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Los Estados Parte establecerán políticas, programas y otras medidas de carácter amplio con miras a:

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1. Los Estados Parte establecerán políticas, programas y otras medidas de carácter amplio con miras a:

Acid

Corrosive acids deal damage each round of exposure. The amount of damage varies depending on the acid’s strength, as noted on the Acid Damage table. Acid damage from an attack deals both Hardness to an object and the Hit Points of the living. Anything fully immersed in acid takes potentially more damage per round of exposure than from a splash.

Acid also has a secondary attack to the living. Fumes from concentrated and potent acids that are inhaled are poisonous to those who come within 5 feet of the acid source. Staying within the area of acid fumes for more than 1 minute results in 1d3 Constitution damage each minute of the exposure. Breathers or Gas Masks filter the fuels into harmless vapors.

Cold

There are several different climates in the wasteland. Depending on where the characters are terrain-wise, they may find extreme shift in temperature as detailed under Temperature below. Of course not all cold comes from the temperature, sometimes it is manmade.

When characters come into contact with extreme levels of cold, like below the freezing point, they begin to suffer from the effects of frostbite and hyperthermia until removed from the effects that create the cold conditions. The character that is suffering from the effect of cold is allowed a Fortitude saving throw DC 10 + 1 per 10 degree below freezing (32o Fahrenheit) Success means the character suffers no damage. Failure the

character takes 1d4 cold damage and is Fatigued. A new save is required every hour that the characters stay in the cold condition.

Equipment designed for cold climates grants a +4 equipment bonus on the saves against cold. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on his Fortitude save vs. cold dangers.

Darkness

It is on a rare mission that characters will not end up in the dark somewhere. While some mutated characters may be able to see in the darkness or the character has equipment that provides night-vision, the normal character is essentially blind in total darkness. The Light Source table provides typical light sources found in a post- apocalyptic setting.

Acid Damage

Acid Splash * Immersion*

Mild 1d6 1d10

Potent 2d6 2d10 Concentrated 3d6 3d10 *Damage per round of exposure.

Light Sources

Item Radius Duration

Candle 5 feet 4 hours Chem-Light Stick 5 feet 1 hour Flare, road 10 feet 2 hours Flare, signal 20 feet 10 min. Flashlight 20 feet* 6 hours Halogen lantern 40 feet 12 hours Lighter 5 feet 5 minutes Torch 20 feet 1 hour

Disease

When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving throw. The victim must make this roll when he comes into contact with an infectious carrier, touches an item smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a contaminated attack. If the character succeeds, the disease has no effect on him — the character’s immune system fights off the infection. If the character fails the save, he takes damage after an incubation period passes; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary damage. Two successful saving throws in a row indicate that the character has fought off the disease and recovers, taking no more damage.

The characteristics of some treatable diseases are summarized on the adjoining Diseases table.

Type: The disease’s method of delivery —

ingested, inhaled, or via an injury — and the DC needed to save. Some injury diseases can be transmitted by a wound as small as an

insect bite. Most diseases that are inhaled can also be ingested (and vice versa).

Incubation Period: The amount of time before initial damage takes effect (if the victim fails his Fortitude save). Initial Damage: The initial damage the victim takes after the incubation period has passed.

Secondary Damage: The amount of damage the hero takes one day after taking initial damage, if he fails a

second saving throw. This damage is taken each day the saving throw fails.

Disease Descriptions

Anthrax: Caused by a spore growing bacteria, anthrax was virtually eradicated in nature during the 20th

century. Packets of the white spores which transmit the disease have been known to be weaponized. The disease can attack the intestines, the respiratory system, or the skin of those coming in contact with the spores (either naturally or artificially).

Blood Fly Virus: Also known as blood fly fever, this disease is spread by the bite of the blood fly. This virus

attacks the immune system causing an extremely high fever reaction and a characteristic pattern of splotchy blood colored patches along the veins of the victims.

Dysentery: An explosive form of common nausea and abdominal pain. Typically carried in unpurified drinking

water, the real danger of dysentery comes from dehydration due to not being able to hold down water. Virtually unheard of throughout much of modern history, after the war availability of water purification dropped leading to the return of the disease.

Ebola: Originating in Africa in the last years before global travel halted, Ebola is carried by bats who are

immune to the virus. Spread through contact with bodily fluid or infected articles of clothing. Early symptoms include weakness, muscle and joint pain, progressing to vomiting, then shortness of breath, bleeding in unusual places and a rapid general decay. No cures for the disease was ever discovered.

Diseases

Disease Type Fort DC Incubation Period Damage Initial Secondary Damage

Anthrax Inhaled Injury 16 1d2 days 1 Con 1d4 Con*

Blood Fly

Virus Injury 12 1d4 days and 1 Con 1 Dex 1d2 Dex and 1d2 Con*

Dysentery Ingested 13 1 day Nauseated 1d4 Con

Ebola Contact 17 4 days and 1 Con 1d6 Str 1d4 Str and 1d4 Con Glutton

Syndrome Ingested 14 22 days 1 Str 1d4 Str and 1 Con

Hantavirus Injury 14 1 day 1d2 Str 1d2 Str* and 1d2 Con* Mad Bovine

Disease Ingested 16 7 days 2d6 Int 1d6 Int

Muscular

Degeneration Inhaled 14 10 days 1 Str 1 Str

Necrotizing

Fasciitis Contact 13 1d6 days 1 Con 1d3 Con*

Pneumonia Inhaled 12 1d4 days 1 Str 1d3 Str and 1d3 Con Salmonellae Ingested 13 1 day and 1 Dex 1 Str 1 Str and 1d3 Dex Small pox Inhaled Contact 15 2d4 days and 1 Con 1 Str 1d2 Str and 1d2 Con Tuberculosis Inhaled Contact 13 36 days 1 Con 1 Con

*If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged).

Hantavirus: Spread primarily by contact with the aggressive rodents of the wastes, Hantavirus can also be

contracted by consuming food or water tainted with rat feces or urine. Early symptoms include nausea dizziness, and shortness of breath. In the later stages, Hantavirus causes the lungs to fill with fluid and drown the patient.

Glutton Syndrome: This mysterious disease acquired its name because it instills its victims with an unending

sense of hunger that they can never seem to satisfy. Some have suspected that the cause is a new, possibly radioactively mutated intestinal parasite. Any day which the subject can eat three times the normal amount they automatically pass the Fortitude save for that day and delay the effects.

Mad Bovine Disease: A degenerative disease that affect the brain and spinal cord, Mad Bovine Disease is a

major problem amongst the herds of the Southwest. Transmitted to humans when they eat contaminated meat, the disease slowly drives them to ever worsening dementia. Since the disease is transmitted by a mutated bacteria the usual means of cleansing food such as freezing and cooking are not effective. Symptoms can first appear anywhere between 1 week after ingestion and as much as 30 years.

Muscular Degeneration: A mysterious illness of unknown origins that appeared at some point during the

Exodus, the survivors on the surface lacked the medical knowledge and equipment to be able to adequately identify the source or any possible treatments for the disease that struck hardest in the Southwest, particularly in desert areas. The disease slowly and incrementally seizes the muscles, deteriorating them incrementally until the victim can no longer carry their own weight. The disease is especially insidious as many people will have the disease for several days or even weeks before realizing the weakness they feel is connected to the illness.

Necrotizing Fasciitis: Caused by any of a number of so called “flesh eating bacteria”, necrotizing fasciitis is a

deep tissue skin infection which results in the deterioration of muscle and skin into necrotic dead tissue. Particularly grisly due to often requiring the surgical removal of the dead tissue to prevent the spread, necrotizing fasciitis is feared throughout the wastelands and those with signs of the disease are never admitted to any community.

Pneumonia: Caused by bacterial, fungal, or viral infection to the lungs, pneumonia is characterized by a wet

sounding cough, fevers, chills, and a sharp stabbing pain in the chest. Sapping the patient’s strength, pneumonia if left untreated can linger for weeks until the inability to breathe finishes off weaker victims of the disease.

Salmonellae: A food borne illness caused by consuming food that has not been properly and thoroughly cooked

or was not properly refrigerated, salmonellae is a common occurrence in the wastelands where access to refrigeration and where most cooking is done over open flames and other make shift methods. Causing explosive expulsion of food and water, this disease is not contagious between humans and is also often referred to as food poisoning.

Small Pox: While once virtually eliminated through the use of vaccines, small pox has returned after the Last

War. Covering the body with oblong sores that cover the body both externally and internally on the lings, throat, mouth, and eventually the spleen. One of the deadliest and most contagious diseases that threaten the inhabitants of the wastes, there is no treatment for small pox once it has been contracted.

Tuberculosis: Another disease that was in sharp decline before the Last War, Tuberculosis has risen sharply

since. Characterized by a chronic cough, often with blood especially in the later stages. Eventually sufferers are left bedridden and dying, unable to breathe through the fluid and damage to the lungs.

Drowning

When a character becomes trapped underwater or other liquid-based substance, he has the possibility of drowning. When immerged in the liquid and the character can no longer hold his breath, as detailed under Suffocation, he begins to drown as the liquid fills his lungs at which point he can no longer get oxygen to his

blood and brain. A character can hold his breath for one minute before needing to make a Fortitude save DC 20. If successful, the character can hold his breath for another 30 seconds, before requiring another Fortitude save at +5 DC. The Fortitude DC continues to increase by +5 each succession until failure occurs. If the character fails his Fortitude save, he begins to drown, taking 1d6 Constitution damage per round until dead.

Electricity

Electrical hazards come in many forms, including stun guns, downed power lines, and electric security fences. The Electricity Damage table gives damage values for various electrical hazards based on relative voltage. A

character that is suffers from an electrical discharge can make a Fortitude saving throw to reduce the damage by half. If that character is not grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered.

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