Diseases and Conditions

Nausea

 * [Combat]
 * Description: Your bile rises and you fight back the nearly overwhelming urge to vomit.
 * Effect: The character suffers a -2 penalty to his dice pools, and his Defense, Speed and Initiative are reduced by 1. Outside of combat this becomes the Nausea Condition.
 * Causing the Tilt: Exposure to powerful odors or other upsetting stimuli can cause this tilt. Creatures without a sense of smell or with inhuman dietary habits may be immune to this tilt.
 * Ending the Tilt:  The effects of this Tilt normally last until the end of the scene. The character can end the Tilt during her own action by reflexively spending a point of Willpower to gather steady her stomach. The character can also end the tilt by giving in to the compulsion to vomit, suffering the “Stunned” tilt for a turn, doing little other than being violently ill.


 * [Condition]
 * Description: Your stomach and/or bowels have become unsettled, leaving you with the constant urge to void yourself. This sensation is very distracting and imposes a -2 penalty to extended actions or any roll requiring physical, mental or social finesse. In combat this becomes the Nauseated Tilt.
 * Possible Causes: Illness, Poisons, Exposure to physically or emotionally upsetting stimuli.
 * Resolution: When the illness or poison has run its course, removing the upsetting stimuli.
 * Beat: n/a

Fever

 * [Combat]
 * Description: Your body’s attempts to fight an infection have driven your temperature to uncomfortable levels. In most cases, a fever by itself is not life threatening, but causes fatigue, sensitivity to pain, and impairs concentration. Your character suffers a -1 penalty to all rolls due to pain and discomfort (this is cumulative with pain based penalties from other sources). This condition usually causes the Lethargic condition as well.
 * Possible Sources: Illness, certain drugs or poisons, heatstroke, infected injuries.
 * Resolution: When the illness runs its course, medical treatment to lower the body temperature, proper medications.
 * Beat: n/a
 * [Condition]
 * Description: Your character has contracted a disease that is making it gravely ill. Any time your character engages in combat, it suffers from the Sick (Grave) Tilt. More-over, when outside of combat, it must roll its Stamina + Resolve every time a number of hours equal to its Stamina have passed. On a failed roll it suffers one point of Bashing Damage. The character cannot heal damage while it suffers from this condition. If any lethal damage is suffered because of this condition, the character’s sickness will worsen (see below).
 * Resolution: This condition may be resolved in one of four ways:
 * Gain a beat and resolve this condition if a point of lethal damage is caused by it. The character gains the Delirious Condition.
 * Gain a beat and resolve this condition after a number of days equal to the character’s Stamina. The character gains the Delirious Condition.
 * Gain a beat and resolve this condition if the character rolls an exceptional success on any roll to resist damage caused by the illness. The character gains the Recovering Condition.
 * Gain a (single) beat if the character treats the sickness with medicine or by seeking treatment from a knowledgeable physician of some kind. Treatment requires medicinal substances of some kind which may have to be gathered (at the Storyteller’s discretion). The character treating the disease makes an extended roll using Intelligence + Medicine. They must accumulate a number of successes equal to 15 - the sick character’s Stamina. A failed roll represents an adverse reaction to the medication causing the sick character to suffer their Stamina in points of bashing damage. Once enough successes have been accumulated the Feverish Condition is resolved and sick character gains the Recovering Condition. In the event of a dramatic failure, the Feverish Condition is resolved and the sick character gains the Delirious Condition.

Delirious [Condition]
Your character’s illness has taken a turn for the worse. The fever it suffers from is steadily dehydrating it, affecting its nervous system. The character suffers from the Beaten Down and Sick [grave] Tilts if forced into combat. Damage caused by the Sick tilt is lethal rather than bashing. Outside of combat situations, the character must roll its Stamina + Resolve every time a number of hours equal to its Stamina have passed. On a failed roll it suffers one point of lethal damage.

The character suffers a -2 penalty to all skill dice rolls. It must spend a point of Willpower to make any physical skill rolls. The character cannot heal damage while it suffers from this condition. If the character’s last box of health is filled by lethal damage then it dies from the illness.

Resolution: This condition may be resolved in one of four ways.
 * 1) The character dies.
 * 2) Gain a beat and resolve this condition after a number of days equal to 15 - the character’s Stamina. The character gains the Recovering Condition.
 * 3) Gain a beat and resolve this condition if the character rolls an exceptional success on any roll to resist damage caused by the illness. The character gains the Recovering Condition.
 * 4) Gain a (single) beat if the character treats the sickness with medicine or by seeking treatment from a knowledgeable physician of some kind. Treatment requires medicinal substances of some kind which may have to be gathered (at the Storyteller’s discretion). The character treating the disease makes an extended roll using Intelligence + Medicine. They must accumulate a number of successes equal to 15 - the sick character’s Stamina. A failed roll represents an adverse reaction to the medication causing the sick character to suffer their Stamina in points of bashing damage. Once enough successes have been accumulated the Delirious Condition is resolved and sick character gains the Recovering Condition. In the event of a dramatic failure, the character suffers a point of aggravated damage and can no longer be treated (and in all probability will die).

Recovering [Condition]

 * Description: Your character has survived a terrible disease and is now on the mend. The ordeal has left it weak and vulnerable. The character heals at half of its normal rate. More-over, if the character is engages in combat then it suffers from the Sick [Moderate] Tilt.
 * Resolution: Gain a beat and resolve this condition after a number of days equal to 15 - the character’s Stamina.

Disfigured [Persistent]

 * Description: You have suffered an injury or birth defect that mars your face, speech, or another important physical element of your social life. You suffer a -1 penalty to dice pools whenever the disfigurement would interfere in social relations, typically when making a first impression. More severe forms of disfigurement may increase this penalty to -2.
 * Possible Sources: Aggravated damage, birth defect, damage caused by fire or acid, deliberate mutilation.
 * Resolution: The character’s disfigurement is cured by mundane or supernatural means.
 * Beat: The character may choose to fail a roll penalized by this condition.

Forgetful

 * Description: The character also suffers from what amounts to short term memory loss. The character suffers a -2 penalty on any Mental roll used to recall a detail or piece of information.
 * Possible Sources: Cranial Trauma, Drug Use, Old age
 * Resolution: curing the condition or ceasing the behavior causing the memory loss.
 * Beat: n/a

Hallucinating

 * Description: Your character is experiencing intense hallucinations, perceiving things that are not actually there. These hallucinations may be pleasant, confusing, or even frightening. Your character suffers a –2 die penalty to all dice polls involving perception, concentration or Composure. At Storyteller’s discretion, a characters altered senses may allow them to perceive things normally hidden to mundane senses (such as the presence ephemeral creatures or mind-clouding supernatural powers).
 * Possible Sources: Cranial Trauma, Drug Use, Poisoning
 * Resolution: The effects of typical hallucinogens persist for 8 - (victim’s Stamina + Resolve) hours. This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.
 * Beat: n/a

High

 * Description: Your character has been exposed to a potent drug, intentionally or otherwise. The precise effects depend on the drug in question, with the most common effects detailed below.
 * Possible Sources: Drug Use, Poisoning
 * Marijuana: The character suffers a -1 die penalty to any Dexterity, Intelligence, Resolve or Wits-based dice pools for every dose within an hour (maximum -3). This die penalty also affects derived values such as Defense or Speed. The condition resolves 1 hour after the characters last dose.
 * Narcotic: The character ignores wound penalties are ignored), but your character enters a relaxed, dreamy state. All dice pools and Resistance traits (including defense) suffer a -2 penalty. A narcotic typically lasts for 10 – (victim’s Stamina + Resolve) hours. Medical help, such as pumping the victim’s stomach or flushing his system, halves this time.
 * Stimulant: The character gains a +1 die bonus to Strength and Stamina related rolls, but becomes agitated and paranoid, suffering a -1 penalty to social rolls. At Storyteller’s discretion, the character might experience other conditions (such as Delusional, Distracted, or Paranoid). For most stimulants, the condition resolves1 hour after the last dose, but exceptionally potent ones (such as crystal meth) can last up to 12 – (victim’s Stamina + Resolve) hours.
 * Resolution: the manner of resolving the condition depends on the type of drug being used. If indulging in multiple types of drug use, resolve each type of drug separately.
 * Beat: n/a

Necrotized Wound

 * Description: You are suffering a painfully infected injury, to the degree that the damaged tissue is beginning to rot. This slows the healing process, can cause long term scarring, and is incredibly painful. Your character suffers a -1 penalty due to the pain of the injury, and doubles the amount of time it would take for the wound to heal.
 * Possible Sources: suffering injury from an unsanitary object or in an unsanitary environment, certain diseases or poisons.
 * Resolution: Heal all current damage, medical treatment to clean the dead tissue from the wound, amputation of the necrotized limb.
 * Beat: n/a

Numbed [Combat]

 * Description: Your body is not registering any sensation beyond a dull tingling.
 * Effect: If the character’s sense of touch has been numbed, they suffer a -2 penalty to tactile-based Perception checks or actions that involve acute manual dexterity. Usually this tilt only effects a single portion of the body, but can affect the entire body in extreme cases. The character also ignores up to 2 points of wound or pain based penalties for the duration of this tilt.
 * Causing the Tilt: anesthetics, disease, extreme cold, paralysis
 * Ending the Tilt: For anesthetics, the tilt ends after 8 – (victim’s Stamina + Resolve) hours (minimum 1 hour). For disease, the tilt ends when the disease has run its course. For extreme cold the character must find a way to get warm.

Paralysis [Combat]

 * Description: Your motor control of your body has been compromised, causing a degree of paralysis.
 * Effect: For the purposes of this Tilt, paralysis is either “moderate” or “severe” — moderate paralysis imposes a -2 penalty to all physical actions (including Defense and Speed). Severe paralysis immobilizes the character completely. He can’t apply Defense against incoming attacks, and can’t take physical-related actions. The character may spend a point of Willpower to reduce the severity of the paralysis (negating the penalty for moderate paralysis or reducing severe paralysis to moderate) for 1 turn.
 * Causing the Tilt: drugs, poisons, neurological injury
 * Ending the Tilt: The tilt ends condition ends when the situation that caused the Tilt ends(recovery from the drug or poison, or healing the injury).

Winded [Combat]

 * Description: You are out of breath, lightheaded, and mildly nauseous.
 * Effect: The character suffers a -2 penalty to physical rolls requiring strength or endurance and cannot run.
 * Causing the Tilt: The character might suffer this tilt after intense physical activity (especially if the character has low scores in Stamina or Athletics). This Tilt may also become a persistent condition if the character has broken ribs or breathing ailments (such as asthma or pneumonia).
 * Ending the Tilt: The character must be able to take a moment to catch their breath, typically (8 –Stamina) turns without strenuous activity is enough. More severe breathing problems last until the end of the scene.

Hallucinogen [Combat]
Description: Your character has imbibed a hallucinogenic drug, such as peyote or LSD. Your character suffers a –2 die penalty to all dice polls and to Defense. Your character may experience confusing, frightening or enraging hallucinations, although he may manage to realize that they exist only in his drugged mind. (Roll Intelligence + Streetwise or Empathy, with the -2 penalty in place, to gain any such “clarity,” after which Stamina + Resolve rolls can be made to resist the effects.) Composure is likely to be affected by a “trip,” with a bonus or penalty depending on whether your character hallucinates when he sees anything, or he assumes that anything he sees is a hallucination. He might see an ordinary person and interpret her as a monster, or see a monster and interpret her as an ordinary person
 * Toxicity: 3 (Mushrooms), 4 (Peyote), 5 (Mescaline), 6 (LSD)
 * Interval: Once/ per Dose
 * Recovery: The condition resolves after (8 minus Stamina) hours.
 * Effect: As per the Hallucinating Condition

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: The effects of hallucinogens persist for 8 - (victim’s Stamina + Resolve) hours. This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.

Intoxicant [Combat]
Description: Your character is drunk on alcohol, or similar intoxicant, and is dulled to the world around her. While she’s probably not hallucinating, her inhibitions and reactions are both lower than they should be. Your character suffers a –2 die penalty to all Intelligence, Dexterity and Wits dice pools. Characters using Social maneuvering against her face two fewer Doors than usual.
 * Toxicity: 3 (Beer/Wine), 4 (Liquor), 5 (High Proof)
 * Interval: Once/ per Dose
 * Recovery: The condition resolves after 1 hour/drink consumed or as the Intoxicated Condition.
 * Effect: Intoxicated Condition.

Causing the Tilt: If the character imbibes a number of drinks greater than his stamina in the span of an hour, then he suffers the effects. The penalty increases to -4 if the character imbibes more than twice his stamina within an hour. Anything more than this causes the character to take the Sick or Poisoned Tilt as well.

Ending the Tilt: The penalty fades at the rate of one die per hour until all the alcohol is purged from your character’s system. This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.

Cannabis [Combat]
Description: Your character is high on cannabis or similar drug. Lose one die from any Dexterity-, Intelligence-, Resolve- and Wits-based dice pools for every joint smoked or for each hit your character takes from a bong within an hour (maximum -3). Defense is also reduced accordingly.
 * Toxicity: 3-4 (Weed), 4-5 (Hashish)
 * Interval: Once/ per Dose
 * Recovery: The condition resolves 1 hour after the characters last dose.
 * Effect: As per the High (Cannabis) Condition, Forgetful Condition

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: This effect fades completely an hour after the last hit, unless your character continues to “self -medicate”.

Powdered Neutronium [Combat]
Description: Your character is high on Fractal Dust. Gain one die to any Dexterity-, Intelligence-, Resolve- and Wits-based dice pools for every line taken or for each hit your character takes from a pill within an hour (maximum -4). Defense is also augmented accordingly.
 * Toxicity: 2-4 (Fractal Dust)
 * Interval: Once/ per Dose
 * Recovery: The condition resolves 1 hour after the characters last dose.
 * Effect: As per the High (Narcotic) Condition, Stimulant Condition.

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: This effect fades completely an hour after the last hit, unless your character continues to “self -medicate”.

Amphetatron [Combat]
Description: Your character is drunk on Velocitinis. Lose one die from any Dexterity- and Wits-based dice pools for every drink imbibed within an hour (maximum -4). Defense is augmented accordingly.
 * Toxicity: 1-4 (Velocitini)
 * Interval: Once/ per Dose
 * Recovery: The condition resolves 1 hour after the characters last dose.
 * Effect: As per the Intoxicated Condition, +2 to Stamina-based rolls.

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: This effect fades completely 4 hours after the last hit, unless your character continues to “self -medicate”.

Kalaxian Crystals [Combat]
Description: Your character is high on several carats of K-Lax. Gain two dice to any Dexterity-, Intelligence-, Resolve-, Composure-, and Wits-based dice pools for every line snorted, crystal smoked within an hour (maximum -4). Defense is augmented accordingly.
 * Toxicity: 3-5 (K-Lax)
 * Interval: Once/ per Dose
 * Recovery: The condition resolves 1 hour after the characters last dose.
 * Effect: As per the High (Narcotic) Condition, Stimulant Condition

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: This effect fades completely a half hour after the last hit, unless your character continues to “self -medicate”.

Narcotic [Combat]
Description: Your character is under the influence of a narcotic (such as heroin, morphine, or barbiturates). The character suffers a −2 modifier to Speed (and static Defense, if used) and a −3 penalty to all rolls in combat, including Defense and Perception. The character also ignores wound penalties.
 * Toxicity: 3-4 (Barbiturates), 5 (Opium), 6 (Morphine), 7-8 (Heroin)
 * Interval: Once/ per Dose
 * Recovery: The condition fades after 8 – (Stamina + Resolve) hours, (minimum 1 hour). This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.
 * Effect: As per the High (Narcotic) Condition

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: A generic narcotic lasts for 10 – (victim’s Stamina + Resolve) hours. This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.

Stimulant [Combat]
Description: Your character has taken a hit of a potent stimulant, such as Cocaine, Crystal Meth, or Speed. Your character gains a bonus die to Strength and Stamina rolls, but also become edgy and paranoid (-2 to Social rolls). The Storyteller may apply other conditions and effects of the drug based on the volume that your character takes, on how pure it is and on your character’s state of mind.
 * Toxicity: 3 (Speed), 5-6 (Cocaine), 7-8 (Meth)
 * Interval: Once/ per Dose
 * Recovery: For most stimulants, the condition resolves 1 hour after the last dose, but exceptionally potent ones (such as crystal meth) can last up to 12 – (victim’s Stamina + Resolve) hours.
 * Effect: As per the High (Stimulant) Condition

Causing the Tilt: If the character has taken drugs, then they suffer the effects. To administer drugs to another character is a Dexterity + Weaponry attack, suffering a −1 modifier for the improvised weapon.

Ending the Tilt: A stimulant lasts for 8 – (victim’s Stamina + Resolve) hours, (minimum 1 hour). This time is halved by medical help, such as pumping the victim’s stomach or flushing his system.

Anthrax

 * Toxicity: 4
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Sick Tilt (Grave); Nausea or Necrotized Wound conditions

Bubonic Plague

 * Toxicity: 7
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Sick Tilt (Grave); Fever condition

Cancer
Description: You have developed malignant tumors in part of your body, which threaten to compromise your over-all health and could prove fatal if left untreated. You make a Resistance roll at the start of each interval at a -2 penalty. Success negates the damage. Cancer inflicts 2 lethal damage/interval, and you suffer the Sick (grave) tilt while in combat. Any Damage inflicted by this condition cannot be recovered until it is either suppressed or resolved.
 * Toxicity: 2-8
 * Interval: 1/Month
 * Recovery: Extended; 30 successes
 * Effect: Damage; Sick Tilt (Grave); Healing times are doubled [30 minutes Bashing, 4 days Lethal, 2 weeks Aggravated]
 * Possible Sources: Exposure to Carcinogens, Genetic Predisposition, Radioactivity
 * Resolution: Intensive Medical treatment (Typically Chemo-Therapy and/or Surgery).
 * Beat: Whenever the disease deals lethal damage

Common Cold

 * Toxicity: 1-2
 * Interval: 1/Day
 * Recovery: Extended; 5 successes
 * Effect: Damage; Sick Tilt (Moderate)

Ebola

 * Toxicity: 8
 * Interval: 1/Day
 * Recovery: Extended; 20 successes
 * Effect: Damage; Sick Tilt (Grave); Fever and Nausea conditions

Immune Deficiency
Description:   Your immune system has been compromised, rendering you vulnerable to secondary infections. This condition imposes a -2 penalty to all rolls to resist diseases, poisons, or toxins. You make a Resistance roll at the start of each interval at a -2 penalty. Success negates the damage and suppresses any penalties until the next interval. Auto Immune Disorder inflicts 1 bashing damage/interval, and you suffer the Sick (moderate) tilt while in combat. Any Damage inflicted by this condition cannot be recovered until it is either suppressed or resolved.
 * Toxicity: 3
 * Interval: 1/Month
 * Recovery: Extended; 20 successes
 * Effect: Damage; Sick Tilt (Moderate); -2 dice to resist the effects of other Diseases or Poisons
 * Possible Sources: AIDS, Radiation Sickness
 * Resolution: Intensive Medical treatment
 * Beat: Whenever fail a Resistance roll penalized by this condition.

Infected Injury
Description:   You are suffering a severely infected injury, causing a fever and hindering your healing process. You make a Resistance roll at the start of each interval. Success negates the damage and suppresses any penalties until the next interval. An Infected Injury inflicts 1 lethal damage/interval, and you suffer the Sick (moderate) tilt while in combat.
 * Toxicity: 3
 * Interval: 1/Day
 * Recovery: Extended; 5 successes
 * Effect: Damage; Sick Tilt (Moderate); Fever condition; may progress to the Necrotized Wound condition
 * Possible Sources: suffering injury from an unsanitary object or in an unsanitary environment; dramatic failure on a Medicine roll
 * Resolution: Exceptional successes on a Resistance roll; heal all current damage, amputation of the infected limb.
 * Beat: n/a

Influenza

 * Toxicity: 2-3
 * Interval: 1/Day
 * Recovery: Extended; 5 successes
 * Effect: Damage; Sick Tilt (Moderate); Fever or Nausea condition

Leprosy

 * Toxicity: 4
 * Interval: 1/Month
 * Recovery: Extended; 20 successes
 * Effect: Disfigured condition; Numbed Tilt

Malaria

 * Toxicity: 3
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Sick Tilt (Grave)

Pneumonia

 * Toxicity: 3
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Sick Tilt (Grave), Winded Tilt; Fever condition

Necrotizing Facitis

 * Toxicity: 3
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Sick Tilt (Grave); Fever and Necrotized Wound conditions

Rabies

 * Toxicity: 4
 * Interval: 1/Day
 * Recovery: Extended; 20 successes
 * Effect: Damage; Sick Tilt (grave); Insane Tilt

Smallpox

 * Toxicity: 6
 * Interval: 1/Day
 * Recovery: Extended; 20 successes
 * Effect: Damage; Sick Tilt (Grave);Disfigured condition, Fever or Nausea condition