Diseases & Poisons

By Dr. Archeville

DISEASES

Anthrax: IN intensity; inhaled or injury; -1CS to Endurance after a two day incubation period; an additional -2CS to Endurance the following day if a second IN Endurance FEAT is failed. Note: if the patient fails a third IN Endurance test, one of the lost Endurance ranks is lost permanently.

Small Pox: RM intensity; inhaled or contact; -1CS to Strength & Endurance ranks after a 5 day incubation period; an additional -1CS to Strength & Endurance ranks the following day if a second RM Endurance FEAT is failed.

Pneumonia: GD intensity; inhaled; -1CS to Strength rank after a three day incubation period; an additional -2CS to Strength and a -2CS to Endurance ranks the following day if a second GD Endurance FEAT is failed.

Hantavirus: EX intensity; injury; -1CS to Strength after a one day incubation period; an additional -1CS to Strength and a -1CS to Endurance ranks the following day if a second EX Endurance FEAT is failed. Note: if the patient fails a third EX Endurance test, one each of the lost Strength & Endurance ranks is lost permanently.

Necrotizing Faciitis: EX intensity; Contact; -1CS to Endurance after a four day incubation period; an additional -2CS to Endurance the following day if a second EX Endurance FEAT is failed. Note: if the patient fails a third EX Endurance test, one of the lost Endurance ranks is lost permanently.

West Nile Virus: GD intensity; injury; -1CS to Fighting, Agility and Endurance ranks after a three day incubation period; an additional -1CS to Fighting, Agility and Endurance ranks the following day if a second GD Endurance FEAT is failed. Note: if the patient fails a third GD Endurance test, one of the lost Endurance ranks is lost permanently.

Salmonellosis: EX intensity; ingestion; -1CS to Fighting, Agility and Strength ranks after a one day incubation period; an additional -1CS to Fighting, Agility and Strength ranks the following day if a second EX Endurance FEAT is failed.


Arsenic: RM intensity; ingested; -2CS to Strength; -3CS to Endurance ten rounds later if a second RM Endurance FEAT is failed.

Atropine: EX intensity; injury; -2CS to Fighting and Agility; -2CS to Strength ten rounds later if a second EX Endurance FEAT is failed.

Belladonna: AM intensity; injury; -2CS to Strength; an additional -4CS to Strength 10 rounds later if a second AM Endurance FEAT is failed.

Blue Vitriol: GD intensity; injury; -1CS to Endurance; an additional -1CS to Endurance 10 rounds later if a second GD Endurance FEAT is failed.

Blue-ringed Octopus Venom: RM intensity; injury; -2CS to Endurance; an additional -2CS to Endurance 10 rounds later if a second RM Endurance FEAT is failed.

Chloral Hydrate: AM intensity; ingested; -2CS to Fighting and Agility; 10 rounds later a second AM Endurance FEAT must be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours.

Chloroform (vapor): IN intensity; inhaled; Unconsciousness for 1d3 (1d10/3) hours.

Curare: AM intensity; injury; -3CS to Fighting and Agility; -3CS to Intuition and Psyche 10 rounds later if a second AM Endurance FEAT is failed.

Cyanide: IN intensity; injury; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second IN Endurance FEAT is failed. Victims of cyanide poisoning have a breath odor of bitter almonds & froth at the mouth, and their skin takes on a blue hue.

Cyanogen: AM intensity; inhaled; -2CS to Fighting and Agility; -3CS to Endurance 10 rounds later if a second AM Endurance FEAT is failed.

DDT: IN intensity; inhaled; -1CS to Strength; an additional -2CS to Strength 10 rounds later if a second RM Endurance FEAT is failed.

Knockout Gas: AM intensity; inhaled; -2CS to Fighting and Agility; 10 rounds later a second GD Endurance FEAT must be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours. Knockout gas can be encountered with varying intensities.

Lead Arsenate (gas): GD intensity; inhaled; -1CS to Strength; -2CS to Endurance 10 rounds later if a second GD Endurance FEAT is failed.

Lead Arsenate (solid): GD intensity; ingested; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second GD Endurance FEAT is failed.

Mustard Gas: IN intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second IN Endurance FEAT is failed. It also has corrosive effects on the skin, eyes & exposed mucus membranes; GD corrosive damage to exposed skin, and temporary blindness for 1-10 days if an Endurance feat is failed. These non-inhalation effects can be negated by simple protection (e.g. heavy clothing and goggles).

Paris Green (gas): EX intensity; inhaled; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second GD Endurance FEAT is failed.

Paris Green (solid): EX intensity; ingested; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second EX Endurance FEAT is failed.

Puffer Fish Poison: EX intensity; injury; -2CS to Strength; 10 rounds later a second GD Endurance FEAT must be passed, or else the victim is paralyzed for 10d10 rounds.

Rattlesnake Venom: GD intensity; injury; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second GD Endurance FEAT is failed.

Sarin Nerve Gas: AM intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second AM Endurance FEAT is failed.

Scorpion/Tarantula Venom: GD intensity; injury; -1CS to Strength; an additional -1CS to Strength 10 rounds later if a second GD Endurance FEAT is failed.

Strychnine: AM intensity; injury; -1CS to Fighting & Agilty; -3CS to Endurance 10 rounds later if a second AM Endurance FEAT is failed.

Tear Gas: RM intensity; inhaled; Blindness for 1d10 rounds. Tear Gas may be encountered with varying intensities.

VX Nerve Gas: MN intensity when inhaled; AM intensity on contact; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second MN Endurance FEAT is failed.


By David E. Martin.

I got curious about this when I was working on the never-published Chicago 2050. I figured that since drugs are a fact of life and in a surreal setting the drugs will get surreal, I should include some. After all, AD&D is full of potions! A few I recall offhand:

KRYST-L: users experience random telepathic/ empathic/ sensory flashes from other users

Banner's Elixir: an incredibly powerful tranquilizer capable of preventing emotion-triggered metamorphoses

Samedi: a coma-inducing paralytic that causes suspended animation for 2-7 days and a diminished mental state upon revival

Of course there's also the problem of Elads, "electricity addicts" with their brain-piercing pleasure elctrodes.


From the Marvel Phile, Drug & Alcohol Abuse
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