleton's Bane
AE, DE-(E)-STR-1 Hour-3-1 Hour
Patient experiences fits of homicidal mania and will seek to kill anyone
present during the fit. Victims show a tendency to prefer hand to hand
attempts on their victims. If no others are present, the victim becomes
suicidal.
- Spotted Plague
GA-(A)-DEX,-48 Hours-2-24 Hours
- Botulism
GA, SU-(-)-DEX, CON-1D3 Hours-10-10D6 Minutes
Symptoms: Pain, Nausea, Dizziness, Paralysis
Botulism is contracted from eating contaminated food or drinking contaminated
water. Boiling or cooking these thoroughly before consumption destroys
the bacteria. The bacteria is not in itself poisonous, but it produces
an extremely strong neuro toxin. Even application of the serum only reduces
the virulence of the disease to 5.
- Brucellosis
GA, SU-(C)-STR-1D3 Weeks-2-1D3 Weeks.
Symptoms: Nausea, Weakness
- Diptheria
GA-(A)-CON-1D6+1 Days-3-1 Day
Symptoms: Nausea, Pain, Ulceration in throat
- Amoebic Dysentery
GA-(E)-CON-1D6 Days to 1D6 Years-2-1 Day.
Symptoms: Diarrhea
- Bacillary Dysentery
GA-(E)-CON-1D6 Days-3-1 Day
Symptoms: Diarrhea, Nausea, Rheumatoid pain in arms and legs.
Dysentery acts like cholera by fluid loss.
- Glanders
GA, AE-(E)-CON-3D6 Days-4-1 Day
Symptoms: Rheumatoid pain in joints, Ulcers
Material from Ulcers can infect dermally.
- Smallpox
AE, GA-(E)-CON-2D6 Days-4-1 Day
Symptoms: Pain, nausea, lesions
The disease is often accompanied by raving fits. The lesions often leave
unsightly scarring.
- Typhoid
GA-(E)-CON-4D6 days-2-1 Week
Symptoms: Weakness, Diarrhea, Pain
- Typhus
SA-(E)-CON-3D6 Days-4-2D3 Days
Symptoms: Pain, Weakness
- Death's Plague
AE,SU,GA,DE-(A)-CON-1D3 Hours-10-10 Minutes
Symptoms: Lesions, Pain, Rheumatoid pain in joints, Sensitivity
to light, Paranoid Rage (in that order)
- Lugo Fatigue
AE-(C)-STR-1D6 Days-2-1D3 Months
Symptoms: Ulceration on throat, Weakness
- September Fever
AE-(C)-CON,STR-1D3 Days-1-2D6 Days
Symptoms: Dizziness, Nausea, Weakness, Pain
- Toledo Infection
AE, DE-(E)-DEX,STR,CON-1D3 Days-8-1D3 hours
Symptoms: Fainting, Lesions, Nausea, pain, Weakness
Disease Mutations
The following tables represent possible mutation of the disease resulting
in any number of changes.
| Chance of Disease Mutation |
| Roll |
Change |
| 01-80 |
No mutation |
| 81-00 |
Mutation |
| Disease Mutation |
| Roll |
Change |
| 1 |
Format |
| 2 |
Vector |
| 3-4 |
Virulence |
| 5-6 |
Incubation/Cycle time |
| 7 |
Symptoms |
| 8 |
Antibiotic Modifiers |
| 9 |
Roll once more |
| 10 |
Roll twice more |
| Roll |
Format Change |
Roll |
Vector Change |
| 1-7 |
Acute |
1-2 |
Aerosol |
| 8-14 |
Episodic |
3-4 |
Subcutaneous |
| 15-20 |
Chronic |
5-6 |
Gastric |
|
7-8 |
Dermal |
|
9-0 |
Roll once more |
| Roll |
Incubation/Cycle Period Change |
Roll |
Symptoms Change |
| 1 |
Decrease period by 75% |
1 |
Add 3 Symptoms |
| 2 |
Decrease period by 50% |
2 |
Add 2 Symptoms |
| 3 |
Decrease Period by 25% |
3-5 |
Add 1 Symptom |
| 4 |
No Change |
6-8 |
Remove 1 Symptom |
| 5 |
Increase Period by 25% |
9 |
Remove 2 Symptoms |
| 6 |
Increase Period by 50% |
0 |
Remove 3 Symptoms |
| 7 |
Increase Period by 75% |
|
| 8 |
Increase Period by 100% |
|
| Virulence Modifiers |
Antibiotic Modifiers |
| Roll |
Result |
Roll |
Result |
| 01-10 |
-1D10 (minimum 3) |
O1-10 |
+1 Per 1D6 Doses |
| 11-25 |
-2 |
11-25 |
+1 Per 3 Doses |
| 26-45 |
-1 |
26-45 |
+1 Per 2 Doses |
| 46-55 |
0 |
46-55 |
0 |
| 56-74 |
+1 |
56-74 |
+3 Per 2 Doses |
| 75-90 |
+2 |
75-90 |
+2 Per Dose |
| 91-00 |
+1D10 (MIN. 3) |
91-00 |
+1D6 Per Dose |
| Symptoms |
| Roll |
Result |
| 1-2 |
Dizziness |
| 3-4 |
Dystopia |
| 5-6 |
Fainting |
| 7-8 |
Lesions |
| 9-10 |
Nausea |
| 11-12 |
Pain |
| 13 |
Paralysis |
| 14-15 |
Puerperal |
| 16 |
Rheumatoid |
| 17 |
Tinnitus |
| 18-19 |
Ulceration |
| 20 |
Weakness |
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