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Diseases, Part Two

More rules, options, and sample diseases. Click here to go to the first page on diseases (with the basic rules)

Advantages and Disadvantages   |   List of Symptoms/Effects   |   Diseases



Advantages and Disadvantages
        Many advantages and disadvantages deal with disease, either directly or indirectly. Their character point values might change in a campaign where disease plays a major role.

The Big Four
        Immunity to Disease. [10 points] The character succeeds in all contagion rolls, always resisting infection. This advantage is a steal at 10 points in a campaign where PCs commonly encounter diseases. If diseases come up in every adventure, raise the value to 20. Keep in mind that some of the more creative diseases defy this advantage — The Mummy's Curse, for example, is probably too supernatural to be held back by Immunity to Disease.
        Disease-Resistant. [5 points] With this lesser version of Immunity to Disease, it is possible (but still very unlikely) for the character to contract an infectious illness. To balance this out, you can give the character an Achilles Heel: a disease that he has no special resistance to. In a disease-based campaign, this advantage gives him a +8 on HT rolls to resist infection.
        Panimmunity. [2, 5, or 10 points] This is simply an ultra-tech version of the previous two advantages. Characters in TL9+ worlds can get an injection that permanently gives them Immunity to Disease, Disease-Resistant, or an even less-effective advantage: a 2-pointer that offers half the bonus of Disease-Resistant.
        Weak Immune System. [-30 points] In a disease-based campaign, this disadvantage is crippling. It should be worth -60 points or more. The GM is rolls monthly for a "potentially serious" disease for the character. No matter what he does, short of living in a sealed environment, he's going to catch something. In any campaign where disease comes up all the time (an ER campaign, post-apocalypse, etc.) the weak-immune-system character will immobilize the PC group with his sickness — and spread his illness to the others.


Healing
        Rapid Healing. [5 points] This advantage adds +5 when you roll to recover lost HT or to get over a crippling injury. If the disease rules are being used, add this: the character gets a +5 on all rolls to resist the increase in symptoms/effects. The advantage does not help the character avoid catching a disease.
        Very Rapid Healing. [15 points] Any character with Very Rapid Healing succeeds automatically when he rolls to resist the advance of a disease's symptoms/effects.
        Faith Healing. [30 points] The GM sets a modifier to the Will roll when a faith healer tries to cure a disease. The examples in the book are "from +1 to cure the common cold to -15 to heal an AIDS sufferer" (Compendium I, p. 36). A successful roll means the disease instantly drops a level and then automatically declines one level at the end of every interval until it is gone.
        Healing. [25 points] This is similar to Faith Healing. The character "lays on hands," rolls vs IQ (with a standard -2 penalty for disease), and then spends Fatigue. The disease decreases by one level for every 2 Fatigue spent. If the level is reduced to zero, the character is cured.
        Regeneration. [10 to 100 points] Characters who regenerate get the Rapid Healing advantage thrown in for free. If you are using the disease rules, give the character more frequent immune system rolls. Suggested levels:

Slow regeneration every 8 hours
Regular regeneration every 6 hours
Fast regeneration every 4 hours
Instant regeneration every 2 hours

        Regrowth. [40 points] This advantage also works for lost inner organs, skin, and bodily fluids. The GM can rule, however, that a particular lost body part can only regrow after the disease has been cured.
        Slow Healing. [-5 per level] Every level adds 12 hours to the character's immune system rolls. For examppe, with one level he rolls against disease every 24 hours. At level five, he rolls every three days.
        Unhealing. [-20 or -30 points] Most characters with Unhealing are undead — or similarly unnatural creatures — and are probably immune to disease. If, however, the character can catch disease but cannot heal normally, he gets an immune system roll when he uses the special conditions available to heal lost HT (see Compendium I, p. 106). When his HT is fully restored, he gets an immune system roll. A character with the 30-point version can never make an immune system roll; he requires direct treatment from psionics, magic, and technology to fight any disease he catches.
        Hemophilia. [-30 points] Although this disad generally relates to injuries from physical attacks, the hemophiliac's poor healing is relevant when he becomes ill, especially if the disease attacks internal organs. Hemophiliacs are already limited to a HT of 10, so little else is needed to make them realistically vulnerable to disease. If you want, you can add a -1 or -2 to penalty to immune system rolls.


Other Ads and Disads
        Filter Lungs. [5 points] This advantage adds +6 to resist catching any airborne disease.
        Doesn't Breathe. [20 points] This is much less effective than Filter Lungs. The character still breathes, but he does it through his skin. Normally, this makes diseases slightly harder to catch (+1 in rolls to resist contagion). But some diseases, especially exotic ones, will be easier to catch because the skin provides a larger exposed surface area than the lungs. The GM decides when this occurs and what penalty the character suffers. (Keep it rare, or the advantage's value will have to be changed.)
        Hard to Kill. [5 points per level] Hard-to-kill characters suffer normally from all ailments, but they can come back from a fatal illness. When the character returns from the dead, he still has the disease but it is treated as if he just caught it — one interval until the first level of effect begins. Most characters will be able to shrug it off at that point. If he can't, a particularly nasty disease will make the hard-to-kill character feel cursed. He may have to repeat his suffering of the disease that just killed him!






A Long List of Possible Symptoms/Effects
        The best source of ideas for disease effects is the list of advantages and disadvantages in the Basic Set and the Compendium I. If you need more, glance over the list below. (Some of them qualify as an Unnatural Feature, worth -5 points.)


hair grows in mouth
grow tattoos or symbols
weird yellow bubbles on skin
fur down spine
extra limb
grow a tail
grow extra head
weird insect legs grow from torso
grow little devil horns
ridges on spine
extra genitals
arm grows from back
eyes cross
grow antennae
grow webbing in fingers
tentacles grow from chest
knobs of bone on skull
extra row of teeth
skin slowly growing metal covering
third eye on forehead
feet become very stinky
runny nose
nosebleeds
dry eyes
heavy eyelids
itchy feet
facial muscle spasms
scalp itches
fingernails are sensitive
cottonmouth
eyelids stick when blinking
constipation
trouble breathing
build up ear wax
can't grip anything
stiff neck
stiff limbs
hiccups
jaw locks shut
buzzing in ear
fumbling hands
numbness in arms
numbness in legs
phlegm
neck pops when head turns
hands twitch
fluid drips from ears
incontinence
ears ring
hands stink
see spots in peripheral vision
diarhea
knees lock
elbows lock
wrists lock
toes spread out
can't stop farting
breath smells like smoke
breath smells like citrus
breath smells like amonia
belching
leathery tongue
discoloration of genitals
eye color changes
whites of eyes turn yellow
black gums
leopard spots
torso swells
fingernails turn yellow
hair turns white
skull shrinks, making face slack and ugly
fingers grow really long
voice gets really low
head sinks into torso
legs get longer
legs get shorter
blotches on skin
bad breath
scaly skin
nose flattens
big pot belly
hunchback
fingers turn purple
feet swell up
black vomit
ass swells up
stomach gets much bigger
stomach gets much smaller
cartiledge in ribs hardens
nose grows
flaky skin
tongue becomes forked
incisors grow (fangs)
all teeth lengthen
menstruation is very painful
kidneys hurt badly
bleeding sores in mouth
feet hurt
eyes hurt
stomach cramps
bowel obstructions
headache
neck muscles cramp
ears ring
back pain
sore throat
internal bleeding
hurts to urinate
baldness
teeth fall out
gangrene
fingernails fall off
fingers fall off
head explodes
genitals shrivel
butt cheeks shrink
ears fall off
ears shrink down to nubs
nipples shrink and disappear
skin sloughs off like a snake
women can't menstruate
men get sterile
women can't get pregnant
men get impotent
get stronger
changes DNA, comes up when you have offspring
become totally deformed
become a robot
whole body shrinks
whole body grows
turn into plant
skin hardens (DR)
turn into snake
appearance gets better
appearance gets worse
muscle cramps
nerves become super-sensitive
full-body arthritis
laying down hurts really bad
whole body becomes super-hot
all hair falls off
brittle bones
comatose
become weak
Will roll reduction
paralysis of one side of body
heaving breath, short of breath after any exertion
DX loss
HT loss
ST loss
age fast
vomit blood
blood escapes from orifices
very sleepy
ST boost: just endurance
ST boost: just physical strength
ST boost: both
HT boost
DX boost
profuse sweating
very cold, shivering
dizzy spells
motion sickness
dehydration
convulsions
liquids pass through fast, pee right away
your sweat is odorless
your sweat smells very good
strange odor
good odor
boils
skin rashes all over
overall itchiness
can't sleep
can't relax
overall bad odor
total loss of hearing
temporary loss of hearing
periodic loss of hearing
temporary bad eyesight
constant bad eyesight
total colorblindness
partial colorblindness
temporary blindness
constant blindness
no sense of smell
no sense of taste
nightblindness
seeing double
things taste weird
all sounds echo
everything feels like sandpaper
everything smells bad
everything you see is orange
voices are high-pitched
sounds fade in and out
some sounds are very loud
things feel spongy
everything you touch is warm
everything you touch is cool
strong smells linger for several minutes
see a layer of ash on everything
green highlighted in vision
tracers
improved vision
improved hearing
enhanced sense of smell
momentary x-ray vision
can feel insides working
everything is too loud
can hear radio waves
telescopic vision
miscroscopic vision
can feel residual heat by touch
can hear a heart beating from a yard away
can smell death on someone
can smell fear
can hear subsonic frequencies
can hear very high frequencies
can smell with tongue like a snake
radar hearing
can taste poisons
sensistive to alcohol
sunlight burns skin very fast
mesmerized by television
easily hypnotized
easily spooked (Fright Check modifier)
raw meat makes you strong
meat makes you sick
milk makes you drunk
bananas make you sleepy
everything you eat makes you fat
become lactose intolerant
easily burned by heat and flame
sickened by eating meat
eating or drinking cold stuff gives you a headache
acquire dog-like behavior
obsessed with digging holes
want to be naked
"go primitve"
feel compelled to roost
transfixed by stars
like to dress up
like to dress as opposite gender
talk to dolphins
mimicry
graphmania
won't leave home
IQ goes down
slow reflexes
memory loss
lose imagination
can't remember dreams
lose ability to read
sleep wipes away memories
lose your faith
loss of conscience
no sexual inhibitions
no sex drive
lose will to live (suicidal?)
no interest in hygiene
cannot feel love
no empathy of other's feelings
no sense of humor
no emotions
bad mood
beliefs switch
panic attacks
anti-social
everything is funny
becomes very happy
becomes very serious
need extra food, water
need more sleep
must drink a gallon of water a day or else [something] will happen
must drink a gallon of blood a day or else [something] will happen
must drink [something] every [time period]
think you can hear radio waves
hear voices
acquire a phobia
skill boost
photographic memory
improved intuition
delirium
always thirsty
alcohol has no effect
acne (face or other)
can't sleep more than two hours at a time
sleepwalk
heal slowly, poorly
high speeds make you dizzy
rarely tired
flashbacks of violent events
heart shifts to other part of torso
very, very deep sleeper
recover lost ST quickly
IQ boost
DX boost after injesting caffeine
HT boost after sleeping ten or more hours
saliva is thick and gooey
salivate a lot
hurts the longer you are awake
eating fish causes muscle cramps
increased lung capapcity
brief moments of suffocation
build up pockets of fluid that must be drained
bloody stool
mind wanders
vision bad in natural light
hair grows three times faster
sugar gives you a heart attack
can read very fast
grow old faster
pass kidney stones
itchy back
hairy back
ST boost at high altitudes (thin air)
can't count or do simple math
thanatomania
grow gills
eyes get real big
grow moles
smell like sulfur
turning head fast makes you dizzy
bugs live in body
burps smell terrible
can't smile
skin turning to stone
turn into giant insect
hair falls out in clumps
can't talk above a whisper
one eye swells shut
both eyes seal up while sleeping
Will roll bonus
see patterns in everything
salt water makes you heal faster
salt water makes you drunk
toenails grow long and hard
thick fungus on feet
thick black scabs grow along arms and legs
tongue shrinks and disappears
more vulnerable to telepathy
can digest nearly anything
immune to most venoms
aging stops under water
crave salt
crave sugar
crave vinegar





More Diseases

Name: Banner's Syndrome
        Interval: 2 hours
        Restrictions: Only adult humans
        Attack Modifier: +5 to angry people
Level One: ST+1, green skin
Level Two: Bad Temper
Level Three: ST+3
Level Four: refer to self in the third person
Level Five: ST+4
Level Six: monosyllabic, Toughness DR 2
Level Seven: Overconfidence
Level Eight: ST+4
Level Nine: High Pain Threshold
Level Ten: ST+4
Notes:
Tenth-Level Recovery — after 2 hours at tenth level, the disease vanishes



Name: Instrain
        Interval: 12 hours
        Restrictions: none
        Attack Modifier: -2
Level One: tongue turns black
Level Two:
Level Three: anything above a whisper causes ears to ring
Level Four: greasy skin
Level Five: insomniac
Level Six:
Level Seven: can't stop smiling
Level Eight:
Level Nine: very tranquil and content at all times
Level Ten: total amnesia
Notes:
Suspended Interval — if the victim is immersed in water or soaking wet, the interval doesn't end until he's dry. He could stay in water long enough to make the required HT rolls to lose the disease.



Name: Spirit Syndrome
        Interval: 4 hours
        Restrictions: only women
        Attack Modifier: +1
Level One: eyes glow in the dark
Level Two: No Body Heat [-5]
Level Three: No Reflection [-10]
Level Four:
Level Five:
Level Six:
Level Seven:
Level Eight: Body of Air, permanent [-30]
Level Nine:
Level Ten: Can turn Invisible [40]
Notes:
Easy to Resist — After catching this disease, every HT roll gets a bonus equal to the current level.



Name: Circulatory Convolutionary Collapse (a.k.a. C3)
        Interval: 24 hours
        Restrictions: none
        Attack Modifier: -3
Level One: ST -2
Level Two: alcohol makes you violently ill instantly
Level Three: have trouble sleeping for more than a few hours
Level Four: "floaters" in your vision     *
Level Five: HT -1
Level Six: short-term memory gets very bad
Level Seven: very moody     *
Level Eight: itchy
Level Nine: hair falls out
Level Ten: Blind [-50]
Notes:
Level-Based Intervals — The interval is 24 hours, minus the current level.
Levels marked with an asterix are single-level effects.



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