Edited by David Little
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:
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.
The vectors are as follows:
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:
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).
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.
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.
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.
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.
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.
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.
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.
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 |