Illnesses are gained through a variety of means such as from certain enemies, tainted food, or exposure to the elements.
The common cold. You feel miserable and achy.
Contracting:
This can be contracted in a variety of ways, the most common is being out in pour weather.
If you are out in the rain make a SR 1 Fortitude roll. On failure you contract this.
Effects:
-1 to all skill rolls
-1 to all Attributes
Curing:
After D10 days the symptoms fade and you are cured.
Your horns begin to rot due to excessive moisture.
Contracting:
If your horns are continuously wet for more than 3 consecutive hours make a SR 3 Fortitude roll each hour. On failure you contract this.
The SR increases by 1 for each hour your horns are wet.
Effects:
-1 to Charisma
Curing:
Apply Herb Extract once per day. Upon application make a SR 16 Fortitude roll, on success it is cured.
Once cured they recover over D4 months.
You have a fever.
Contracting:
If you are out in the rain make a SR 1 Fortitude roll. On failure you contract this.
If you contract this make a SR 5 Fortitude roll, on failure contract either Flu- Sore Muscles or Flu- Chills.
Effects:
-1 Intellect
-1 Cognition
Curing:
After D10 days it goes away.
The duration is extended by D4 days per Flu illness you have.
Your muscles ache.
Contracting:
If you are out in the rain make a SR 1 Fortitude roll. On failure you contract this.
If you contract this make a SR 5 Fortitude roll, on failure contract either Flu- Fever or Flu- Chills.
Effects:
-1 Vigor
-1 Fortitude
Curing:
After D10 days it goes away.
The duration is extended by D4 days per Flu illness you have.
Your body is cold and sweat covers you.
Contracting:
If you are out in the rain make a SR 1 Fortitude roll. On failure you contract this.
If you contract this make a SR 5 Fortitude roll, on failure contract either Flu- Sore Muscles or Flu- Fever.
Effects:
-1 Charisma
-1 Dexterity
Curing:
After D10 days it goes away.
The duration is extended by D4 days per Flu illness you have.
You have been infected with the early stages of vampirism. The longer you wait, the harder it becomes to cure.
Contracting:
Bit by a vampire or exposed to vampire blood.
Effects:
Every 12 hours make an SR 15 fortitude roll. On failure, your fortitude and intellect are reduced by 1.
If your fortitude or intellect would be reduced to 0, you gain rank 0 vampirism and must restore your attribute points as if you had lost them due to Blood Starving 1.
What rank of vampirism you gain might change depending on what vampire infects you.
If you die while infected (and your body is mostly intact), you come back to life as a vampire with the undead racial trait the following night at midnight.
Curing:
If you eat an entire head of garlic, you make an SR 25 fortitude roll. On success you are cured. The SR is reduced by 1 per head of garlic consumed within 24 hours.
If you consume antibiotics, you make an SR 20 fortitude roll. On success you are cured. The SR is reduced by 2 per antibiotics consumed within 24 hours.
Consuming antibiotics also grants you +5 on your next fortitude roll for this illness (this does not stack) and restores 1 point of fortitude or intellect.
Praying can grant benefits, up to and including curing this illness.
Any spell that cures illnesses.