Diseases | Game Mastering | SFRPG SRD | Glasstop Games

Diseases

Diseases are typically inhaled contagions (though these are usually filtered out by a standard space suit or suit of armor) or injury contagions. If a disease lacks a Cure entry, its progression may be irreversible without powerful magic or technology, but a successful casting of remove affliction usually prevents further deterioration. Physical and mental diseases have separate tracks.

Physical Disease Track

Healthy—Latent—Weakened—Impaired—Debilitated—Bedridden—Comatose—Dead

Latent

The victim has contracted a disease. She suffers no ill effects yet, but if the disease is contagious, she can pass it on.

Weakened

The victim is sickened and fatigued.

Impaired

The victim is exhausted. Whenever she takes a standard or full action, she must succeed at a Fortitude save at the disease’s DC or lose the action and become nauseated for 1 minute.

Debilitated

Strenuous actions cause the victim pain. If she takes a standard action, she immediately loses 1 Hit Point.

Bedridden

The victim is awake and can converse, but she can’t stand on her own or take any other actions or reactions.

Comatose

The victim is unconscious and feverish, and can’t be woken.

Dead

The victim is dead, and her corpse may still be contagious.

Mental Disease Track

Healthy—Latent—Weakened—Impaired—Befuddled—Disassociated—Comatose—Dead

Latent

The victim can pass on contagious diseases but suffers no ill effects.

Weakened

The victim is shaken, and the DCs of his spells and special abilities decrease by 2. He can no longer cast his highest level of spells (if any).

Impaired

The victim is flat-footed and no longer adds his mental ability score modifiers when calculating number of uses per day of abilities dependent on those scores, including bonus spells per day. The DCs of his spells and special abilities decrease by an additional 2. He can no longer cast his 2 highest levels of spells (if any).

Befuddled

The victim begins losing his grasp on thought, reality, and self. He has a 50% chance each round to take no relevant actions, instead babbling randomly, wandering off, or talking to unseen parties.

Disassociated

The victim is almost entirely disconnected from reality. His mind filters and twists all external stimuli into strange forms. He can no longer tell friend from foe and can’t willingly accept any aid (including healing) from another creature unless he succeeds at a Will save against the disease’s DC.

Comatose

A victim rendered comatose by a mental disease has lost all grip on reality and entered a dream world. He can’t be woken.

Dead

The victim is dead, and his corpse may still be contagious.

Sample Diseases

The threat of disease persists despite medical advances.

Addiction

Type disease (drug use); Save see specific drug

Track physical, mental, or both (see specific drug); Frequency 1/day when not using the drug

Effect If a creature takes a drug while it has progressed beyond healthy on the drug’s progression track, the DC of the saving throw against addiction increases by 2. A creature can attempt a save against an addiction only on a day when it hasn’t taken the drug. Each day spent without using the drug decreases the addiction’s DC by 2, to a minimum of the starting DC, but using the drug again, even once, returns the DC to its highest value. Each drug addiction is a separate disease.

Cure 3 consecutive saves

Blinding Sickness

Type disease (ingested); Save Fortitude DC 16

Track physical; Frequency 1/day

Effect At the impaired state, the victim also becomes permanently blind.

Cure 2 consecutive saves

Bubonic Plague

Type disease (inhaled or injury); Save Fortitude DC 17

Track physical; Frequency 1/day

Cure 2 consecutive saves

Cackle Fever

Type disease (inhaled); Save Fortitude DC 16

Track mental; Frequency 1/day

Cure 2 consecutive saves

Demon Fever

Type disease (injury); Save Fortitude DC 18

Track physical; Frequency 1/day

Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.

Cure 2 consecutive saves

Devil Chills

Type disease (injury); Save Fortitude DC 14

Track physical; Frequency 1/day

Cure 3 consecutive saves

Filth Fever

Type disease (injury); Save Fortitude DC 12

Track physical; Frequency 1/day

Cure 2 consecutive saves

Leprosy

Type disease (contact, inhaled, or injury); Save Fortitude DC 12

Track physical (special); Frequency 1/week

Effect progression track is Healthy—Latent—Sluggish—Stiffened; sluggish and stiffened are as per the Dexterity poison track states; stiffened is the end state.

Cure 2 consecutive saves

Mindfire

Type disease (inhaled); Save Fortitude DC 12

Track mental; Frequency 1/day

Cure 2 consecutive saves

Mummy Rot

Type disease (injury); Save Fortitude DC 16

Track physical and mental (special); Frequency 1/day

Effect no latent state; the victim takes all penalties from progressing on both the physical and mental disease tracks

Cure The victim must benefit from two successful castings of remove affliction within 1 minute.

Red Ache

Type disease (injury); Save Fortitude DC 15

Track physical; Frequency 1/day

Cure 2 consecutive saves

Shakes

Type disease (contact); Save Fortitude DC 13

Track physical; Frequency 1/day

Cure 2 consecutive saves

Slimy Doom

Type disease (contact); Save Fortitude DC 14

Track physical; Frequency 1/day

Effect At the impaired state and beyond, penalties from the weakened state become permanent until the victim benefits from a remove affliction or restoration spell.

Cure 2 consecutive saves

This page contains Open Game Content used under the Open Game License (OGL).