Diseases
Due to the poor states of sanitation and hygiene that exist in most of the known land diseases are quite common. Many plagues have ripped through the peasant population decimating whole villages. Most characters however have almost constant access to powerful healers and remain untouched by these infections. Even so, there are some particularly virulent diseases that can effect even the healthiest of characters. Not only is there the danger of contracting a disease but an adventurers constant exposure to wounds, creatures, exotic fauna and potent magic's makes them more likely to succumb to a rare disease. Given here are some common types, but as you explore the land you can be certain you will discover more interesting contagions.
Curing diseases
To cure a disease requires that its exact effects first be identified, along with the Virulence level of the disease. The victim must be examined by a character using the Corporeal spell Diagnosis, followed by the Corporeal Spell Cure Disease, cast by the same character which can be used to cure the victim. (see: Corporeal Spells; Diagnosis and Cure Disease).
Some diseases are more potent than others and require greater power to cure them, and the strength of a disease is expressed as its 'Virulence'. Listed following are considered to be what is called 'Known Diseases'. Every Corporealist will immediately recognise these, and their exact effects with Diagnosis and a single Cure Disease will work on them. However, there can occasionally be strains of the same disease, which may mean the characters encounter a Known Disease, which has a higher Virulence, of say 7 for example. These are not considered to be a Known Disease for the purposes of curing, thereby requiring additional Corporeal cards placed into the Cure Disease (see: Corporeal Spells; Cure Disease).
The strength of a disease is expressed as it's Virulence. The Known diseases have a virulence of 2 and therefore can be cured with the Rank 2 Corporeal spell. Other 'unknown' diseases may also have a higher Virulence and therefore require extra power. To cure a disease the caster must expend an equal or greater amount of spell ranks as the Virulence of the disease.
The effects of casting Cure Disease in this manner can be cumulative and a number of Corporealists may cast Cure Disease on a single victim to rid them of a particularly Virulent disease. However, each individual Corporealist must cast Diagnosis first.
Contagion
Every disease will have a Contagion Level, that is how easy it is to contract the disease. The Contagion Levels are as follows.
Highly Contagious
Brief contact with carrier will allow the disease to transfer. For example casting a healing spell, engaging in combat, shaking hands.
Contagious
Prolonged contact with the carrier will allow the disease to transfer. For example a brief conversation, standing in close ranks whilst mustering, a loving embrace.
Mildly Contagious
Prolonged close contact with the carrier will allow the disease to transfer. For example sitting in a crowded room or sharing a tent.
Not Contagious
The disease can only be contracted by a single method, contact with victims will not transfer the disease.
The spell Diagnosis will reveal the Diseases Contagion Level. It is important to note that the Contagion Level of a Disease cannot be altered other than through the natural course of the disease. It is only removed upon the curing of a victim, therefore dead victims are still likely to remain contagious in some way.
Example
An adventurer has the misfortune to be mauled by an unknown and unsavory beast. Several minutes later they begin to feel distinctly unwell and weak. The Corporealist with the party doesn't recognise the symptoms as one of the 'Known Diseases' so they cast Diagnosis. The result is that they are told that the adventurer has a Virulence level 7 disease which if left untreated will probably leave the adventurer severely crippled. The disease is Not Contagious (it is only delivered by the creatures claws) so there is no worry about others catching the disease. Seeking to conserve their energy the Corporealist enlists the help of another corporealist with them. The first Corporealist casts Cure Disease and adds another Rank 1 Corporeal card. The disease's Virulence is now reduced to 4, but the adventurer is still ill. The second Corporealist first casts Diagnosis (so they are now aware of the revised Virulence) and then casts Cure Disease adding two Rank 1 Corporeal cards. The disease Virulence is now reduced to 0 and the adventurer is cured. Both Corporealist are now aware of Lurking Beast disease, Virulence Level 7 and that if left untreated permanently paralyses the limbs of it's victims over 24 hours.
Alchemists can of course attempt to produce potions to counter diseases but the requirement for research and brewing makes this approach somewhat slower. However, when they have mastered a potion they are free to make as many doses as they are able. This, of course, could eventually lead to the potential eradication of a particular disease. It is important to note that there is a wide scope for the role-playing of the investigation and discovery of diseases. As a new disease is encountered, there is always the possibility, through further encounters, investigation and research, that it may eventually be included on the Known Disease list.
Known Diseases
Capricious Rot
The exact vector of this disease is unknown but the victim loses 1 hp from one location per hour. This is calculated L arm, L leg, R leg, R arm, body until limbs become immobilised and the body runs out of hits, then they are taken from the unconscious, characters head hits until death. The disease becomes apparent when they first notice a large lesion on part of their body, which will not heal. These wounds cannot be healed until the disease is cured. Once the first outbreak is noticed death will follow when the character reaches zero hits. This disease is Contagious.
Fungus skin
The victim becomes infected with a floral parasite. Over a period of 12 hours the victims skin sprouts small fungal growths all over. After 12 hours the victim will not be able to move. Generally six hours after immobilisation, the victim dies as their body succumbs to the infestation. This disease is Mildly Contagious, whilst the victim is alive, but becomes Highly Contagious when the victim has died.
Grinning Fool
A very subtle disease, which attacks the victims brain. The victim slowly begins to forget their active skills 1 per hour, in the order they are printed on their character card. When all their skills are gone they will then begin to be unable to recognise friends, animals and objects. Eventually as the name suggests they become completely withdrawn and unless somebody takes care of them they will simply sit and starve to death. If cured the victim will regain their skills 1 per hour in the reverse of order that they lost them. This disease is not Contagious.
Magebane
This disease is thought to be magical in nature as it only effects spellcasters. Once infected, the victim will gradually lose their spell casting ability. This manifests itself as the loss of one magic card per hour. The mages power will not return the following sunrise. If the disease is allowed to continue the poor soul will eventually lose all their spellcasting abilities, even if they are later cured. If the victim is to be cured and not lose their spell casting ability then the cure needs to be affected before they lose all their power. If cured within this period spell power (cards) return the following sunrise as normal. This disease is Mildly Contagious.
Trembles
This disease is sometimes also known as Warriors Curse. It effects the muscles of the victim, causing them to shake uncontrollably. As the disease gains strength the shaking will become more violent until eventually the afflicted character will be unable to hold anything in their hands at all. In the final stages of this disease the victim is unable to even walk or talk. Once the symptoms manifest themselves the victim will usually have around 12 hours before becoming completely helpless. This disease is Mildly Contagious.