"There is nothing beneficial in here. Look at the scroll bar. Welcome to Exitus."

Throughout your adventures Exitus loves to put conditions on you both in combat and out of it. This page collects them in one place for reference when needed.

1. Radiation
2. Disease
3. Insanity

Radiation effects are determined by the level of exposure and type of radiation of the environment you're in. Exposure can occur by walking face first into it, opening the wrong door, a radiation suit rupturing, or someone just dropping a bomb. The longer you are exposed the worse things can get. However, thanks to exelca silvarum the effects of radiation tends to vary wildly depending on the type and source of the radiation. Notably, radiation effects don't do much to daezra but have extra impact on naraxas.

Radiation symptoms can often be treated by proper medical attention. Most symptoms list a flat check requirement that must be met by the medical attempt before they can attempt a roll.

Cancer
No medical check available.
Time to retire, you'll be dead soon.

Fallout Burn
No medical check available.
An instant and obvious effect of high radiation are the appearance of burns as you are microwaved alive. This only lasts as long as you remain exposed. -1 health per minute to exposed location(s). Does nothing to daezra.

Fallout Plague
Medical Flat Check of 16
One of the strangest effects of radiation exposure causes the exelca silvarum to start behaving both erratically and malignantly. This "fallout plague" can actually jump between hosts making it an infectous disease rather then just a symptom of exposure. Though it is most frequently started as a symptom of exposure. It has a particular talent for living on the surface of metal objects once it jumps from a host to the gun they're holding for example. Symptoms include vomiting, headaches, gangrene, dizzyness, and possible death.

Symptoms include hallucinations, mild headaches, -2 to intelligence, -2 to constitution, and -2 to willpower. Treatment is available but it merely masks the effects, don't lose your pills while adventuring.

Mutation
Medical Flat Check of either 8 (minor) or 14 (species changing levels)
Physical mutations can occur and dramatically alter the anatomy of the afflicted. This can result in extra arms, fewer arms, animalistic features, pale flesh, zombies, and can force characters to change their race to mutant.

Radiation Sickness
Medical Flat Check of 12
Within less then an hour, exposure can result in nausea, vomiting, and dizzyness. Victims start to vomit blood and their wounds heal less effectively as they grow tired and weak. These victims must seek medical help or will die within a week. -4 to all stats until treated.

Radio Madness
Causes victims to become highly paranoid, aggressive, and violent. Basically they're going to shoot the guy standing next to them. Usually they will hear strange sounds just before it starts to really kick in. The madness can be cured by moving the victim to a clean area and just letting it play out for a little while. The problem is getting them there.

Exelca silvarum has had its affect on bacteria and viruses as well, more so it assimilated them and got out of control. While the mutations the plague had on the human race have protected them from a lot of the old sicknesses, the new ones are pretty horrifying. These can be acquired at total random from eating infected corpses without cooking it well enough, having an open wound, or just walking into an infectious area. There are often con saves, but its the flat checks that'll getcha.

Similar to radiation there are medical flat checks to treat what can be treated. Though in many cases specific medicines are needed that will not be available in your standard medkit. In which case the medical skill check is pointless until you have the necessary supplies.

"The Black Death" or Bubonic Plague
Medical Flat Check of 12, requires specific medicine.
You know those fringe cases and dormant bacteria lurking in strange places? Exelca sucker punched it back into the mainstream and now it can afflict almost any organic. Humans, trees, animals, fish, whatever. Somehow the mutated bacteria that causes it is especially talented at spreading to any conceivable host now. Symptoms include chills, high fever, muscle cramps, seizures, painful lymph gland swelling, gangrene, and death. This new and improved plague was definitely an ally of exelca when 80% of humans died off but is still running around looking for new hosts. Fortunately, antibiotics still work but can take weeks of treatment to get back to a healthy state.

Daezric Pox
Medical Flat Check of 2, just needs to be bandaged to avoid spread. No treatment available.
A burning itchy pox that grows across the skin. When they burst the liquid contained within is acidic enough to cause chemical burns to the skin, making everything even worse. Will spread via skin to skin contact, -2 to willpower and -2 to speed permanently. Kills within an undetermined amount of time, the blisters popping is actually the part that kills people. So it depends how much you scratch how long you live. No known treatment, corpses must not be burned. It turns airborne if burned.

Fatal Insonmia
No medical check available.
It used to be contained to a few families and some trouble with prions, that mutated and now its quite infectious. Once contracted insonmia will settle in, causing -1 to all stats each day. Alongside it will be dementia, general forgetfulness, mood swings, fatigue, and the first attribute to hit 0 is the day your body gives up and you die. Fortunately the mutations in humans allow them to recover from this disease within 1d20 days, as long as you live that long. The day your body recovers you go into a coma for about three days.

The Kasimov Virus
Medical Flat Check of 10, requires specific medicine
First encountered in Kasimov, Russia - the kasimov virus is a mutated string of something that used to affect sheep that then got crazy thanks to exelca silvarum. Symptoms include hair loss, coughing, fatigue, oh and bleeding from every possible orifice including anus and uretha. -2 to con until treated, treatment can take up to a month. Untreated you have two weeks to live.

Malaria
Medical Flat Check of 12, requires specific medicine
It wasn't really the malaria that got out of control, it was the mutated mosquitos. Symptoms include headache, fever, shivering, joint pain, vomiting, and convulsions. -4 to all attributes and skills until treated. Treatment can take two weeks.

"Necrosis" Streptococus Pyogenes
Medical Flat Check of 12
A bacterial infection by streptococus pyogenes, also known as the flesh-eating bacteria. Tissue begins to die off and spread along the infected site. -2 to max hp of infected hit location permanently (even after treatment). Continues to -2 every week not treated, will spread to other body parts. Consider amputation.

Pneumonia
Medical Flat Check of 10
A very common sickness that causes fever, coughing, and difficulty breathing. It isn't too difficult to treat but the victim will be at -3 to all stats for two weeks. One week with treatment.

Rabies
Medical Flat Check of 12, requires specific medicine
It was somewhat inevitable that would not only the virus mutate, but everything that was hosting it. With the fall of civilization vaccines also became harder to acquire which just made the problem worse. Symptoms include irrtability, confusion, hallucinations, aggressiveness, muscle spasms, seizures, paralysis, hyper-senstivity, increased saliva production, difficulty speaking. -3 social, -4 con, -2 str, -2 will. Treatment can take a week, you have two days from infection to find treatment or you are dead.

Soacha Syndrome
Medical Flat Check of 16
Effectively blinds the victim, though it specifically gives them hypersensitivity to light as their pupils refuse to stop being fully dilated. Alongside it are some muscle spams, overall not too severe and can be treated with very basic anti-biotics. Though victims have -all perception and are in no state to fight. Treatment takes two days.

"Zombie virus" Vehementi Lyssavirus
Medical Flat Check of 17, requires specific medicine
It's not quite a walking corpse but it does turn things into ultra violent horde-mentality mindless biting machines with no concept of pain. There are no early symptoms, once it sets in the change is very sudden. Victims will have bloodshot eyes and a often mutated or decaying tissue. Also they will be slightly radioactive and glowing zombies are not unheard of. You have 24 hours to find medication or you will become a "zombie". On the plus side since they aren't real zombies, you can shoot them wherever you like.

ZZ-12 "Erfukt"
Medical Flat Check of 18 and Engineering Flat Check of 12
Described by scientists as "aggressively airborne" the ZZ-12 infection is known to be so contagious that breathing in a single particle of it will kill you within two hours. It is actually a microscopic spore, and once it finds a suitable environment it starts to spread rapidly. Suitable environments include your mouth, nose, eyes, really anywhere with just a bit too much moisture. Once it starts to spread, it grows at such a fast pace that victims will have a moss-like growth coming out of their body depending where the spores landed. The dead have been found within a day to be just a clump of foliage on the ground. The treatment involves fire, you have two hours to burn every spore off of your body. Obviously this treatment often kills the patient. Daezra and naraxas are immune. The pyromancy "Phoenix" can save you. "Sear" is also an option, though can still kill you if its in your lungs.

Tier 1 (80% threshold)

Detached: You become detached from social interaction in a way that seems just alien. Your presence is alien regardless of all other factors and cannot be overwritten by anything other then a higher tier madness. -5 to social.

Moody: Your mood and reaction towards others is determined by the dice. Roll a d6:
1. Happy/empathetic +1 social
2. Angry -3 social
3. Depressed -2 social
4. Bored
5. Excited +2 speed
6. Violent +2 melee damage

Paranoia: You trust nothing you didn't already know or know of before you acquired this symptom. By default, you must roll perception every time you enter a new area. If you forget (and the GM notices you forgot) you lose 19% sanity and take -2 to any skill roll for the rest of the session.

Totem: You become attached to a specific object that has relevance to you. It can be a weapon, a stuffed animal, or a piece of jewelry. If it is lost, you will commit suicide within 48 hours of losing it. If it is damaged you lose control of your character until the cause of the damage has felt your vengeance.

Tier 2 (60% threshold)

Delusional: You see things that aren't there quite often, the GM may have you see things on perception checks that aren't there whenever they feel like it. If your character has the Adept: Psychic talent the delusions are infectious so the rest of the party may also see it.

Depression: You're generally a depressed wet blanket, and you take a permanent -2 to your constitution.

Glutton: You never seem to feel full and try to eat anything that looks remotely edible. Obviously you won't eat a brick or a week old corpse but hey if you can cook it why not give it a try?

Jittery: Permanent -1 to all skills.

Tier 3 (40% threshold)

Bloodlust: You start losing 5% sanity per week that you have not killed and it cannot be recovered (thus counting as a new 5% threshold) until you kill again. If you reach the next threshold because of this symptom, the character is no longer controlled by its player and just becomes a murderous rampaging lunatic. Make a new character. "Kill" is defined as killing something at least as empathetic as a dog.

Devourer: You are compelled to consume flesh. You simply cannot function without eating the dead and lose 5% sanity per 5 minutes something you killed goes uneaten, you are so unable to resist that you will eat meat raw and unprepared. Prepare for a lot of con rolls for diseases.

Prophet: You hear voices in your head, and you're pretty sure they're some sort of deity. You are compelled to obey the voices. The GM decides what the voices are saying, and has a roll chart for it.

Split Personality: You or the GM make a second personality for the character, the GM decides the trigger that swaps them and can randomly flip a coin to see which one is in control.

 

Tier 4 (20% threshold)

Agent of Chaos: You gain +2 constitution, +2 speed, +2 will, and +2 perception. You have become an entity of madness that wants to see chaos spread. While sometimes controlled by others, you will seek to manipulate outcomes to spawn as much chaos as possible. Letting someone live so they can develop a grudge, leaving a bomb behind a door before you leave, and downright flipping a coin to make an important decision. Your definition of chaos is to make it impossible for anyone to plan for the future.

True Horror: You gain +2 intelligence, +2 perception, +2 will, and +2 rebuke. You have reached a new level of sadism, torture and elaborate displays of death become your bread and butter. You desire all to fear you, and will take actions to as far an extreme as you can to provoke that reaction. Anything that does not fear you must be taught to do so. You have no concept of friend or foe in this regard, if your boss isn't scared of you then you aren't doing it right. You gain this power if you have psychic abilities:

Inflict Horror
Cost: 30 Sanity
2 actions, 100 meter range, must have line of sight to target(s), lasts until your next turn
Target(s) must succeed a will save on their turn or lose 1 action and their free action is consumed by the "scream in horror" free action and lose 5% sanity.

Savage Monster: You gain +2 strength, +2 constitution, +2 speed, +2 melee, +2 block (skill) and +2 max hp to each slot. You never take prisoners, never accept surrender, never ask questions. You will kill everything in your path that you can get your hands on and are driven to kill as frequently as possible. At the very least, you still know not to kill people you liked before acquiring this and can be restrained by them. But otherwise all strangers from here on out are targets until they prove otherwise.

Laughing Man (or woman): You gain +2 perception, +2 social, and +2 will. The world seems just a little bit funny to you, and you just want to let everyone in on the joke. You thrive to create madness and spread the insanity that has taken you. The name isn't entirely accurate, there are lot of disturbed quiet people spreading madness. But it was named after the first guy who did it and kept laughing a lot. You gain this power if you have adept: psychic

Voices
Cost: 20 Sanity
defense reaction, 20 meter range
You can use this instead of block/dodge/rebuke/parry when attacked, incurs a -2 flinch penalty. Target who attacks you must make a -3 will check. If they fail they lose 15% sanity and their attack fails.

Converted Zealot: Only applicable to those with adept: pyromancy. You gain +4 will and +4 rebuke. You see the glorious burning light of the daezran god, and are compelled to show it that you're better then those silly daezra. You are compelled to burn things, all the things, as many things as you unreasonably can. You also develop a strange penchant for eating ashes. You become immune to the ZZ-12 "Erfukt" disease. You gain the following power:

Wrath
Cost: 50 Sanity
2 actions, channeled, Self range
50 meters in all directions, the ground erupts and fire comes forth to burn all that it can grasp. Deals 1d6+[Will*0.5] damage to everything in all hit locations. This effect persists every turn you continue to spend both actions channeling. You cannot take any defensive actions or reactions while channeling. This damages you as well but only for half rounded up.

Tier 5 (0% threshold)

Make a new character.