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Starvation and Dehydration

The rules for dying of dehydration or starvation are covered in the Gettin’ By section under the Survival Day to Day heading, earlier in this document. Suffice it to say, this is an optional rule set, but it makes for a much more engaging game and provides ample opportunities for character development if you actually have to make sure your wastelanders have enough food and water to survive.

The short and sweet version is that characters begin to be dehydrated after not drinking or eating at least 4 hydrating items every 24 hour period. Characters who have suffered 4 consecutive 6-hour periods without drinking or eating anything that provides hydration begin to suffer penalties to attributes, skills and accuracy. These penalties worsen every 6 hours afterward, culminating in death after a full 72 hours (3 days) has passed. To reduce the penalties incurred, characters must over-hydrate for a day (8 hydrating items instead of four) for every day they were dehydrated, rounded down to the nearest day.

Starvation is much slower. Characters must eat at least 1 nourishing meal a day to avoid starvation. Every consecutive day they do not do so they suffer increasing penalties to skills and attributes.

If a character eats a meal that does not match their diet, it will not prevent starvation but it will prevent them from taking penalties due to starvation for the next six hours; in this way, the penalties incurred by starvation and the eventual resulting organ failure can be ignored by a character until the point it kills them. After 3 consecutive weeks of less than 1 meal a day, they will die. Eating more than 3 nourishing meals a day grants ponies a +15 bonus to endurance rolls for the rest of that day. Characters who have starved for more than a week cannot reliably keep down foods that provide 2 or more meals worth of nourishment (excepting only Oatmeal and Slop), and must make END MFD ½ to keep such foods down.

Falling Damage

 

Ever seen a pony fall off a cliff? It’s actually pretty amazing, right up until they hit the ground. At that point it swaps from amazing to horrific and slightly messy.

Ponies (and other wasteland characters) take 1d20 damage for every 10 feet that they fall in an uncontrolled fashion. Uncontrolled means that nothing is slowing them down, or, for that matter, speeding them up (except gravity). Damage taken from falling ignores any DT provided by worn armor – DT provided by traits and perks, such as Tough Hide or Cyberpony, still applies.

On a related note, characters take only 1d10 per 10 feet from a controlled fall. What is a controlled fall? That means they had some way of slowing themselves down every ten feet or so, such as a tarp or cape stretched out as a makeshift parachute or a series of clotheslines strung out across the alleyway they just fell through. Characters may also attempt to slow their fall by sliding down the face of a building, falling onto a flying creature (and then knocking them down with you) or a similar scenario. If you fall onto another creature or character, flying or otherwise, they take as much falling damage as you do, usually impacting on the torso (though you may roll their point of impact randomly as well).



Falling damage is dealt as massive damage, applied appropriately based on how your character impacts. For a random first-point of impact (to determine what areas slam into the ground first), creatures without wings should roll 1d6, and with wings (though Luna only knows why you didn’t use them to stop falling) should roll 1d8. Damage is dealt to the area corresponding to the number rolled on the die. For those missing limbs, simply re-roll if the missing area is rolled. This table loosely corresponds to the simplified random location table provided in the hit locations section.

Location (1d8) Die Roll # Location (1d6)
Right Foreleg Right Foreleg
Left Foreleg Left Foreleg
Right Hind Leg Right Hind Leg
Left Hind Leg Left Hind Leg
Torso Torso
Left Wing Head
Right Wing --
Head --

As a recommended but optional rule (and to promote player longevity) for characters falling more than 100 feet, massive damage should hit every location regardless of point of impact.

Similarly recommended, damage is divided by a value equal to the number of other characters a falling character has landed on as they fall. So a character that has landed on one other character has their damage divided by two. If that character lands on a third character, their damage is divided by 2 while the damage dealt to the character atop them is now divided by 3, and so on.

Characters already on top of each other on the ground (for whatever reason – yes, this has come up) take the same amount of fall damage even if they ‘fall’ onto one another.


Suffocation

Endurance Score Time to Unconsciousness Rounds Time
0:24
0:48
1:12
1:36
2:00
2:24
2:48
3:12
3:36
4:00
4:24
4:48

Table XXXVIII: How long a character can hold their breath, by endurance score.
If for some dreadful reason your character is rendered unable to breathe, they don’t immediately begin to suffocate. All characters can hold their breath for up to four times their endurance score in rounds – that’s 24 seconds per point of endurance, with an absolute maximum of four minutes and 48 seconds. For your convenience, a table of endurance score and the amount of time it take a pony to suffocate is listed in the table below. If they didn’t know they were going to hold their breath, (i.e. someone snuck up on them and attempted to garrote them or something similar) this time to unconsciousness is divided by four.

At that end of that time period, a character goes unconscious. Unless their airflow and ability to breathe is restored within two minutes (20 combat rounds), or they’re put on some sort of life-support or into magical stasis, they will die of suffocation.

An unconscious character that has stopped breathing, pony or otherwise, will not begin breathing again on their own even if they otherwise could. In order to begin breathing again they must they must first receive appropriate medical attention, such as mouth to mouth resuscitation or CPR (medicine or survival, MFD 1) or regain consciousness by other means.

 

Just as a rule – ponies and other equines can’t really swim. It’s physiologically not something they can do for extended periods; they’re just not built for it. Neither are griffins, donkeys or buffalo. With few exceptions, characters in the wasteland would not have reason to know how to swim, or to need to know how, but it does come up.

 

The ocean will likely forever remain the domain of the seaponies.

 


Pink Cloud

Anyone who’s seen the ruins of Canterlot knows well the dangers of the Pink Cloud. The pink cloud is a gas infused with necromantic energy, the lingering end-result of the specialized megaspell employed by the Zebra Nations to put an end to the princesses within the walls of their capital city.

Pink cloud has some interesting and unusual, if quite destructive, effects, the severity of which depends on the level of exposure and of the density of the cloud in the area. Similarly to radiation and enervation, a density table is provided below.

This table does not reflect water that has been saturated with pink cloud; any body of water that has been sufficiently exposed to pink cloud is saturated with it, and depending on the saturation has the same effects as the corresponding level of density. Due to water’s incredible ability to absorb and suspend the noxious gas, placid bodies of water in clouded areas are usually one level of density higher than the surrounding air, while moving water tends to be at or below the same density level.

Density Effect
None – The air is clear and breathable. It’s a fine day to be outside, even if the forecast seems to be partly cloudy for the next decade or two.
Light –Wisps of pinkish vapor are visible in the air.Sickly ponies have trouble breathing, and characters in-the-know will want to take off their armor. Exposure at this level for longer than 30 continuous minutes prompts an END check MFD ¾ or characters will begin to develop a rash where flesh meets barding and clothing – this is the earliest stage of their flesh warping to fuse to their armor or surroundings. The areas around the base of the mount Canterlot are at this level of density for up to a week after it rains. Drinking water saturated at this level inflicts 1d4 wounds to the torso.
Moderate– The world has a pinkish hue. Characters without breathing protection begin taking 1 wound to head or torso every five minutes (alternate between the locations). Characters that become crippled by this damage must roll Endurance MFD ½ or will fuse to whatever is directly in contact with them at the time they become crippled. The pinkish vapor clumps together at varying heights, burning the skin as you pass through or nearby. Water in the falls coming off Canterlot is at this level of saturation. Drinking water at this level inflicts 3d4 wounds to the torso. Pink cloud at this density or above completely disrupts telepathic communication and makes spellcasting more difficult (1 MFD step penalty to casting rolls).
Heavy –The cloud is dense enough that you can see individual swirls as it rolls around you, limiting visibility to 60 feet in all directions even with a strong light source.Characters without breathing protection take 1 wound to the head or torsoevery 30 seconds (5 combat rounds).All other exposed areas take 1 wound every minute.Exposure to the cloud at this density for longer than 30 seconds will begin to fuse a pony with their surroundings, be it armor, clothing, accessories, or scenery.
Choking – The cloud is so dense here that it’s neigh-impossible to see anything more than 10 feet away. Breathing is a poor proposition – just inhaling this gas causes 2d4 wounds to both the head torso every six seconds. Even not breathing the noxious gas, characters will take 1 wound to every exposed location every combat round – the choking poison has long since seeped through any potentially protective armor or clothing, making every location potentially exposed. At this density, characters will begin fusing with their gear or into their surroundings after only 6 seconds (1 combat round).

Unlike enervation, the effects and (general) source of pink cloud are mostly common knowledge – it originates in Canterlot as the result of a zebra megaspell. At medium to high density, the cloud is deadly when inhaled, but not immediately fatal. The really troubling part about pink cloud is that it fuses ponies with their immediate surroundings – any inanimate object, up to and including armor, accessories, the ground (though this is quite rare), park benches, walls, etc.; anything a pony is directly touching is fair game. Only liquids, like water, and gases, like air, seem to be out of the range of what ponies can be fused to. They can even be fused to each other. Ponies that survive being fused to their armor or surroundings but later die of the cloud’s effects have a chance to become Canterlot Ghouls. Most of them lose their minds and go insane in the process.

Characters that are still alive and fused to armor or clothing frequently have the option of cutting off the fused pieces. This is generally quite messy and painful, and can leave horrific looking scarring over the affected areas, often most of the victim’s body – assuming they survive the process.

Alicorns are immune to the normal negative effects of pink cloud, but do find that it makes spells 2 MFD steps harder to cast while inside moderate or higher densities (2+). Long term exposure to the cloud (longer than 6 hours) at these levels gives them a temporary penalty to intelligence of -1 INT for every successive 6 hour period spent there, maximum -5. It cannot reduce their intelligence score below 2.

Any pink cloud density greater than 1 blocks telepathy, mind control and teleportation of any sort completely (and that’s not just for alicorns).


Disease

Radiation and taint poisoning aside, there are any number of diseases and sicknesses contractible in post-apocalyptic Equestria, with effects ranging from the merely uncomfortable to the debilitating and deadly. Pre-war, many of these diseases actually neared extinction due to immunizations and vaccination regimens, but many settlements lack the knowledge and materials needed to treat or prevent disease contraction on any noteworthy scale.

While the full range of diseases present in post-war Equestria may never truly be known, here are a few examples.

 

Blood Hunger Plague –More commonly known as Hoofington’s infamous raider disease, this sickness attacks the forebrain of its victim, turning them from a normal pony into a cannibalistic savage in a manner of days. It is believed to have originated in zebra territories, where it lay dormant until a zebra or pony was consumed in times of great famine.

CONTRACTION: This disease is contracted via ingestion of meat or bodily fluids from an infected source. There are no rolls that can prevent this, but pegasi are usually immune.

PROGRESSION: After contraction, the disease takes 1d4 days to begin to manifest symptoms.

Initially the effects are psychological, with the infected becoming unreasonably suspicious and untrusting of any uninfected, while simultaneously becoming extremely loyal to their fellow infected. There are signs of diminished intellect and higher level reasoning (-2 INT, -2 CHA). More than their loyalty to each other, the infected victims respect shows of brute strength and violence, and will willingly follow the commands of anyone they recognize as more physically powerful than themselves.

Within 2 days of the psychological symptoms manifestation, the infected begin to hunger strongly for flesh. This hunger is both irresistible to them and insatiable, to the point where they will even attack their fellow infected if no uninfected target presents itself. They have been known to eat themselves to death if kept isolated for too long, resulting in them consuming their own lips and tongue before finally dying. Relatedly, they will instantly attack and attempt to devour any among their number who becomes wounded unless already occupied.

If a victim continues to survive in this state they will no longer care for their own health, quickly degenerating into filth and jaundice (-2 STR, -2 END, -2 PER, -4 CHA, -4 INT).

They will offer to share and/or force food upon any character or creature they come into contact with that they do not immediately try to attack and/or consume.

TREATMENT: There is no known treatment, magical or otherwise. Death is the only cure.

 

Botulism– Botulinus Intoxication is a rare, curable but often fatal paralytic illness caused by bacterial infection. It is usually contracted by the consumption of food containing the bacteria. While easily treated if caught early, the rapid onset of botulism makes it terrifically deadly. Zebra assassins used this disease against a number of high-profile equestrian officials during the war; death by food poisoning.

CONTRACTION: Direct blood contact with infected characters or creatures or ingestion of infected foodstuffs causes an END roll MFD ½. Failures catch the disease.

PROGRESSION: The rapid onset of this disease is what makes it so dangerous. Within an hour of contracting the illness, the bacteria begin to affect the nerves along the spine that control primary motor function. The muscles controlling the eyes, mouth, throat and face are most severely affected. At this stage, afflicted characters are suffering a -2 temporary attribute penalty to STR, PER, CHA, and AGI. Double vision (a personal accuracy penalty), drooping of the eyelids, loss of facial expression are common. The nerves and muscles closest to the brain are affected first, spreading slowly down the spine into the limbs. This stage is normally accompanied by nausea and vomiting (the afflicted loses all food and drink consumed in the last 6 hours – can result in instant dehydration). Within another thirty minutes, weakness and loss of the nerve control in the muscles and limbs graduates to full or partial paralysis (increasing the existing penalties to -5 from -2), and spreads to the entire body. Thirty minutes after that, afflicted characters and creatures should roll Endurance MFD ½ again. Failures become unconscious; they will die within six hours if not treated. Critical failures experience uncontrollable muscle spasms culminating in a seizure and death within the span of 1d4 minutes.

Successes and critical successes merely pass out. They will remain stable until treated, or until they die of starvation or dehydration.

TREATMENT: This debilitating disease is thankfully easy to treat. If treated within the first hour with a medicine roll MFD ¾ in conjunction with a healing potion or a healing spell of level 2 or higher, the afflicted will stabilize and recover within a few (2d4) hours. After full paralysis sets in, the use of a zebra curative (level 3 or higher), advanced healing spell (level 3 or higher) or a rejuvenation potion or talisman is necessary to stabilize the patient; common healing magics (Healing spells below level 3) are required to stabilize the patient, in conjunction with an MFD ½ medicine roll. Each roll uses the curative spell or potion, even if unsuccessful. They need to be cared for by a trained medic (medicine rank 75 or higher) for at least 24 straight hours before the symptoms start to recede. It may take up to a week (1d8 days) for symptoms to fully recede at this stage. In many cases, the symptoms may never fully recede – partial paralysis may plague the afflicted character or creature for the rest of their natural life.

Cawngo Fever --Also known as Meridian Sleeping Sickness, this is a multi-stage disease that almost invariably ends in permanent neurological damage or death. For a long time, the fear of this disease kept Equestrian explorers away from the areas in Meridionalis (Pony Africa) frequented by the local variant of parasprite, known as Tsetse sprites. The development of Cawnine, a drug derived from plants endemic to Ngalopngalop Crater, finally allowed for extensive Equestrian exploration of the Meridional interior in the century before the war.

CONTRACTION: Tsetse bloatsprites are carriers of the parasite that causes this disease, and their bite has a roughly 20% chance to pass on the disease to their target (roll 1d100 and call a range). It can also be caught through open-wound exposure to water in which the parasite lives. Characters that have pre-treated themselves with Cawnine have a 75% chance to resist the disease (roll once per exposure).

PROGRESSION: There are two stages to the disease. Symptoms characteristic of the first stage begin to appear within one day of infection; they include fever, headaches, and swelling of the lymph nodes, especially those along the neck and withers. Characters with these mild symptoms suffer a slight penalty to endurance (-1 END) and focus (-20 to rolls requiring extreme precision, such as disarming a land mine, lockpicking, or surgery).

Appearing about one week (2d6 days) after initial infection, the second stage of the disease is significantly more debilitating, as it occurs once the parasite has invaded the central nervous system. The most infamous symptom of the disease is what gives it its nickname; its victims are unable to maintain regular sleeping habits. This manifests itself as an END MFD ½ check, to be made once per hour. Critical successes alleviate the problem for the next four hours. Successes allow the afflicted to remain awake until the next hourly check. Failures mean that the victim falls asleep immediately, unable to be awoken for four hours. Critical failures represent multiple organ failure, fatal in 30 seconds without immediate and skillful medical attention (MED 1/10).

Other symptoms include muscle weakness (-3 STR), speech disorders (-40 to SPC rolls), palsy-like uncontrollable movements (-40 to targeting outside of SATS, -80 to rolls requiring extreme precision), and severe apathy (-40 to combat initiative).

TREATMENT: The most effective treatment for cawngo fever is prevention. Cawnine is extremely effective as a preventative measure against it, but can also be used to treat the disease during its first stage. A single dose allows an END ¼ roll, success at which means that the afflicted is completely cured.

Once it has reached the second stage, the neurological effects of this disease are irreversible. While still curable by an auto-doc (or a spell of equal magnitude), any character who reaches the second stage and is cured will never shake some of its effects, specifically the uncontrollable palsy (-20 to rolls requiring extreme precision) and difficulty maintaining consistent sleeping habits (as the Narcolepsy hindrance).

 

Common Cold – Even the slowest of ponies can catch a cold.

CONTRACTION: Fluid contact or proximity with the infected. Endurance roll to resist is MFD 1.

PROGRESSION: A cold can make a pony miserable for anywhere from half a day to a few weeks. 2d6 hours after infection, symptoms such as coughing, congestion, and sneezing begin to manifest. These symptoms weaken and distract the victim, giving them a 1 MFD step penalty on all PER, AGI and END rolls. Every twelve hours after infection, the infected may roll Endurance MFD ¾. Successes and critical successes mean that they’re cured. Any symptoms will persist for another 1d4 hours (during which the character is no longer contagious, and is eligible to re-contract the disease if circumstances correctly align), but will then dissipate. Failures remain sick, and may roll again in another twelve hours. Critical failures mean that the character’s health worsens.

If a critical failure is rolled, the endurance MFD for the next roll becomes 1 step more difficult, and the penalties to AGI and PER increase to two MFD steps. A success on the next roll means that the MFD returns to its initial state; the character is not cured. Failures remain sick and maintain the more difficult MFD. Critical failures have the END MFD increase in difficulty one step further on the following roll and the AGI and PER penalties correspondingly increase in severity by another step. If the difficulty of the roll ever drops below 1/10, the sick character dies of the disease. While not common, dying of a cold does happen. Critical successes at any MFD of difficulty automatically restore the sickened character to health, with the 1d4 hour recovery period.

TREATMENT: Over hydration, medical aid and bed rest can greatly accelerate the rate of recovery. If resting or under the care of a trained medical professional (Medicine rank 75 +) for at least half of a twelve hour period, the endurance roll at the end of that period becomes two MFD steps easier (so a net MFD step bonus of 1). For each additional drink imbibed beyond the two required for survival during a 12-hour span, the recovering character receives a +10 bonus on their END roll (maximum +40).

 

Covering Sickness –A relatively common STD among ponies and other equine species, also known as dourine. This disease often has little to no visible symptoms, but can prove deadly in the long term for more than 70% of infected victims.

CONTRACTION: Fluid contact, as through sex. There is no resistance roll.

PROGRESSION: Upon infection, the afflicted show no symptoms for 1d4 days. Following that period, they become visibly lethargic (-1 temporary AGI penalty), and there is noticeable swelling of the genitalia. Swelling spreads to affect internal organs slowly over the course of the following week, followed by the formation of small patches of silver and white skin forming on the loin, shoulders and withers. About 10 days after the first symptoms show, victims begin to experience the first signs of anemia and muscular and immune degeneration (-2 END and STR). At this point, infected characters must roll END MFD 1. Successes go into remission temporarily – usually for periods as long as a month. During remission, they suffer no penalties from this disease, but can still transmit it to others. Critical successes go into remission for 2d4 months. Failures begin a steady decline, the END and STR penalties increasing by 1 per week until they eventually die. Critical failures go into a slow decline just as failures, but also suffer additional effects. Have them roll on the table provided below and take its effect.

 

Die Roll (1d6) Covering Sickness Symptom
Partial Paralysis – -5 Permanent attribute penalty to AGI. Move speed reduced accordingly.
Blind, as per the hindrance.
Skinny as a Rail, as per the hindrance. Permanent decreases to STR and END included.
Conjunctivitis – -30 Penalty to all accuracy rolls. -10’ per action movement speed.
Severe Immunosuppression – -1 MFD step penalty to resist other diseases.
Edema – Character must drink twice as many fluids per day to remain hydrated. Dehydration effects occur twice as fast.

TREATMENT: No non-magical treatment exists. High-potency magical healing spells and zebra potions are the only known cures, and even then they often aren’t permanent solutions. (Spells or recipes level 3 or above, or rejuvenation/restoration talismans. Healing potions of any potency have little to no effect.) Treatments have a 75% chance of effectiveness. Have your GM roll percentiles, and call a range.

Cutie Pox –A debilitating disease that was once thought to have been rendered totally extinct hundreds of years before the war, several cases of this disease have been documented more recently.

CONTRACTION: Consumption of any food or potion containing Heart’s Desire. Not transferrable through physical contact.

PROGRESSION: Characters without a cutie mark will have a cutie mark appear in the proper place within the next 24 hours of ingestion. A second cutie mark will form in the next six hours (the first visible symptom for characters that already have their cutie mark). At this point, characters will begin to be nigh-irresistibly compelled (Willpower (INT or CHA, take the better) MFD 1/10 to resist for 60 seconds) to perform whatever talents their new cutie marks represent.

Further cutie marks will form at an increasing rate – the next at three hours, then after 90 minutes, then after 45 minutes, etc. (though they’ll never form faster than one per six seconds)– until the character eventually dies of some natural cause (thirst, hunger, sleep deprivation, etc.) or is treated.

TREATMENT: This strange malady can only be cured by the ingestion of a rare flower that was uncommon in Equestria even before the war, commonly referred to as the Flower of Truth. It only matures into a full flower if someone admits to some dishonest act within close proximity to its location of planting.

Cushing’s Disease –Common in ponies living in war-torn areas (almost everywhere qualifies these days), this disease has no known cure.If medicated daily, symptoms are minimal and characters can go about their business as normal.

CONTRACTION: Excessive stress for a prolonged period of time coupled with regular taint exposure can prompt an END roll, MFD ¾ to contract this disease.

PROGRESSION: While this disease does not generally progress past the symptomatic phase, characters with it will generally experience an increased appetite for both food and drink (double what they would normally require), weight loss (despite the appetite), and a lengthening of their fur, hair and/or mane. Cushing’s disease puts an enormous amount of stress on a character’s internal organs and will dramatically shorten a character’s lifespan, almost by half.

TREATMENT: There is no permanent cure, but symptoms can be suppressed with daily doses of healing potion or a more specialized medicine. (MFD ½ science or zebra magic to create, requires a healing potion to make, but creates up to 1d12 doses).

EE -Equestrian Encephalitis is one of the deadliest diseases transmittable by parasprites, with a mortality rate of almost 50% even before the war. The treatments are demanding and highly intensive--very few doctors outside of large settlements or the steel rangers are even capable of administering them. It is frequently called by its colloquial name, Sleeping Sickness, though the two diseases are actually caused by different things and progress quite differently.

CONTRACTION: Failing an END roll MFD 1 when attacked by a carrier Bloatsprite, Parasprite or Paradore. After the first failed roll, the potential host must roll endurance MFD ½ every day for the next three days. If they do not succeed two or more of those rolls, they have contracted the disease.

PROGRESSION: After the initial failed END roll, the patient develops a high fever (-10 to all rolls, requires twice as much hydration.) There are no rolls to prevent the progression of this disease.

2d4+1 days after contraction, brain inflammation begins to occur – the victim feels compelled to walk, often aimlessly, but loses coordination and begins to suffer visual hallucinations or partial blindness (-3 PER, - 3 INT, -3 AGI).

2d4+1 days after the brain becomes inflamed, the victim becomes lethargic and develops a staggering, inconsistent gait. Their muscles begin to twitch uncontrollably, and they feel weak constantly (-5 feet move speed per action, -4 AGI, -4 STR, -4 PER, -4 INT, -2 END).

1d6+3 days after the previous phase starts they enter into the final stage of this disease: total muscular paralysis and seizures, resulting in death by suffocation.

TREATMENT: No non-magical treatment exists. Magical treatments require full anesthesia and usually involve modified ice spells that reduce inflammation of the brain and freeze the afflicting bacteria to death, with limited success. Zebra treatments involve blood purification via talismans or alchemical reactions within the patient. If treated before inflammation begins, they suffer no long term effects. Patients treated after that point have a 50% chance (call a range) of taking a permanent -1d4 INT.

EHV –TheEquestrian Herpes Virus is a highly contagious serious respiratory illness with the ability to infect an entire settlement within a few days. While usually only deadly to young foals, it can cause pregnant mares to miscarry.

CONTRACTION: Fluid contact or direct physical exposure to the infected. END MFD 1 to resist infection. If infected, roll luck MFD 1. Successes show no symptoms unless pregnant, in which case they will miscarry 1d4 weeks after infection.

PROGRESSION: 75% of infections are not visible. Those that fail their luck roll, however, must roll endurance one day after infection, MFD 1. Failures roll on the table below, and receive that effect. Successes roll again the next day. Two concurrent successes means that the character becomes a permanent carrier, and is no longer affected by the disease themselves. Young characters must roll four concurrent successes to reach this phase. Critical failures count as two failed rolls (and receive two effects), critical successes count as two consecutive successes.

 

Die Roll (1d4) EHV Effect
Partial Paralysis – -5 Permanent attribute penalty to AGI. Move speed reduced accordingly.
EE (Equestrian Encephalitis), as per the disease.
Heeves, as per the disease.
Common Cold, as per the disease.

TREATMENT: There are no known treatments for this extremely debilitating disease, magical or otherwise. Those infected with the disease that survive, however, are totally immune to further infection.

Feather Flu –This pegasi and alicorn specific disease is contracted by contact with the feathers of the infected, and can put a character’s wings out of commission for several weeks.Griffin can catch it, but it is far less common.

CONTRACTION: Physical contact with molted feathers of the infected. Griffins need only to make an END roll MFD 1.5 to prevent contraction; Pegasi and Alicorns must make MFD 1.

PROGRESSION: After 24 hours, the victim will begin to develop pink blotches on the skin of their head, neck, torso, and wings, visible through the coat. Victim’s wing muscles begin to become sore and their wings require unusually frequent preening, inflicting a 1 MFD step penalty on flight rolls. After 48 hours, this penalty doubles. Unless constantly preening, the wings begin to molt prematurely, increasing the flight penalty to 2 MFD steps. The afflicted also develop cold-like symptoms, giving them a 1 MFD step penalty on all PER, AGI and END rolls. Beginning at the end of the first 48 hours and recurring every twelve hours afterward the infected character or creature may make an END roll, MFD 1 (so ¾ after penalties). Two successes remove the disease and its molt-inducing effects, though the feathers may take several weeks to grow back (generally recovery takes one week, plus a week for every failed roll). Each failure increases the amount of feathers lost.

TREATMENT: Just as with a cold, over hydration, medical aid and bed rest can greatly accelerate the rate of recovery. If resting or under the care of a trained medical professional (Medicine rank 75 +) for at least half of a twelve hour period, the endurance roll at the end of that period becomes two MFD steps easier (so a net MFD step bonus of 1). For each additional drink imbibed beyond the two required for survival during a 12-hour span, the recovering character receives a +10 bonus on their END roll (maximum +40).

Heeves –A lung disease that became prevalent in the decades before the war as Equestrian cities began producing substantial coal-based air pollution. It’s characterized by severe shortness of breath or difficulty breathing. This disease is extremely detrimental towards the accomplishment of long bouts of difficult or strenuous work.

CONTRACTION: Prolonged exposure to severely polluted air (usually on the order or 1d8 weeks or 1d2 months) and closely packed spaces prompts a Luck roll, MFD 1. Characters that succeed will never contract this disease. Failures must make an END roll MFD 1 every week after their failed luck roll to resist the disease, as long as they remain exposed to those conditions.

PROGRESSION: Heeves is a long-lasting disease with no real cure. After contraction, characters will suffer from a -1 penalty to STR, END and AGI rolls if at any time they are forced to push their physical limits, or are exposed to particulate-filled air (such as smoke or dust).

TREATMENT: While this disease cannot be truly cured, heeves can be treated with an inhaled magical healing compound. The symptoms can be suppressed at any time by taking a Making the medicine requires a single healing potion, a unit of purified water, and either both a science and a medicine roll at MFD ¾ or a single zebra magic roll at MFD 1. Successes create 4d4 doses. Critical successes create 4d8 doses. Failures create 2d4 doses, and critical failures produce nothing. Administering the doses requires an inhaler (which can hold up to 40 doses), such as the sort usually seen repurposed for holding dash out in the wasteland. Pre-war, inhalers were used almost exclusively for treating heeves. You didn’t really think all those inhalers were made for dash, did you?


Hoof and Mouth –An exceptionally contagious and deadly disease that affects most large mammals. Griffins and Dragons are the only known intelligent species that are immune.

CONTRACTION: Indirect contact or proximity with an area that has contained an infected character or creature in the last 24 hours prompts an END roll MFD ½. Failures contract the disease. Critical failures skip the incubation period and start to develop symptoms in 1d4 hours.

PROGRESSION: After infection, the disease has an incubation period of 2d4 days. Beginnings on the morning of the last day of incubation, infected begin to develop a high fever that lasts for 1d4 days, making them more susceptible to environmental cold as though they were 5 degrees cooler than the ambient temperature. During the fever, they also begin to develop blisters on their feet and on the inside of their mouth, including their tongue. For each day of fever, they take a -5’ per action movement penalty and a -1 temporary attribute penalty to AGI and CHA. Equine and bovine characters in particular rapidly lose up to 1d4x10 units of weight. Those characters that roll a four also become Skinny as a Rail, as per the hindrance (including the permanent attribute penalties).

After the fever breaks, the infected character or creature receives one END and Luck roll for every day they were feverish, both at MFD ¾. Each success and critical success reduces their AGI and CHA penalty by one, and recovers their speed by 5’, to a minimum penalty of 0 in both cases. Failures do nothing.

Critical failures on any endurance roll regress, and suffer an additional 1d4 days of fever per critical failure. Characters that suffer from more than 5 additional days of fever as a result of critical failures will enter into cardiac arrest and die, and must be resuscitated using healing magic or devices – Healing potions won’t cut it.

TREATMENT: There are no effective treatments or vaccinations for this disease. Magical healing or direct care by a trained doctor (medical skill rank 75 or higher) for the duration of the fever-period provides 1 MFD step bonus to END rolls. Magical healing has to have been repeated at least once per day during every day of the fever to receive the roll bonus.

Horn Rot – This disease only affects unicorns, causing the horn to lose its structural integrity and causing immense pain whenever they try to focus their magic. Horn rot is extremely detrimental to casting magic, especially precision magics.

CONTRACTION: Overexertion of magic (hitting strain 0) in a highly irradiated or tainted environment prompts an END roll MFD 1. Casting non-offensive magic on an infected character also prompts the same MFD endurance roll. The Everfree Forest is the main source of this disease in the Equestrian Wasteland.

PROGRESSION: After contraction via a failed endurance roll, the disease is slow in its onset. Over the first few 2d4 weeks, the unicorn starts finding it harder to focus their magic. Spells requiring precision become increasingly harder to cast, their casting MFD becoming progressively harder. After the onset period is complete, the unicorn finds it totally impossible to perform any sort of precise task with their magic; even holding an item becomes nearly impossible. The only usable and learnable spells are those in the Telekinetic Force spell tree or any other suitably blunt area of effect spells that don’t need to be targeted to function. At full onset, channeling more than one layer of overglow into a spell (excepting only Telekinetic Force and its related spells) becomes totally impossible – the magic simply can’t be focused enough to provide that much sustained power.

TREATMENT: This disease is exceptionally difficult to treat. The horn must first be surgically removed; the area at the base of the horn where it attaches to the skull must cleansed with magical potions or talismans (spells directly cast would risk infecting the caster). After the rot is removed, the bone can be regrown with an appropriate spell. The unicorn will have to recover from magical burnout from having had their horn totally removed, but if and when their magic does recover it will recover to its full strength.

The entire process requires a medicine roll MFD ¼ to perform properly, as it is extremely difficult to remove the rot entirely without harming the patient. This roll should be made by the GM – players should not immediately know if the operation was a success. Failures will see resurgence of the rot over the course of the next week; critical failures deal 2d4 wounds to the head of the patient, potentially killing them.

 

Mad Brahmin Disease –Mad Brahmin Disease is a horrific variant of the pre-war mad cow disease. Mutated and warped by radiation and magical contamination, the already crippling disease has developed new side effects –upon full mental remission, the infected will charge into the nearest uninfected and detonate explosively, dealing as much damage as a satchel charge.

CONTRACTION: Ingestion of infected brahmin flesh or fluid contact with the infected. There is no endurance roll to resist this.

PROGRESSION: This disease has a thankfully long period of progression, taking anywhere from 10 to fifty years to manifest symptoms. At onset of symptoms, the sickened character becomes highly aggressive and loses higher brain functions, becoming unable to distinguish between friend and foe. Within a day of onset, they become extremely temperamental, flying into rages seemingly without provocation. Within three days of onset, they begin charging at and trying to gore or otherwise injure any non-infected. If they’ve been allowed to progress to this stage for more than a day, then they will immediately explode the next time they make contact with the flesh of another character or creature. This explosion is fatal to the infected, and deals 6d12 damage at its epicenter. Treat damage as though it were from a satchel charge thrown by a character with a rank of 100 in explosives. While they will not intentionally attack infected characters or creatures, they may still be detonated by skin contact with other infected.

TREATMENT: There is no known treatment for this disease.

Mange –A skin disease caused by parasitic mites.While not actually debilitating, it does ruin the coat of many wastelanders. Characters and creatures without fur or feathers are immune.

CONTRACTION: Prolonged periods without washing or bathing and frequent sleeping on the ground are all excellent ways to develop a case of mange, though it can also be contracted by proximity to afflicted characters or creatures. The mites themselves cannot be resisted except by magical means.

PROGRESSION: Characters with mange will begin to lose hair or feathers in seemingly random splotches and patches all over their body. For each week that the disease goes untreated after contraction, afflicted characters and creatures suffer an additional -1 temporary attribute penalty to charisma.

TREATMENT: Washing thoroughly in water (radiated or no) for at least fifteen minutes allows an END roll MFD ½ to resist mange. Washing with soap and/or shampoo (if you can find any) increased the MFD to ¾. Anti-mange shampoo (Science MFD ½ to make, given a chemistry set, an inhaler of dash, water, and a unit of crushed gemstone dust – can also be created by a zebra mage at a low ingredient cost, MFD ¾) grants an MFD 1 roll.

If a resistance roll is successful, the patches begin to grow back. The charisma penalty is reduced by 1 point per week.


Mud Fever –Characterized by a rash or irritation of the skin on the legs. These rashes can worsen over time becoming skin lesions that are known for being quite painful, but easily treatable and never deadly.

CONTRACTION: Wearing unclean or contaminated clothes or barding for an extended period (longer than an hour) prompts an END roll MFD ¾. Barding can become contaminated by exposure to mud, especially in swampy areas.

PROGRESSION: A failed roll will result in the development of a distracting itchy patch, usually on the legs at the hip. This itchy patch will spread slowly over the course of a few weeks to encompass most of the legs and underside of the torso (grants -2 CHA after one week’s exposure, which increases to a maximum penalty of -4 CHA after one month untreated).

TREATMENT: A medicine roll MFD 1 can treat this disease, requiring only enough healing agents to cover all of the afflicted locations on the victim’s body (1 healing potion or equivalent magical effect for each afflicted limb).

Pink Eye –Not necessarily caused by the pink cloud over Canterlot, though the noxious, irritating vapor can certainly cause pink eye if the eyes of a character are directly exposed (though that’s honestly the least of your worries at that point). Conjunctivitis is a form of common irritation of the eyes that is frequently caused by bacteria or a virus. It physically manifests as a redness and swelling of the membranes around the eye, followed by whitish or yellowish secretions from the eye that may cause the lashes to stick together.

CONTRACTION: The eyes of a character must be exposed to a source of the disease. Viruses and bacteria for pink eye are frequently airborne. END Roll MFD ¾ to resist when exposed. Alternatively, chemical fumes exposure may prompt the END roll, though it is at a significantly easier MFD 1.

PROGRESSION: After contraction, the eyes immediately begin to swell and redden. Vision is immediately impaired, giving a -1 PER penalty. After 1d6 hours, the swelling becomes painful, and impairs vision further (-2 PER). The eyelids begin to itch and burn and the victim’s eyes may tear involuntarily. IF closed for long periods, the eyes may drain a gray or yellow substance that can cause the eyelashes to stick together. This state will continue for 2d8 days unless treated. At the end of that time, the swelling will decrease until the eyes return to normal. Bacterial or and viral pink-eye variations are generally no longer contagious after the first 2d4 days.

TREATMENT: For chemically induced pink eye, washing the eyes with clean water for 5-10 minutes will remove the source of irritation. Viral pink-eye is not treatable by pony medicine (by zebra medicine may hold a cure or two, if you know where to look). Bacterial pink-eye, on the other hand can be treated with a medicine roll MFD ¾ and the proper application of a healing potion of spell.

Pony Pox –A frequently contracted disease among foals, this disease is only mildly debilitating but carries highly visible symptoms – bright red, pink and purple ‘dots’ appear on the skin, visible through the coat. It is easily survivable with only minimum treatment.

CONTRACTION: Direct fluid or physical contact. Airborne spread may also occur. If exposed, prompts an END roll MFD 1– failures contract the disease. Those who have already contracted the disease roll END MFD 1.5 instead.

PROGRESSION: The raised pink and purple blotches on the skin appear within 4d6 hours of contraction. The blotches itch constantly and fiercely; INT or Medicine MFD 1 every 3 hours to not to scratch them. The result of scratching the blotches is outlined in the treatment subsection below. The infected may feel more tired and sluggish than normal, reducing their movement speed by 5’ per action and causing them to require rest while traveling more frequently.

TREATMENT: While not treatable with medical magic, this disease is still not hard to be rid of. On the first day and at the beginning of each subsequent day after contraction, the infected must roll endurance. The base MFD is ¾; if the infected has scratched the blotches, the MFD is one step harder. IF they’ve been resting for at least half of that day (8-12 hours), it is one step easier. Two days of successful rolls in a row removes the disease on the following day.

Rabies –Rabies is a disease that attacks the brain stem, causing swelling and radically altering the behavior of the afflicted.If allowed to progress, it ends in brain damage and death.

CONTRACTION: If bitten or exposed to direct fluid contact from an infected character or creature, you must roll Endurance MFD ½ to resist infection. Cleaning the wound with purified water, alcohol or a healing potion within five minutes of exposure allows a second roll, END MFD 1.

PROGRESSION: Beginning 2d10 days after infection, the victim begins to develop cold like symptoms – 1 MFD step penalty to END, AGI and PER rolls. Within two days these symptoms dissipate as the virus overwhelms the native immune system and begins to attack the brain. New symptoms develop as a result, and the victim develops one additional symptom per day off of the table below. These hindrances and effects are permanent, and are not removed if the disease is cured. If a player has already contracted one of these effects from this disease and would contract it again, they instead take ten wounds to the head and immediately begin to convulse and die. The three listed phobias count as separate hindrances for the purposes of re-contraction.

 

Die Roll (1d10) Rabies Symptom
Partial Paralysis – -5 Permanent attribute penalty to AGI. Move speed reduced accordingly.
OCD, as per the hindrance.
Insomnia – The infected cannot sleep. The only way they may become unconscious is through the efforts of others
Hallucinations, as per the hindrance. The GM should roll for these once for the day. Re-roll if the result is no-hallucinations.
Phobia – Water, as per the hindrance. Each phobia is a unique hindrance.
Phobia – Fire, as per the hindrance. Each phobia is a unique hindrance.
Phobia – Electricity, as per the hindrance. Each phobia is a unique hindrance.
Half-Decked, as per the hindrance.
Psychosis, as per the hindrance. (GM’s Choice)
Agitation – Your character acts more violently than normal. They take a -25 penalty to speechcraft rolls; if provoked even slightly (minor or joking insults, un-wanted come-ons, etc.) they must roll INT MFD ½ to prevent themselves from attacking.

 

TREATMENT: Six simultaneously injected dosages of a vaccine to the underside of the loin of a pony will cure the disease and prevent progression. Creating a vaccine for this disease requires nerve tissue from an infected pony, and takes 1+1d4 days. Note that while the vaccine halts the progression of the disease, it will not reverse any mental degeneration (i.e. you keep any of the hindrances or other negative effects you’ve gotten from this disease). The injection procedure is supposed to be quite painful

 


Swamp Fever –A more-often-than not fatal disease contracted from insects.It’s more common in swampy or marshy areas, such as those around Hoofington – hence the name.While it can be cured with magic or medicine, it cannot be staved off permanently by natural means.

CONTRACTION: Insect bites or fluid contact with the infected. END MFD ½ to resist. Many characters and creatures may successfully resist the disease but still become carriers.

PROGRESSION: Within six hours of infection, the victim begins to develop a high fever. There is visible swelling of the lower legs and abdomen, and they begin to feel weak (-1 temporary penalty to END and STR). Twelve hours after infection, the victim must roll END MFD 1. Failures suffer a heart attack, and must either receive treatment within 2 minutes or die. (Medicine roll MFD ½ to restart the heart, or MFD 1 with a defibrillator). Successes remain as they are, and begin to rapidly lose weight over the course of the next few weeks (giving them the Skinny as a Rail hindrance and an additional decrease to STR and END, this one permanent). Once every 1d4 weeks (roll after any successful endurance checks made against this disease) the infected character or creature must again roll END MFD 1 or will suffer a heart attack.

Critical successes on any END roll negate the END and STR penalties and remove the Skinny as a Rail hindrance for the next 1d4 weeks. Two critical successes in a row removes the disease completely and the afflicted becomes a carrier.

TREATMENT: Vaccines existed for this disease pre-war, and can be recreated today with a dose of infected blood, a healing potion, a chemistry set, and a science roll MFD ¼ (Zebra magic MFD ½). One successful roll makes 1d4 doses of vaccine, crit successes make twice that much. Failures waste the resources, and critical failures waste the resources and damage the equipment, exposing the chemist to the disease if they weren’t already infected.

A dose of vaccine allows a character afflicted with the disease to immediately make an END roll, MFD 1 – successes and critical successes are cured of the disease, the latter becoming totally immune. Failures are seemingly cured, but remain carriers. Critical failures are totally unaffected, and future vaccine doses will not work on them.

Tetanus (Lockjaw) –Contracted through blood contact with rusted metal, this disease attacks the central nervous system of a pony over time. It can be quite serious, but if caught and treated within a month of contraction it isn’t usually fatal.

CONTRACTION: END roll at MFD 1 when in blood contact with rusted metal – bullets don’t count, but many bladed melee weapons do. Failure contracts the disease. Cleaning the wound with pure water or a healing potion/disinfectant within 5 minutes of contraction allows a reroll at MFD 1½.

PROGRESSION: An infected character will go through three stages before eventually dying of respiratory paralysis.

Immediately upon contraction they’ll start to develop spasms in the jaw, neck, hind legs, and muscles around the wound (-1 STR, -1 AGI). Pegasi and Alicorns may find their wings stiffer than normal, hindering their maneuvering ability (-10 Flight).

If not treated within two weeks, the disease worsens to “stage 2”, with victims developing labored breathing and increased stiffness in all limbs (-2 STR, -2 AGI, -1 END). Flight penalties increase to a -20.

2d8 days after phase two starts the disease will progress even further; stage three of this disease’s progression involuntarily stiffens muscles in the face, jaw, ears, and tail in addition to those areas already affected. Victims are usually unable to open their mouth or move their tongue. (-4AGI, -4 STR, -3 CHA, flight is impossible). Within a week of this phase starting the victim will lie down or fall over and die of respiratory paralysis.

TREATMENT: During stage one, immediately following contraction, the wound must be opened widely and all infected tissue removed (Medicine MFD 1, gives the patient an additional wound). The area should be cleared with pure water or a healing potion before being left open to allow drainage.

This disease cannot be treated non-magically after it has progressed to phase 2. Magical treatments that cleanse the entire body of toxins will generally treat this disease, regardless of how far it has progressed. If in stage three when treated, there’s a 50% chance that AGI will permanently be reduced by 1.

 

Strangles –Also called distemper, strangles is a highly contagious upper respiratory tract infection that causes severe swelling of the lips, throat and tongue. Other common symptoms include a lack of appetite, sneezing and fever.

CONTRACTION: Direct or indirect fluid contact with an infected or carrier character or drinking from a still (non-moving) water source prompts an END roll MFD ½ to resist contraction. Failures contract the disease. Critical failures have an accelerated incubation period and immediately skip to the abscess formation stage, forgoing the swelling that normally precedes it (see below) and immediately taking a -3 temporary penalty to the associated attributes.

PROGRESSION: Symptoms begin to manifest after 1d4 days. At that point, the throat and tongue begin to swell, giving a -1 temporary attribute penalty on END, AGI and CHA rolls. These penalties increase by -1 per day for two days. On the third day, pus-filled abscesses begin to form in the swollen areas, and the afflicted must make an endurance roll (with penalties) at MFD ¾.

Successes are fine for another four days, after which time they must roll again. Critical successes experience a miraculous recovery within the next 1d4 days.

Failures begin to suffocate as the swelling closes off their throat, and will die if deprived of air for two minutes or longer. Performing a tracheotomy (Medicine MFD 1, requires a thin hollow tube and a knife or sharp object) will allow them to continue breathing for the hour or so it takes the swelling to go down, but they must continue to roll in subsequent four day intervals. Subsequent failures may prompt additional (or repeated) tracheotomies.

If a character succeeds twice in a row on their endurance rolls their immune system manages to overcome the disease, and they’ll return to perfect health (with a small possibility of superficial scarring) within 2+1d4 days. Their attribute penalties decrease by 1 per day starting after the day they were cured.

Critical failures to any of these rolls must roll luck MFD 1. Successes develop a Cold in addition to their strangles (and yes, the penalties stack). Failures develop Bastard Strangles, which is a spreading of the disease to other parts of the body. Their penalties increase to -5 to AGI, END and CHA, future endurance, medical and magical treatments require twice as much medicine - or a layer of overglow for healing spells - to allow them to roll endurance against the disease (see below), recovery endurance rolls are 1 MFD step harder for the purposes of resisting the disease and in order to naturally recover they must make checks every two days and succeed four times in a row.

Whenever a character overcomes this disease either naturally or with magical or medical assistance, they must roll Luck, MFD 1½. Failures become permanent carriers of the disease. Either way, they cannot contract strangles again.

TREATMENT: At any point in its progression, the disease may be treated by strong healing agents. Treatments can be administered a maximum of once every six hours. The administration of any healing spell or zebra curative above level 2 allows the infected to make an endurance roll towards overcoming the diseases, and grants a +30 bonus on the roll. Any healing potions or talismans stronger than a normal healing potion also qualify. The patient must still make two (or four) consecutive rolls at MFD ¾ (or ¼) to recover from the disease.


Sleeping Sickness –Also known asEastern Equine Encephalitis Virus. This disease is common on the coastal plains, and can be transmitted by direct contact with insects (a common carrier) or other infected mammals. While the virus’s names, both colloquial and scientific, are similar to EE, the symptoms it causes in patients are quite different, and it has a much higher fatality rate – roughly 80% of infected patients die if untreated, and treatments are rare and expensive.

CONTRACTION: Direct physical contact with the infected, or with a carrier insect (Bloatsprites, Radscorpions and Mirelurks are all possible carriers). END MFD ½ to resist. Taken in advance, the drug Cawnine makes the END roll 3 MFD steps easier (MFD 1.5). Taking cawnine at least once in the last 5 days conveys the positive effect.

PROGRESSION: After they become infected, the virus immediately begins to attack the lymph nodes of the subject. After 3d6 days, they will start to experience the first symptoms, beginning with a high fever that lasts for 1-4 days (1d4). Feverish ponies must double their water consumption per day. During the fever, the victim will become sensitive to sound (as Big Ears), and experience intermittent periods of excitement and nervousness as the virus begins to attack the brain (manifesting usually as a Psychosis). Starting at the beginning of the fever and every 6 hours during its course (four times per day, five on the first day), they must roll Endurance MFD ¼. Failures begin to lose the fight with the virus; each failure worsens their symptoms. Critical failures double the total length of time of the fever as well as counting as a failure. Critical successes reduce the fever time by 12 hours.

After one failure, afflicted become incurably drowsy (-10 to all actions). The second failure leads to the beginnings of brain lesions that will eventually culminate in paralysis, resulting in an inability to swallow and an abnormally slow gait (-5 movement speed per action). If the afflicted character suffers four or more failures before their fever breaks, full paralysis starts to set in (permanent -5 AGI, STR). Paralyzed characters will die unless treated within the next six hours. Even if cured, the paralysis effects remain. Nerve damage sucks.

TREATMENT: No natural treatments exist. Only advanced magical treatments can halt the progression of the disease, and none have proved effective after symptoms have begun to manifest. If treated before symptoms manifest, a spell or curative recipe level 3 or above allows an additional END roll MFD ½ (or 1.5 if on Cawnine) to resist the disease. Rejuvenation and Restoration potions and talismans also allow an additional roll. After symptoms manifest, only level 4 curative recipes and spells can help treat the disease – they allow characters fighting through


Date: 2015-12-11; view: 956


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