Diseases
Pestillence and infection.
on Grisodate
Grisodate; the medicinal gray salt to which civilization owes everything and all.
Without its discovery, humanity would be much reduced, if not extinct; destroyed by viral epidemics and the hideous latent plague that waits in the bones of all humans.
Grisodate is not a real panacea. Its properties are antiviral and antimycotic, but only weakly antibiotic. It staves away flu, plague, hepatitis, rubella, and measles, but not tetanus, syphilis, chlamydia, tuberculosis, or any other bacterial infection.
As such, most of the rules provided for diseases are for bacterial infections.
Unless noted, diseases affect humans, ragmen, and mice equally.
exposure and infection
Most diseases require you roll Immunity at night to see if you get sick. When this happens, you may not know that you were exposed or what you are rolling against. If you fail, the Bookkeeper will state you’re are feeling sick but will not reveal what you’ve contracted.
Ague
A draining, stubborn blood infection. Long present on the Coast and more stubborn for its age. Caused by an invisible parasite replete in the flagging veins of its hosts, ague was once an acute, deadlier affliction. Millennia later, it has evolved a milder but more obstinate pathognomonic character.
Once called “marsh fever,” believed to originate in the “miasma” of marshes and dank forests, ague has since been proven a product of the mosquitos who live on those wet places. They bloom yearly in the swamps and marshes of the North, making ague a seasonal visitor. In the South, ague is present in all seasons. Quinine is taken to prevent it—often in tonics, alongside grisodate.
Lore: Disease/Sorcery -4: Mosquitos and bats are ague’s reservoir species, but beastmen are its origin. Beastmen were bred immune to ague by their Idran masters, who used their capacity to spread it as a biological weapon.
Transmission
Ague is spread by the bite or scratch of mosquitos, bats, and other carriers. Three days after exposure, roll Immunity -4 at night. If you fail, you contract ague.
A quinine tonic makes you immune to ague for 1 day.
Pathology
Ague takes 2 forms, the first of which is most common and least severe. Symptoms depend on severity.
Common ague: You cannot level Fortitude, Immunity, or Might. You suffer recurring chills and a low fever. Your Bleed stresses take double the usual stitches to heal. If your Immunity lowers for any reason, your ague worsens into Pyrexic ague.
Pyrexic ague: Also known as “liver ague.” You have jaundice and near-continual fever. You have 1 Pain stress at all times. Once per session, you suffer a paroxysmal attack of convulsions, during which you are useless. An attack lasts 10 minutes and causes 1d4 Stun stress.
treatment
A “hard tonic” is required to treat ague. This revolting solution of quinine and grisodate, usually a liter, must be drunk all at once. A treatment causes 1d4 Poison stress. One treatment should be had per day. After a week, make a Immunity roll -4. If you succeed, your ague is cured. A hard tonic treatment usually costs £1.
bansheeism
A degenerative illness that transforms its victims into howling madmen. No cure exists once it has taken hold. Its terminal victims are banshees, pitied and dangerous.
Transmission
Bansheeism is borne on the breath and fluids of the infected. It is infamously transmissible by banshees’ wailing, raw coughing fits, which emit fluid and blood from the lungs and stomach. The disease is most infectious in these feral end stages and it is for this danger—combined with the desperate aggression of the infected—that banshees are banished to asylums.
The night after contact, rc. If you fail you contract bansheeism. If you succeed you resist contracting the disease.
Pathology
While you have bansheeism at any stage, you cannot die of old age. When you advance through a stage of the illness, all symptoms remain from the previous stage.
1: incubation stage: You cannot level up Intellect. Otherwise asymptomatic. Roll Immunity at the end of every week. If you fail, you advance to the next stage. If you have latent tuberculosis, it becomes active.
2: prodromal stage: You are mildly infectious at this stage. You cannot level up Immunity. -1 to sleep rolls. 1 pain stress at all times. Constant fever. Recurring cough. Roll Immunity at the end of every week. If you fail, add an additional -1 to sleep rolls and +1 Pain until you reach 3 of each. Then, progress to the next stage.
3: acute stage: You are infectious. Lose 2 Intellect. You have a frequent wet cough, containing blood. Twice per session, the Bookkeeper may announce a brief coughing fit. You cannot resist it. When you suffer a fit, you must roll on the terror chart. Roll Immunity at the end of every week. If you fail, lose an additional 1 Intellect. Progress to the next stage when you reach 0.
4: encephalitic stage: You lose control and become a banshee. Create a new character with +200 XP to spend.
Blight
Blighters are outcasts. Persons reduced and distorted as much by prejudice as by the numbing bacterial infection distorting their bodies.
Transmission
Blight is spread via the secretions of infected tissue. It usually begins on the hands, face, or groin. If you touch infected tissue, roll Immunity -2 that night. If you fail, you have stage I blight at point of contact.
Pathology
At start of every session, roll a d12 for every blighted body area: If you get a 12, the blight spreads to an adjacent body area. If you get a 1, the blight on that area advances by 1 stage.
Stage I: One body area develops gray-black, spongey lesions. They may worsen, stiffen, and spread. They are not yet contagious. At this stage, the blight may still be cured with a combination of expensive sulfa gel and surgical debridement.
Stage II: The lesions proliferate, merging and joining over the entire body area. They have eat and supplant the skin, leaving a thick, numb hide weeping infectious lymph. They are contagious unless salved and bandaged. Wounds here can only cause up to 2 Pain stress.
Stage III: Blight tissue forms a stiff casing over the body area. The joints, forced to bend, are cracked and thinly bloody. It smells of used bandages. The area can feel no more than 1 Pain. It has the armor value of thick leather (3|1.) Wounds on this body area roll to heal at -2.
Stage IV: The blighted body area hardens, crusts, and dries. It can feel no pain. It is armored like padded cloth (4|2.) It is no longer infectious, unless cracked open, whereupon it dribbles foul fluid. Wounds here roll to heal at -2. For every body area at Stage IV, you gain 1 Movement penalty. If you cannot move, you will eventually starve.
fat rot
A mortifying flesh-eating bacterium.
Transmission
Fat rot is spread by the fluids of carrion eaters, maneaters, and varied unclean monsters.
The night after exposure to fat rot, roll Immunity -4: Failure means you are infected. A spot of flesh sensitizes, aching like yanked hair.
Pathology
Fat rot spreads gradually. While you have it, Immunity and Fortitude levels cost double.
Every night, roll Immunity -4. Failure means the rot spreads to a new body area, eating up the adipose tissue under the skin: Afflicted areas sink and redden, creating a spreading yellow-rimmed lesion where the fat has been devoured. Every time it spreads, suffer 1 Wound stress and lose 1 Fortitude. Wearing armor over afflicted areas causes 1 Pain stress per area covered.
treatment
Sulfa ointment is an effective cure. A tin of it can cure 4 afflicted body areas overnight.
Cheaper treatment comes in the form of carbolic acid injections into the void under the lesion. These are painful, causing 1 Pain stress per injection, and are not guaranteed to work: Each injection allows you roll Immunity to see if the body area is cured of rot. Injections cost 10p per area.
Plague
A highly transmissible, humanoassumptive fungal infection. AKA “black plague” or “black death.” It is continually pandemic in all human populations. Its omnipresence, inevitability, and grisly manifestation post-mortem have laden it with potent cultural weight: It is, or is synonymous with, death itself.
Transmission
Only humans can contract plague. It is asymptomatic and unrecognizable (without invasive surgery) while the host is alive, developing within marrow and lung tissue. Plague produces fruiting bodies in the lungs, which disperse spores via natural respiration.
Most humans are born with plague. It is largely impossible to avoid infection.
Pathology
Plague is latent while the host still lives. Postmortem, it undertakes rapid pathogenesis, swiftly assuming the cadaver, converting it into an infectious agent: a grue.
Grues are violent propagators programmed to seek out humans and slaughter them. Pathogenesis begins anew within grues’ kills, birthing new grues. Grues are subject to partial decomposition; resembling, in time, black skeletons, bones stained and held together by necrotic-black plague tissue and studded with buboes.
Only grisodate can treat plague. Taken by mouth, it weakens latent cases, preventing plague’s assumption of the body after death. If applied as a solution to a grue, it rapidly destroys the plague tissue animating the skeleton, killing it swiftly.
All human characters undergo postmortem pathogenesis. The Bookkeeper will determine how much time passes between death and grue-hood (usually 2d12 hours.) A human who consumed a dose of grey salt within the last week will not become a grue. A human character who consumes grey salt every week for six months will see their plague enter remission. Their lung and bone tissue will be largely free of plague growth, but it will never leave them entirely.
Tuberculosis
Known as “consumption” or “white plague” for the belief that it lies dormant in the lungs and bones like real “black” plague. Tuberculosis is common in the general population. It is often romanticized in the aristosphere.
Transmission
While in proximity to a character with tuberculosis, you may gain the White Plague trait for + 10 XP.
Pathology
Latent: No effects. You are asymptomatic. While latent, you may opt into the Consumptive trait at any time.
Active: You have 1 Consumption stress at all times. You are often pale. You have a persistent, ebbing cough that often becomes severe, producing bloody sputum. Once per session, the Bookkeeper may announce a brief coughing fit, which may stun you, in Peril, or give away your location, in Danger, unless you successfully roll Immunity. After 6 Sessions Survived, you may opt into severe tuberculosis in exchange for 100 XP.
Severe: You have all the effects of active tuberculosis, plus: Your Fortitude cannot exceed 4 and may be curtailed. You are pale and wasted. Your cough is often convulsive, and the Bookkeeper may inflict an additional coughing fit on you per session for every 2 Consumption stress you have. Every week, roll Immunity. If you fail, you gain 1 Consumption stress. You can choose to remove a level from any core skill to avoid this stress. With the Surgery skill, a doctor may be able to remove some Consumption stress but at the cost of the Collapsed Lung effect (artificial pneumothorax therapy.)
Splitting sickness
A virulent skin infection. Invisible, unnoticeable, until it causes the flesh to spontaneously split like overripe fruit during the night. Sufferers awaken to the wet ripping-open of painful rents, usually on the thighs and back. This splitting phenomenon is called dormioschisis. It is the product of a skin-weakening enzyme emitted by bacterial colonies attempting to spread and acquire nutrients.
transmission
Splitting sickness is caused by a bacterium (Schindiasis nox) and spread by touching infected skin or blood. It is transmitted cross-species by bats, who are immune to its effects. The bacterium can live on surfaces for several hours, making household objects dangerous fomites.
After contact, roll Immunity -2 that night. If you fail, you contract splitting sickness.
Pathology
You suffer dormioschisis every night thereafter until cured. If you succeed, your immunity defeats the infection.
Dormioschisis: Every sleep, roll 1d4-2. You suffer a number of moderate (severity 2) slashing wounds equal to the result. They usually occur on your thighs, back, or abdomen. If the result is 0 or negative, you do not split that night and you have a chance to roll Immunity -2 to resolve the infection.
Advanced, time-consuming treatment with a microscope may allow a doctor to pinpoint larger infection sites and purify them with sulfa, sparing you a night of splitting. Packing you in a bed of grisodate may achieve the same effect, but it is expensive and risks hypernatremia.
soot wart
Crops of grim, blackened carcinomas originating in the groin and armpits and propagating along the limbs. Common in chimneysweeps and other sooty professions.
Pathology
You sport painful, raised keratinous warts on 1d6 body areas. Potential areas include your abdomen and both shoulders, upper arms, and thighs. You cannot wear armor on warty locations. If you do, suffer 2 Pain stress.
Every month, there is a 1 in 6 chance that the warts spread to another potential location. If all locations are warty, you suffer a 1 Metastasis stress instead. It cannot be healed.
Syphilis
A widespread disease, usually sexually transmitted. Slow to progress, but debilitating in the end. Those born with it are the most unfortunate. They often enter the world deformed, suffering advanced symptoms.
Pathology
Primary: You have an unsightly, painless chancre (often somewhere intimate.) It remains for a month or so, weeping and infectious.
Secondary: Your skin blisters and blooms with chancres. Flat, warty papules and nodules. They aren’t itchy. Your wellbeing is diminished, often acutely, by fever, malaise, shriveling, and aches. Your hair may fall out. People recognize your symptoms, earning you -1 to reaction rolls. Your Fortitude and Immunity cannot exceed 7, combined, and may be curtailed.