Professional Documents
Culture Documents
RED RAGE
Danger: medium; Contagion: no.
Catch: Dog or rat bites (animals are carriers, but are not sick) (2/6).
Symptoms: Red-face, teeth and nails falling, major nose and eye bleed,
hallucinations, and finally madness (if it goes on too long)
Game effect: The patient becomes gradually immune to pain and exhaustion, in
the same way his damages and general might seem to augment, but in fact, he
just doesn’t feel pain or fatigue, and ignores them.
Cure: The disease incubates for two weeks before the hallucinations and bleeding
starts; when it starts, the hero gets +1 to all rolls involving strength or
resisting pain or tiredness, and he always takes one less damage; the bonus
goes up by 1 for each passing week, up to a total of five. By this time, the
patient is completely delirious, and barely open to reason. From week 2; the
hero doesn’t want to rest anymore and his friends will have to force him.
Without that, he will start to lose 1 max HP and 1 max MP a day. If his max
HP goes down to half its original value, he gets definitely mad; if it goes down
to 0, he dies. The illness can be cured by an extensive sleep cure, say 5-7 days
of continuous sleep (which can be drug-induced).
BLACK ROT
Danger: high; Contagion: Yes, body fluids (4/6).
Catch: Infected wounds (1/6), Bitten or clawed by certain creatures, mostly
undead (4/6).
Symptoms: starts with the wound, then spread. Skin turns black, and falls down,
flesh rots, maggots feast.
Game effect: Intense pain, then the limbs fall, starting with the extremities
(fingers, toes, nose); Then internal organs rot, and then the patient dies.
Cure: no known cure, only comfort treatment (for the pain, mostly). If the infected
limb is cut clean in the first two days of the infection, there is a good 4/6
chance the disease won’t spread. Once spread, death is the only possible end.
New equipment
Here are new Items, associated with the rules. They are easy enough to find in
all big cities of the world.
Pr Type Description
* Wooden limb A cosmetic limb, made of wood. Can be used as a club.
5 Hook Can replace a severed hand. Count as a spiked fist.
5 Healing kit All you need to patch up wounds
10 Surgery tools All you need to operate someone, and close him afterwards.
5 Neck cover A piece of armour that covers the neck.
A wooden limb can be plain, as a pirate’s leg (5 gold), carved to the likeness of
the original limb (10) or even articulate (25). It cannot move though.
For the healing kit, you got 2 ways to go: you like book-keeping, it can be
used 10 times; you don’t like it, roll d6 each time it is used: on 1 or 2, it is used
up and must be replaced.
A neck cover protects the hero against a horrible hit to the head. Consider the
blow as a terrible hit, and discard the neck cover.
New skills
*First aid: +1 to all patch up rolls (2 when mastered).
Doctor: The hero can diagnose diseases by rolling social (TN9). If he succeeds he
also knows treatment, if one is known.
Alchemy: the hero can prepare reagent or potion by rolling Mental (TN master’s
choice). He also knows plants and compounds.
Distinguishing marks
# 1 2 3 4 5 6
11 One-handed Beautiful Laconic Tattooed Tanned Nods a lot
12 Lame No smell Big nose Wear eyeglass Looks tired Birthmark
13 Hunchback Smell flowers Long hair Wear gloves Burn scars Paralysed
14 Blind Smell fish Lots of jewelry Dress soldier Distrustful No fingernails
15 Deaf Smell shit Dress bad Dress clergy Dress black No eyebrows
16 Mute Smell pastry Dress colorful Lots of weapons Has a familiar Bushy eyebrows
22 One-handed Beautiful Laconic Tattooed Tanned Nods a lot
23 No-legs Facial hair Dress rich Topknot Very old Missing fingers
24 Wall-eyed No hair Naked Braided hair Very young More fingers
25 Cross-eyed Doesn’t blink Strange hat Braided beard Masked Bright eyes
26 Very fat Blinks a lot Contemptuous Big moustache Half-blood Large mouth
33 Very Tall Very ugly Dress foreigner Looks in pain Looks famished Prosthetic
34 Very thin Stutter Pleasant Flirty Trembling Has a pet
35 Stoop Talk slowly Aggressive Armoured Scratches a lot Eats jerky
36 One-eyed Talk fast Make jokes Scars (face) Does his hair Drools
44 Very Tall Very ugly Dress foreigner Looks in pain Looks famished Prosthetic
45 Rotten teeth Talk a lot Sing for Himself Scars (wrist) Bites his nails Accent, south
46 No teeth Bad grammar Talk in rhymes Torture marks Looks familiar Accent, North
55 Very small Broken nose Wear glasses Looks ill Walking stick Crossdress
56 Greasy hair Swears a lot Drunk Looks scared Bite marks Nothing memorable
66 Very small Broken nose Wear glasses Looks ill Walking stick Crossdress