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Medicine - Treat Poison/Disease

Beside wounds and injuries, characters can suffer from other conditions such as being sick or poisoned. Poisons are generally quick and brutal while diseases, even though not as fast, can be incapacitating in the long run.   Treating such conditions is similar to treating a Critical Injury. The character must roll against the poison or disease’s severity. A successful roll will cure the character, removing the ill effects.  

Poison

  Treating poison can only be done once per round. As for disease, this author suggests that such checks can only be attempted once per day during which the diseased must rest as the character provides medical care. Genesys does not provide a table for all poisons available and instead has multiple instances of poisons here and there, with average difficulty to resist the poison being Hardddd) (the poison lasts one additional round each time a d is generated. Thus, this author recommends setting the difficulty for poisons, as well as diseases, at a minimum of Hard (ddd).   One problem with poison is that they are so quick and brutal that it does not allow a doctor to cure them unless the victim generated a d on their Resilience check. Since a round in Genesys lasts for about a minute, this makes all poisons much quicker and deadlier than their real life counterparts. An alternative to this is to set an amount of rounds during which the poison acts and divide its listed effects over that duration. For example, the poisonous stinger of a manticore (see Realms of Terrinoth page 208) has the target suffer 4 wounds on a failed Resilience check. An alternative would be to set the poison with a fixed duration of 4 rounds and each failed check would have the victim suffer 1 wound. Each d generated over these checks would add an additional round to the remaining duration. Should the character get poisoned again while they are still suffering from the poison, you simply add a number of rounds equal to that poison's fixed duration to the remaining duration. In this example, if the character was suffering from the manticore's poison with 2 rounds left when they become poisoned again, the victim will simply add another 4 rounds to the duration rather than rolling their Resilience check on the spot. This methods allows for Medicine checks as well as items nullifying poisons such as the Immunity Elixir (see Realms of Terrinoth page 102). The drawback of using that method is more bookeeping and Resilience checks being rolled. GM and players shall discuss about this alternate rule prior to using it, however for campaigns set in Alwaus the long form poison rules are typically the ones that will be used.   EXAMPLE OF A TREAT POISON CHECK   Vargan is currently exploring an ancient ruin from a time long before The Eternal Empire. After falling into a trap, he finds herself facing a spider swarm in a pit. Netty, his fellow explorer, helps him out of it. Yet, he suffers from stings and has failed the resilience check to resist the venom's effect, forcing him to take 1 wound for the next four rounds. Fortunately for him, Netty is a skilled doctor and can help him negate the venom.   The Venomous special ability of the Spider Swarm adversary has a severity of Hard (dd d ). Netty has a medkit with her to help neutralize the venom so she adds a b to the check.   The roll generates shh. Due to her successful check, Vargan is cured from the poison and will no longer take wounds for the remaining rounds the poison was active. Yet, his body has become weaker as the GM spends the hh to have Vargan add b on further Resilience checks against spider venom for the rest of the session.  

Diseases

  Onset : While not always the case, diseases tend to have an incubation period — a character should not normally suffer from the disease right after being exposed. Depending on the disease, this could be as quick as few hours to days or even weeks.   The onset plays a major role as it is during that period that a disease can spread unnoticed, depending on its vector. A disease that quickly shows its symptoms might get isolated faster. Paired with deadly effects, the disease is likely going to die by itself as the infected will die before spreading the disease.   Duration : A disease should not have a set duration. The body has to fight it, or be treated by the Medicine skill. Otherwise, the character will continue to suffer its effects.   Check : Since the effects are ongoing, the Resilience check should be made once per day to heal from the disease. Likewise, a Medicine check should only be attempted once per day. If the check fails, the character suffers from the disease's effects for that day.   Difficulty : Like poisons, most difficulties range from Hard (ddd ) to Daunting (dddd).   Effect : Diseases can have a variety of effects, from reducing Wound or Strain Threshold, inflicting wounds and strain, adding d to checks or even upgrading them. Some diseases might even add a narrative effect such as preventing speech, constant coughing, blindness, or shakes. Depending on the disease, the effects might be cumulative on consecutive failed Resilience checks.   Contagion : Any character that engage with an infected or other disease vector should make a Daunting (d) Resilience check at the start of each day to determine if they get infected. The difficulty might vary though — not all disease are as virulent. In some cases the GM might instead call for a blind check and roll the difficulty dice themself, out of the view of the players. This way the player and the character will be unsure if they managed to resist the disease.   EXAMPLE OF A TREAT DISEASE CHECK   Netty's country has been plagued for months now — the corpses have multiplied while the authorities fail to find a cure. Located in a remote village's clinic, Netty is trying to help the infected to get through the pain. The GM has came up with this information for the plague:   Onset: 2 weeks Difficulty: Daunting (dddd) Effect: Reduce Wound and Strain Thresholds by 3 plus 1 per h. Contagion: Daunting (dddd). The disease is airborne and the constant coughing helps spreading the disease.   By reducing the wound threshold, this disease is deadly as most people that fail to resist it will succumb within the week. Even those who would succeed their check are still at risk of contagion from proximity of others.   Netty is trying to come up with a treatment of her own to help her patients. She makes a Daunting (dddd) Medicine check to treat the disease. Since she does not know what exactly the disease is, thus she adds b to the check. Yet she is making use of medicinal herbs, granting her a b on the check.   The check generates fhht. Her treatments failed and exhausted the patient. The GM spends the hh to have the patient suffer 1 strain and add b on their next Resilience check to fight off the disease. Netty sends the t to have her learn from this attempt, noticing how the patient reacts to certain treatments. The better understanding of the disease makes her decrease the difficulty of curing it by 1. As she worked the clinic all day, she was exposed to her patient's cough. Therefore, she has to make a Dauting (dddd) Resilience check, which the GM decides to add b on the check due to her plague doctor mask acting as a crude air filter.

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