TEXT: wisdom
  Wastelands
  From
  The
  Inside this issue
  Rules Option: Medical Compatibility ....... 2
  Disease Symptoms ................................... 2
  New Diseases ............................................ 4
  New Medicine ............................................ 5
  New Physical Mutation ............................. 5
  Issue #8: Diseases &
  Medical Options
  By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  d
  uring the final wars that destroyed the Ancients’ civilization, some of the most horrifying weapons unleashed were
  terrible biological diseases and plagues. Such diseases were great equalizers, their viruses and bacteria striking
  down unlucky victims regardless of wealth, ethnicity, or homeland.
  Although the Mutant Future core book touches on optional rules regarding diseases and their effects, this issue will
  provide Mutant Lords with a wider range of possibilities. These additions expand the Constitution Table, include healing
  rates and negative hit points, and provide simple but effective rules covering mutants using the Ancients’ drugs and medical
  equipment. Several new types of disease — both infectious and mutagenic — are also introduced, as well as detailed rules
  covering symptoms and a new type of saving throw. In short, everything a ML needs to make player characters’ lives that
  much more “interesting.”
  The table below adds to the Mutant Future core book’s Constitution Table, providing information for scores up to 30 and
  including the optional rule covering daily healing. The ML can easily modify this table to incorporate even higher Constitution scores.
  Modified Constitution Table
  Poison & Disease
  Radiation
  Bonus to
  Score
  Saving Throw
  Saving Throw
  Daily
  Adjustment
  Adjustment
  Healing
  3
  -2
  -3
    0
  4-5
  -1
  -2
    0
  6-8
   0
  -1
    0
  9-12
   0
   0
    0
  13-15
   0
   0
  +1
  16-17
   0
   0
  +2
  18
   0
   0
  +3
  19
  +1
   0
  +4
  20
  +2
  +1
  +5
  21
  +3
  +2
  +5
  22-23
  +4
  +3
  +6
  24-25
  +5
  +4
  +7
  26-27
  +6
  +5
  +8
  28-29
  +7
  +6
  +9
  30
  +8
  +7
  +10
  Rules Option: Negative Hit Points
  Rather than dying when reaching 0 hit points, a character is
  instead near death and continues to lose one hit point per
  round until reaching a negative value equal to his
  Constitution, at which point he is irrevocably dead (unless
  brought back by certain artifacts). A character with a
  Constitution of 14, for example, will die at -14 hit points.
  Every turn a character with 0 or fewer hit points must
  also save versus stun to remain conscious. If successful, the
  character may attempt to stabilize himself or have another
  do it for him. This can be done using medical devices, drugs,
  first aid, or even a mutation that promotes healing. If the
  save fails, the character falls unconscious, cannot act, and
  will remain comatose until healed back up to one or more hit
  points.
  Rules Option: Bonus to Daily Healing
  While resting, characters with higher Constitution scores will
  heal at a greater rate than others with this rules option (the
  amount is shown on the Modified Constitution Table, above).
  
  2
  Wisdom from The Wastelands
  Rather than heal just the normal 1d3 hit points per day of
  rest, for example, a character with a Constitution of 16-17
  will heal 1d3+2 hit points.
  Rules Option: Medical Compatibility
  Before the final wars, all manner of near-miraculous
  medicines existed and were designed to work specifically
  with normal human physiology and bio-chemistry. However,
  the war altered life across the spectrum, with weapons
  unleashing nuclear, biological, chemical, and nanite
  mutagens. Survivors soon realized that even seemingly minor
  changes to the genome were sometimes enough to prevent
  pre-war treatments from working, or to cause them to have
  unforeseen side effects.
  The Genotype Medical Compatibility Table details the
  chance pre-war medicine will work on characters with
  mutations of any sort (physical, mental, defect, or plant),
  including those new races presented in Wisdom from the
  Wastelands Issue #4: New Races. See the description below
  the table for items marked with an asterisk (*).
  Genotype Medical Compatibility Table
  Genotype
  Treatment Effective on 2d6
  Ancients
  Always
  Aquatics
  2-10
  Body Masters
  -1 Per Mutation*
  Exotics
  2-10
  Humans
  Always (until mutated)
  Insectoids
  Never
  Mental Masters
  -1 Per Mutation*
  Mutant Animal
  2-6, and -1 Per Mutation*
  Mutant Human
  -1 Per Mutation*
  Mutant Plant
  Never
  Pure Human
  Always
  To determine if a drug or device works, consult the table
  and roll 2d6 (if applicable). For example, a mutant human
  with two mutations will benefit from pre-war medicine on a
  roll of 10 or less, whereas for a mutant human with eight
  mutations drugs will only work on a roll of four or less.
  Although considered pure humans, aquatics and exotics have
  a slight chance that a drug will not work correctly on them,
  and they always have to check on the medical compatibility table.
  Unless they are of a veterinary type (determined by the
  ML), pre-war drugs will only work on mutant animals with
  a roll of six or less, -1 for every mutation the animal possesses.
  In other words, if a mutant animal has more than four
  mutations the drugs will always fail. This includes mutant
  animals that have taken on humanoid physiologies.
  These treatments have no effect on androids, synthetics,
  or replicants of any type, and always fail on mutant plants
  and insectoids.
  If the compatibility check fails, even in cases where this
  is automatic, roll percentile dice and consult the table below:
  Medical Incompatibility Table
  Roll d00
  Effect
  01-25
  Drug works with half usual effect.
  26-50
  No effect, drug is wasted.
  51-70
  Acts as mild poison (class 2).
  71-80
  Acts as medium strength poison (class 4).
  81-90
  Acts as strong poison (class 8).
  91-93
  Causes permanent physical damage.
  Reduce one physical statistic by 1d3.
  94-96
  Causes permanent mental damage. Reduce
  one mental statistic by 1d3.
  97-98
  Drug causes genetic damage to the mutant.
  Lose one randomly chosen mutation.
  99-00
  Death.
  Disease Symptoms
  Many of the symptoms described in the Mutant Future core
  book are merely cosmetic and do not have any game rules
  per se. Inventive MLs, however, could come up with their
  own rules for symptoms or use the rules provided here.
  Note that some diseases will have multiple symptoms
  that often have the same penalties (e.g., a victim might have
  a disease that causes headaches and audible ringing), but
  that these do not stack! The ML simply imposes the more
  severe penalty on the victim.
  Audible Ringing: The victim suffers from tinnitus. This
  can be mildly distracting or downright maddening, depending
  on the severity. As a result, the victim suffers -1 to -4 to
  Willpower and all mental attacks are made with a
  
  Issue #8: diseases and medical options
  3
  corresponding -1 to -4 to hit. The ML could also assign a -
  5% to -20% penalty for figuring out and repairing artifacts
  and a -1 to -2 penalty to surprise checks, due to the distraction
  this condition imposes on the victim.
  Blurred Vision: The disease directly effects the optic
  nerves. As a result, the victim has penalties of -1 to hit in
  melee combat and +1 to Armor Class when defending.
  Ranged attacks are made at -2 to hit. The ML can also assign
  a penalty of -1 to surprise checks.
  Fatigue: Certain diseases leave a victim tired. This can
  be mild or completely debilitating, and will persist until the
  underlying disease is cured.
  Fatigue Table
  Fatigue Level
  Modifiers
  Light
  -1 to hit, -25% movement.
  Moderate
  -2 to hit, -50% movement.
  Heavy
  -3 to hit, -75% movement, save versus stun
  every round of combat or strenuous activity
  or fall unconscious. 
  Headaches: This symptom can range from mild to
  extreme, with the corresponding modifiers detailed in the
  table below. In extreme cases, the victim must make a saving
  throw versus stun for every round of combat or every turn of
  strenuous activity and, failing it, fall unconscious for 1d6
  minutes.
  Headache Table
  Headache
  Severity
  Modifiers
  Mild
  -1 to INT and WIL, -25% movement,
  -1 to hit, +1 to AC, -10% to figure out/
  repair artifacts. 
  Moderate
  -2 to INT and WIL, -50% movement,
  -2 to hit, +2 to AC, -20% to figure out/
  repair artifacts. 
  Extreme
  -3 to INT and WIL, -75% movement,
  -3 to hit, +3 to AC, -30% to figure out/
  repair artifacts. 
  Inflammation: Many diseases cause portions of the body
  to become red, swollen, and painful. For the duration of the
  disease, the ML will have to decide where the inflammation
  occurs.
  Inflammation Table
  Extent
  Modifier
  Entire body
  Lose all Dexterity bonuses to AC,
  suffer -25% to movement rate,
  and incur a Dexterity penalty of -1 to -4. 
  One arm
  -2 to hit, and gain no bonus from using a
  shield. 
  Both arms
  Cannot hold an item (ML discretion). 
  One leg
  -25% to movement. 
  Both legs
  -75% to movement,
  if using a leg to attack -2 to hit. 
  Body-wide inflammation will cause the victim to lose
  all Dexterity bonuses to AC, suffer a -25% penalty to
  movement, and incur a Dexterity penalty of -1 to -4. With
  one arm affected, the victim will suffer -2 to hit and gain no
  bonus from using a shield. If both arms are inflamed, the
  character may not be able to hold an item. This is left to the
  discretion of the ML. A victim with one affected leg will
  suffer a -25% movement rate penalty. Both legs will cause
  the victim to lose 75% of the movement rate. If the victim
  uses a leg to attack, the ML can impose a -2 penalty to hit as
  well.
  Irritated: This is a physical response to various irritants
  and can range from itchy surface rashes to distracting deep
  muscle twitches. Until the condition is removed, the sufferer
  will have -2 to hit, -2 to AC, -2 to saving throws, movement
  rate reduced by 25%, and a -10% penalty when attempting
  to figure out or repair artifacts. If the irritation is due to
  itching, the victim must also make a save versus stun once
  per day or suffer 1d3 points of damage from constant
  scratching. The damage could be worse if the victim has
  natural weapons such as claws (ML’s discretion).
  Lesions or Pustules: These pus-filled blisters cause
  social discomfort and physical hardship. First, they reduce a
  sufferer’s Charisma by 1d4. Second, whenever the victim is
  struck or touched during melee combat, there is a chance
  one of the lesions or pustules will be hit. The ML secretly
  determines what percentage of the character’s body is affected
  and then rolls percentile dice. If the result is under the
  predetermined percentage, the victim suffers an additional
  1d3 points of damage and the attacker must make a saving
  throw versus poison (or disease, if the optional save is used)
  or become infected by the disease the victim suffers from.
  Pain: This could be anything from general joint aches
  to incapacitating agony and the ML will have final say about
  the victim’s level of pain. Movement can be reduced by 25%
  to 75% based on the severity, and in extreme cases the victim
  must also succeed at a saving throw versus stun for every
  round of combat or every turn of strenuous activity or fall
  unconscious for 1d6 minutes. The victim will also suffer an
  overall penalty of -1 to -4 to all attacks, AC, and saving throws
  — once again, depending on the intensity of the pain.
  Nauseated: A nauseated character will be incapable of
  engaging in strenuous physical action. First, his movement
  
  4
  Wisdom from The Wastelands
  rate will be reduced by 50% and any saving throws the
  character must make will be at -2. Nauseated characters can
  still attempt to defend themselves against physical attack,
  but will suffers a -4 penalty to hit and lose any AC bonus
  provided by Dexterity. On top of this, the character’s normal
  Dexterity score will be reduced by 4. The victim can still
  defend normally against mental attacks but will not be able
  to initiate any mental attack or maintain any mental mutations
  that require concentration until the state of nausea has passed.
  Vertigo: This is very debilitating, as the victim’s
  dizziness makes it difficult to even stand or concentrate.
  When in this condition, a character may move at only 25%
  of his regular movement rate. If the character tries to go
  faster, the ML will randomly determine the direction moved.
  For every round the sufferer attempts to move his full
  movement he must make a saving throw against stun or fall
  prone. While dizzy, the character will not be able to climb,
  will suffer a -4 to all attack rolls, and will gain no Dexterity
  bonus to AC. Any mental attacks are considered to be at -4
  to Willpower for both attacking and defending. Lastly, if the
  victim can fly, doing so while suffering from this symptom
  will be impossible.
  Weakness: As a result of the disease, the character’s
  physical Strength is reduced by -1 to -4 (unless the disease
  in question already affects the victim’s Strength). The total
  reduction is left up to the ML and, once the disease has passed,
  the Strength will return at a rate equal to the character’s
  natural healing rate.
  New Diseases
  Following are five new diseases for MLs to use in their games.
  Blood Melt
  Save Modifier: -2
  Infection Duration: 2 weeks
  Affected Stats: Constitution -3
  Damage per day: 1d8
  This horrific disease turns the victim’s blood into acid, which
  slowly and painfully destroys the body. Blood melt is first
  noticed when the eyes and skin turn red, and then the victim
  starts to sweat blood. If killed by the disease, the victim’s
  entire body — flesh and bones — turns into a viscous puddle
  of blood. This puddle will remain for 1d6 days and anything
  coming within 20 feet must successfully save versus poison
  (or disease) or become infected.
  Symptoms: Pain, weakness, the skin and eyes turn blood red.
  Rhino’s Curse
  Save Modifier: +2
  Infection Duration: 1 month
  Affected Stats: Dexterity, see below, Charisma -2
  Damage per day: 1d3
  Rhino’s Curse causes the flesh to grow at an unnatural rate,
  becoming exceedingly thick with a rough texture. The victim
  loses one point of Dexterity per week afflicted (to a maximum
  loss of -6), and gains the natural armor (moderate) mutation.
  Once the disease has been eliminated, the victim must then
  make another save versus poison (or disease). If successful,
  all Dexterity lost is regained and the natural armor mutation
  is removed. If the save fails, the victim only recovers half
  the total Dexterity lost, rounding up (e.g., if the loss was -4,
  then the victim recovers two points), and retains the natural
  armor (moderate).
  Symptoms: Fatigue, inflammation, irritated (the
  hardening skin itches fiercely.)
  Ghost Flesh
  Save Modifier: +0
  Infection Duration: 1 week
  Affected Stats: Charisma -2
  Damage per day: 1d3
  This is a strange disease that causes the flesh to become
  transparent. Wasteland scholars speculate that it was
  originally a bio-engineered medical treatment used to
  diagnose internal injuries but that the vector got loose,
  thrived, and mutated during the cataclysm. Now, those
  infected discover their flesh becomes translucent while the
  disease runs its course. Once cured, the victim must again
  save versus poison (or disease). If the save fails, the victim
  permanently gains the transparent skin drawback (see below).
  Symptoms: Irritated, fatigue (light), and the victim gains
  the transparent skin mutation.
  Predator’s Gift
  Save Modifier: +1
  Infection Duration: 4 days
  Affected Stats: Dexterity -2
  Damage per day: 1d6
  
  Issue #8: diseases and medical options
  5
  Some carnivores carry a debilitating biological agent on their
  natural weapons. When wounded by such a predator, the
  injured character must save versus poison (or disease) or
  contract the Predator’s Gift. This disease weakens the victim
  and allows the hunter to later track down and finish off its
  prey. The wound becomes inflamed and the victim gives off
  a strong odor that will attract other predators. For the duration
  of the disease, the victim gains the prey scent drawback.
  Once the infection is shaken off, the victim suffers no further
  effects.
  Symptoms: Weakness (moderate), inflammation (of the
  wounded area).
  Rage
  Save Modifier: -2
  Infection Duration: 1 day
  Affected Stats: Intelligence and Willpower -2
  Damage per day: 1d8
  There are those who believe this disease is an artifact left
  over from the apocalypse. Anyone infected will almost
  immediately begin to suffer from moderate headaches and
  blurred vision and 1d3 hours later will become very moody
  and prone to violence. Whenever stressed or in combat, the
  victim must make a saving throw versus stun or immediately
  attack the nearest creature (friend or foe) using only natural
  weapons. The victim is allowed a new save every round to
  break the effects. Anyone wounded by a Rage carrier must
  save versus poison (or disease) or become infected as well.
  Symptoms: Blurred vision, headache (moderate),
  foaming at the mouth.
  New Medicine
  Following are two new types of medicine that the ML to
  incorporate into his campaign. Even though the game already
  has a Filter-Dose drug, the following can be used as cheaper
  and more readily-available treatments.
  Tailored Cure: Before the end of civilization, most diseases
  had been cured. But, for some reason medical science could
  not determine, it was simply impossible to eradicate illness
  completely. As a result, a technique was developed so that
  once a disease was diagnosed — and in the database —
  doctors could prescribe a specifically-designed injection that
  would reverse any damage and cure the patient completely.
  The drawback was that this type of tailored cure had no effect
  against any disease it was not designed to eliminate. Although
  very similar to the Filter-Dose, the Tailored Cure technique
  was far more commonly used in the poorer nations of the
  world because it was cheaper and easier to produce.
  Universal Antibody Booster: A powerful concoction of
  various antibiotics and other drugs, this treatment was very
  commonly prescribed for illnesses before the final wars. After
  ingesting the drug, the user is immediately is allowed another
  saving throw with +4 to the roll. If successful, the patient is
  cured and will not suffer any of the disease’s effects. This
  drug is very similar to the Filter-Dose but not as effective. It
  was far more commonly used in the poorer nations of the
  world because it was cheaper and easier to produce.
  New Physical Mutation
  The following drawback can be used like any other or in
  conjunction with the Ghost Flesh disease described above.
  Transparent Skin (D)
  The mutant’s epidermis is completely transparent, making
  its internal structure clearly visible. Most creatures find the
  mutant quite horrifying to look at, and it suffers almost
  universally a +4 penalty to reaction rolls. This condition also
  renders the mutant more sensitive to light-based weapons,
  including lasers, which inflict double damage. Although the
  mutant can cover its body with makeup to negate the social
  reaction, it still suffers the increased damage from light-based
  weapons. Despite these disadvantages, the mutation is helpful
  to anyone treating the mutant for injuries, since the medic
  gains a bonus to healing or applying first aid. How much of
  a bonus is left to the ML.
  Skirmisher Publishing LLC has got a section of its
  website dedicated to material for Mutant Future and
  other post-apocalyptic games in general and content
  tying in with this publication in particular. This allows
  readers to obtain free bonus content, post their own
  material, and comment on this publication and
  Skirmisher’s support for the genres it covers overall.
  Just go to http://skirmisher.com/forum/38 for more!
  Check out wisdom from
  the wastelands online!
  
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