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Rising Legends: Diseases
Diseases
Diseases can wreak havoc on the body and come is several types. They can be long term and challenging to treat. Each has a rarity that determines the difficulty of knowledge about the disease.
Types
Diseases can be of the body, of the mind, of the sprit, or magical. Various creatures may have specific resistances or weaknesses to specific types. Magical diseases can subject to dispel effects as an object. The roll against dispel defense instead counts as a roll for Treatment to Attack Disease.
Exposure
Events that bring the possibility of becoming infected. Each has its own method of exposure.
Overexposure
When exposed to the same disease multiple times at once, the effect gains +1d12 on Infection attack rolls for each beyond the first.
Infection
Each disease has an Infection Tier. Once exposed, the disease attacks with a number of d12 equal to Tier. On success, the creature becomes infected and the incubation and latent periods begin.
Latent Period
Diseases that are contagious have a Latent Period that is the amount of time that must pass before the creature can become the source of exposure to other creatures.
Incubation Period
The Incubation Period is the amount of time that must pass before the creature begins showing symptoms of the disease, causing the effect to take place. Symptoms have a Tier representing how easy they are to identify. If the creature already has the disease, remove any reduction to the effect of the disease.
Frequency, Attack, and Modify
Once a disease has taken hold, it will continue to attack after each time is frequency passes. The attack specifies how many d12 to attack with and what skill is used for defense. When the attack succeeds, increase the potency of the condition listed in modify by 1. If the attack fails, reduce the modify condition by 1. If this reduces the value to 0, the disease ends. While the disease is ongoing, its effects cannot be reduced or removed by any other effect.

Bad Blood Infusion
Latent Period: -
Incubation Period: None
Disease of the Body | Rarity: 7
Expose: Foreign blood is infused in to your body.
Infect: Tier 6 Luck.
Cause Tier 1 Exhausted.
FrequencyAttackModify
Daily 2d12 Endure Exhausted
Symptoms: Rash, common nose bleeds, and a slight orange tint to the skin. Tier 1.
Bell Ears
Latent Period: -
Incubation Period: None
Disease of the Body | Rarity: 3
Expose: After each day while exposed to excessive smoke or changes in air pressure or being sick with Cotton Head or Failing Body.
Infect: Attack Endure with 1d12.
Cause Tier 1 Deaf and 1 Tier of Unsteady for each 2 Tiers of Deaf caused by this.
FrequencyAttackModify
Daily 2d12 Endure Deaf
Symptoms: Swollen and red tinted ear canal, slight pain under the ear. Tier 6.
Berserker's Rise
Latent Period: 1 week
Incubation Period: 2 weeks
Disease of the Mind | Rarity: 8
Expose: Being left unable to fight by an infected creature.
Infect: Attack Zeal with 2d12.
At the beginning each turn while the creature is in conflict, Emotional with fear, or Suffocated, attack Poise with 2d12 to cause Tier 1 Emotional. The emotion is anger at everything.
FrequencyAttackModify
Weekly 3d12 Zeal Attack roll
Symptoms: Irritability, lightly bloodshot eyes, and increased drooling. Tier 3.
Bleeding of the Spirit
Latent Period: -
Incubation Period: 1 day
Disease of the Spirit | Rarity: 9
Expose: Being affected by a rupture between worlds.
Infect: Attack Nature with a number of d12 equal to the Tier of the rupture.
Cause -1 Energy Pool.
FrequencyAttackModify
Daily 4d12 Nature Penalty
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
Brittle Bones
Latent Period: 2 weeks
Incubation Period: 4 weeks
Disease of the Body | Rarity: 8
Expose: Breathing in bone dust from the bones of an infected person.
Infect: Attack Endure with 2d12.
Cause incoming Injury to count as 1 higher to determine Serious Injury.
FrequencyAttackModify
Weekly 3d12 Endure Penalty
Symptoms: A pale cast to the skin and general body aches. Tier 6.
Caster's Bane
Latent Period: 1 day
Incubation Period: 3 days
Disease of the Body | Rarity: 4
Expose: Being within 1 range of a creature that is contagious.
Infect: Attack Endure with 2d12.
Cause Tier 1 Mute. After each day the creature does not use their voice at all, reduce the attack roll by 1d12.
FrequencyAttackModify
Daily 3d12 Endure Mute
Symptoms: Sore throat and a soft, hoarse voice. Tier 2.
Cotton Head
Latent Period: 3 days
Incubation Period: 3 days
Disease of the Body | Rarity: 2
Expose: While suffering from Starving or Exhausted from cold environment or being within 1 range of a creature who is contagious.
Infect: Attack Endure with 1 + Starving and Exhausted Tiers d12.
Cause Tier 1 Exhausted and Weakened. If the creature Fumbles their defense, this disease becomes Failing Body.
FrequencyAttackModify
Daily 2d12 Endure Weakened
Symptoms: Headaches, mild fever, coughing, and runny nose are the signs of Cotton Head. Tier 1.
Coward's Call
Latent Period: -
Incubation Period: None
Disease of the Mind | Rarity: 8
Expose: Having at least Tier 6 Frightened for more than 1 minute.
Infect: Attack Zeal with 2d12.
At the beginning each turn while the creature is in conflict, Emotional with Fear, or Suffocated, attack Poise with 2d12 to cause Tier 1 Emotional. The emotion is Fear.
FrequencyAttackModify
Weekly 3d12 Zeal Attack roll
Symptoms: Nervous darting of the eyes and sudden shifting to look in other directions. Tier 3.
Elemental Rejection
Latent Period: 1 week
Incubation Period: 3 days
Magical Disease | Rarity: 12
Expose: Being within 1 range of an infected creature or in a Tier 3 Cracked Realm Barrier area for 1 day.
Infect: Attack Magic with 2d12.
Cause -1 to Manifest abilities of the element of the area. While the penalty is 6 or higher, cause Vulnerable to the Element.
FrequencyAttackModify
Daily 3d12 Magic Penalty
Symptoms: An attraction for the opposing element of the infection. Tier 6.
Eyebite
Latent Period: 5 days
Incubation Period: 4 days
Disease of the Body | Rarity: 5
Expose: The eye is scratched by a plant or direct contact with a contagious creature.
Infect: Attack Endure with 2d12.
Cause Tier 1 Dazzled and 1 Tier of Blind for each 2 Tiers of Dazzled caused by this.
FrequencyAttackModify
Daily 2d12 Endure Dazzled
Symptoms: Bloodshot eyes, sores on the eyelids. Tier 2.
Failing Body
Latent Period: 1 day
Incubation Period: 3 days
Disease of the Body | Rarity: 3
Expose: Being within 1 range of a creature who is contagious or contacting any fluid from a contagious creature within 1 day of the fluid leaving the creature.
Infect: Attack Endure with 3d12.
Cause Tier 1 Exhausted. If the defense is Fumbled, gain 1d12 on attack rolls.
FrequencyAttackModify
Daily 3d12 Endure Exhausted
Symptoms: Body aches, high fever, coughing, and runny nose. Tier 1.
In Another World
Latent Period: 2 weeks
Incubation Period: 3 days
Disease of the Mind | Rarity: 7
Expose: Certain hallucinogenic spores or being in a Tier 4 or higher Cracked Realm Barrier of Umbral or Mind area for 1 hour.
Infect: Attack Zeal with 4d12.
Cause Tier 1 Unaware.
FrequencyAttackModify
Daily 3d12 Zeal Unaware
Symptoms: Distracted by things no one else can sense and responding slowly to the world around them. Tier 6.
Leech's Doom
Latent Period: 2 days
Incubation Period: 4 days
Disease of the Body | Rarity: 6
Expose: Passing through waters inhabited by leeches or contact with the blood of a contagious creature.
Infect: Attack Endure with 2d12.
After the creature takes Injury, attack Endure with 2d12 to cause Tier 1 Trauma.
FrequencyAttackModify
Weekly 2d12 Endure Attack roll
Symptoms: Light reddening of the skin and slight weakness. Tier 5.
Locked Limbs
Latent Period: 1 day
Incubation Period: 3 days
Disease of the Body | Rarity: 6
Expose: Contact with infected soil, water, or food. A corpse will infect water or soil it contacts.
Infect: Attack Endure with 1d12.
Cause Tier 1 Weak and Slow.
FrequencyAttackModify
Daily 3d12 Endure Weak and Slow
Symptoms: Hesitations in movement and lowered reflexes. Tier 6.
Nature's Rage
Latent Period: 1 week
Incubation Period: 2 days
Disease of the Mind | Rarity: 9
Expose: Passing through spoiled or corrupted environments. An infected corpse corrupts the ground they are buried in.
Infect: Attack Zeal with 3d12.
At the beginning of the creatures turn, if anything heavier than light clothing is in contact with their skin, they roll Poise DL 3. On failure, they suffer an episode or reset to the beginning of the current episode.

During an episode, the creature rolls Zeal, DL 6, at the beginning of each turn. On failure, they take no actions. On success, they take 2 Minor Action damage. As a Major action, they can roll Poise to reduce DL by 1, DL 6. If the DL is reduced to 0, the episode ends.
FrequencyAttackModify
Weekly 4d12 Zeal Begin / Reset DL
Symptoms: Flinching from any contact. When there is an attack, the infected is in extreme pain, sometimes described as burning. Tier 5.
Parasite's Buffet
Latent Period: 2 weeks
Incubation Period: 1 week
Disease of the Body | Rarity: 4
Expose: Exposed to a contagious creatures feces.
Infect: Attack Endure with 2d12.
Cause the creature to treat the days they have gone without food as 1 higher.
FrequencyAttackModify
Daily 2d12 Endure Penalty
Symptoms: Constant hunger and a mildly bloated abdomen. Tier 4.
Raider's Doom
Latent Period: 3 days
Incubation Period: 1 day
Magical Disease | Rarity: 9
Expose: Taking Injury from an undead in its own burial chamber or having been in the burial chamber and become within 1 range of an infected creature.
Infect: Attack Nature with 4d12.
Cause -1 on Endure, Zeal, and Nature rolls.
FrequencyAttackModify
Daily 4d12 Nature Penalty
Symptoms: All forms of bad luck. Tier 6.
Roiling Guts
Latent Period: -
Incubation Period: 4 hours
Disease of the Body | Rarity: 2
Expose: Consuming bad food.
Infect: Attack Endure with 3d12.
Cause Sickened Tier 1.
FrequencyAttackModify
Hourly 3d12 Endure Sickened
Symptoms: Slight greenish tint to the skin. Tier 4.
Rotting Wound
Latent Period: -
Incubation Period: 1 hour
Disease of the Body | Rarity: 2
Expose: Suffer Grit Injury and do not receive a Medical Exam within 1 hour.
Infect: Attack Endure with 1d12.
Cause Tier 1 Wounded on the Injured part. When attack fails, reduce the attack roll instead of the wounded Tier.
FrequencyAttackModify
6 Hours 2d12 Endure Wounded Tier
Symptoms: The wound becomes swollen and produces pus. Tier 1.
Ruptured Conduit
Latent Period: -
Incubation Period: 1 day
Disease of the Spirit | Rarity: 6
Expose: After paying Energy while your Energy Pool is full.
Infect: Attack Nature with d12 equal to the Energy paid.
Cause Tier 1 Drained.
FrequencyAttackModify
Daily 2d12 Nature Drained
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
Seer's Torment
Latent Period: 1 week
Incubation Period: 1 week
Disease of the Spirit | Rarity: 9
Expose: Fumble a roll to Manifest Scry magic or touched by an infected creature.
Infect: Attack Nature with 2d12.
Each time the infected creature uses Recovery, they roll Nature, DL 6. On failure, they gain no benefit from the Recovery.
FrequencyAttackModify
Weekly 2d12 Nature DL
Symptoms: Disturbing, prophetic seeming dreams and nightmares. Tier 6.
Stuttering Soul
Latent Period: 1 week
Incubation Period: 1 week
Disease of the Spirit | Rarity: 10
Expose: Manifest a spell on an infected creature.
Infect: Attack Nature with 2d12.
Each time the creature Manifests a spell, they roll Nature, DL 6. On failure, they become Soulbroken. While Soulbroken, after each minute, they roll Nature with the same DL to remove Soulbroken.
FrequencyAttackModify
Weekly 2d12 Nature DL
Symptoms: Erratic intensity of emotional responses. Tier 3.
Undead Rot
Latent Period: 6 hours
Incubation Period: 1 hour
Magical Disease | Rarity: 7
Expose: Receiving a Serious Injury from an infected creature or an undead carrier.
Infect: Attack Nature with Magic Tier of the creature that caused the Injury d12.
Deal 3 Body damage. Increase attack roll by the infecting Magic Tier d12. After this attacks, damage the creature again.
FrequencyAttackModify
Hourly 2d12 Nature Damage
Symptoms: Swiftly infecting and necrotizing flesh. Tier 1.





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