TEXT: Modern  Maladies
  Requires  the  use  of  the  d20  Modern™  Roleplaying  Game,  published  by  Wizards  of  the  Coast,  Inc.
  A  d20  Modern  Sourcebook
  Written  by  Neil  Spicer
  
  “Modern Maladies” provides an in-depth look into the hazards
  of disease and illness in a D20 Modern campaign.  Some of the
  physical ailments presented in this product derive from pure
  fiction, but many also exist in real-life – including biological
  weapons, chronic conditions, and worldwide epidemics.  For the
  authentic diseases, defining their effects in game terms can
  never fully characterize their impact on actual sufferers of such
  conditions.  Even so, most GMs should find “Modern Maladies”
  useful for introducing new challenges and realistic hazards for
  their Modern heroes to encounter.
  The Cycle of Infection
  Diseases, illnesses, and biological weapons strike in a variety of
  ways, usually unforeseen and with only a series of escalating
  symptoms to announce their arrival.  Disease may occur as a
  result of handling or ingesting contaminated food and water,
  inhaling airborne spores, suffering a wound infection, or even
  the inadvertent or purposeful mixing of bodily fluids between
  different people.  All such maladies require an incubation time
  before causing their initial harm.  Additional damage may then
  accrue as the body attempts to fight off the infection or endure
  the condition.  Various treatments may speed recovery, but
  sometimes an illness ravages its victims so thoroughly and
  quickly that they ultimately die.
  Exposure and Contracting a 
  Disease or Condition
  When exposed to an infectious carrier or situation, a character
  must make an immediate Fortitude saving throw.  The intensity
  of a potential malady defines the Difficulty Class (DC) needed
  to shrug off its effects, but the extenuating circumstances under
  which the exposure occurs, could also apply a penalty to the
  roll.  See the accompanying sidebar for examples of such situa-
  tions.  If the Fortitude save succeeds, a victim suffers no ill
  effects from exposure – as the character’s immune system fights
  off the infection before it can take hold.  If, however, the
  Fortitude save fails, a victim will have contracted the disease
  and soon he will start to suffer its symptoms and escalating
  attacks upon the body.
  Under the Microscope: Resisting Exposure
  Multiple exposures in a single encounter
  -1 per 
  exposure
  Larger than normal dose of a single pathogen
  -2 to -5
  Inclement weather
  -1 to -3
  Foul environment or surroundings
  -1 to -3
  Previously weakened condition
  -1
  Lowered immune defense system
  -2
  Incubation Period
  Most serious maladies have an incubation period – the amount
  of time required for an infection to spread far enough, or a
  condition to worsen enough, to start causing harm.  During this
  time, it often proves difficult to realize the victim has contracted
  an illness, because they usually show few outward signs of the
  condition.  As symptoms start to appear, however, this always
  harkens the more deadly or debilitating effects that swiftly
  follow.  Some of the deadliest diseases have very short incuba-
  tion periods, demonstrating just how fast they can course
  through their victims.  Other conditions take much longer before
  they have any appreciable effect, lingering in the body and
  waiting for just the right circumstances for activation.
  Initial Damage
  Once a malady surpasses its incubation period – or experiences
  the proper trigger for activation – a victim will suffer initial
  damage.  Typically, this comes in the form of temporary Ability
  Damage, but can also include other conditions depending upon
  the exact effects of each malady.  This initial damage can grow
  progressively worse if the victim delays medical treatment or
  the body’s immune system fails to fight off the continuing infec-
  tion.
  Secondary Damage
  Following the initial damage caused by an infection, progressive
  dangers soon await.  Each day after the incubation period, the
  victim faces another Fortitude saving throw with the same DC
  as the original check.  With every failure, the victim continues
  to suffer secondary damage, often with even more debilitating
  effects than before.  This cycle repeats until the victim either
  succumbs to the disease or a prescribed series of successful
  Fortitude saving throws and medical treatments finally allow the
  body to fight off the infection.
  Symptomatic Effects and Special 
  Damage Caused by Maladies
  Aside from the typical Ability Damage, modern maladies may
  also cause a variety of symptoms and special damage.  These
  effects are described in more detail below.  All symptomatic
  effects that occur during the initial damage phase of a disease
  all happen simultaneously.  However, any special damage listed
  under the secondary damage phase only takes affect one condi-
  tion at a time.
  Ability Damage: Most diseases will temporarily reduce an
  ability score by 1 or more points, and often continue to do so as
  an infection grows worse. A character that suffers Ability
  Damage will immediately die if his Constitution falls to 0. If a
  character’s Strength or Dexterity drops to 0, he or she may no
  longer move or take physical actions, and may well die of star-
  vation or thirst without proper care. A character that loses
  enough points to reduce their Intelligence, Wisdom, or Charisma
  to 0 will fall unconscious.  Also, characters that suffer the
  simultaneous or eventual reduction of both a physical and
  mental ability score to 0 (other than Constitution) will slip into
  a coma (see below).
  Ability Loss: Some diseases also permanently reduce an ability
  score by 1 or more points, often as the lasting effect of large
  amounts of Ability Damage. A character must make a separate
  Fortitude saving throw (at the disease’s normal DC) to avoid the
  Ability Loss.  If the lost points result in the lowering of an
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  D20  MODERN
  
  ability score below the minimum requirement for certain feats
  or special abilities, this may cause the character to lose access to
  them as well.
  Blindness: Some illnesses can lead to permanent blindness.
  Victims of such symptomatic effects cannot see, have an effec-
  tive Dexterity of 3, suffer a –4 penalty on the use of all
  Strength-based and Dexterity-based skills as well as Search
  checks. All activities that rely on vision (such as reading and
  Spot checks) automatically fail. The blinded character also has a
  50% chance to miss in combat.
  Cardiac Arrest: This condition results from problems with the
  heart, which can sometimes fail as a disease ravages the body.
  Victims who suffer a heart attack immediately have their hit
  points reduced to 0 and become disabled, but remain conscious.
  For the next 1d6 rounds, they must succeed at a Fortitude
  saving throw (DC 15) to avoid dropping to –1 hit points and
  falling unconscious.  If a character succeeds on every saving
  throw during the heart attack’s episode, he or she will stabilize
  and survive, but remain at 0 hit points until recovering enough
  to rise above 0 again.  As usual, engaging in any strenuous
  activity while disabled can result in additional damage that will
  threaten the character’s life (see the information regarding
  Disabled conditions on pg. 141 of the D20 Modern Core
  Rulebook).
  A single failed saving throw during the heart-attack episode will
  cause the victim’s status to immediately change to Dying.
  Characters on death’s door then proceed to lose one additional
  hit point every round until they either successfully stabilize, or
  reach –10 hit points and pass away.  Recovering from cardiac
  arrest, however, is more involved than other challenges.  To
  return to a Disabled condition, a heart-attack victim must first
  receive CPR in the form of a successful Treat Injury skill check
  (DC 20).  The character administering the CPR, may attempt to
  restart the victim’s heart every round, but once the victim
  reaches –10 hit points, they can no longer be saved.  After the
  heart begins beating again, the victim regains consciousness and
  improves to Disabled status.
  Chills: This condition results from problems with self-regu-
  lating body temperature or an impaired circulatory system.
  Victims become even more susceptible to the hazards and envi-
  ronmental conditions of cold, suffering a -4 penalty on Fortitude
  saves to resist such effects.  In addition, chills can often lead to
  trembling which imposes a -1 penalty on all attack rolls,
  weapon damage rolls, saving throws, skill checks, and ability
  checks.
  Coma: Any disease that places victims into a coma leaves them
  completely defenseless and unaware of the world around them.
  Without medical care, this condition will slowly worsen,
  imposing a Fortitude saving throw (DC 20) to avoid continuing
  Ability Damage of 1d4 points of Constitution per day.  Once
  that ability score falls to 0 the character dies, but prior to that,
  any medical attention can save the patient by allowing the slow
  recovery of the Constitution damage.  Unfortunately, the victim
  may not regain any other physical or mental ability losses until
  he or she recovers from the disease itself.
  Congestion: Lots of diseases often impact the respiratory
  system.  Characters suffering from congestion cannot smell their
  surroundings and suffer a –2 penalty to any skill checks
  involving their sense of smell.  In addition, due to the inability
  to breathe freely, any strenuous activity imposes a Fortitude
  saving throw (DC 12) to avoid becoming fatigued (see below).
  Convulsions: A disease or malady with this condition forces
  occasional Fortitude saving throws (DC 12) to avoid temporary
  episodes of convulsions.  These bouts typically last for 1d4
  rounds, but vary according to the actual malady involved.
  Characters suffering convulsions lose their Dexterity bonus,
  cannot take any move or attack actions, and suffer a -2 penalty
  to Defense.
  Coughing: A common condition caused by all sorts of illnesses,
  a nagging cough imposes a –2 penalty on all Move Silently and
  Hide skill checks.  In certain circumstances, it can also impose a
  –1 penalty on Charisma-based skill checks at the GM’s discre-
  tion.
  Deafness: Truly devastating illnesses can sometimes lead to
  permanent hearing loss.  Deafened characters cannot hear, take
  a –4 penalty on initiative checks and automatically fail Listen
  checks.
  Dehydration: A character suffering from dehydration as a result
  of disease faces many of the same challenges as the hazards for
  thirst.  Dehydrated characters require two times as many fluids
  as normal.  Going without them for more than a number of
  hours equal to the victim’s Constitution score will result in an
  hourly Constitution check (DC 10, +1 for each previous check)
  or the victim suffers 1d6 points of damage.  This damage cannot
  be recovered until the hero receives enough fluids to re-hydrate
  the body.
  Diarrhea: This condition often occurs in tandem with Nausea,
  Dehydration, or Organ Failure of the stomach or intestinal tract.
  Sufferers of diarrhea will experience frequent urges to visit the
  bathroom and must succeed at both a Fortitude and Will saving
  throw (DC 13) to resist this urge.  While under the effects of
  diarrhea, creatures cannot attack or do anything requiring
  focused concentration. The only action such a character can take
  is a single move action per turn.  Attempting any other physical
  activity will cause the victim to lose control of his bowels for
  1d4 rounds.  Prolonged diarrhea can also result in Dehydration
  and Fatigue.
  Disorientation: A character disoriented by a disease or illness
  takes a –2 penalty on initiative, attack rolls, Reflex and Will
  saving throws, and any Balance, Climb, Concentration, Drive,
  Jump, Listen, Move Silently, Navigate, Pilot, Search, Spot, or
  Tumble skill checks.
  Exhaustion: This condition usually follows the initial onset of
  Fatigue due to declining health, but some diseases have a much
  stronger effect upon their victims and cause immediate
  Exhaustion.  An exhausted character can only move at half
  speed and takes a –6 penalty to Strength and Dexterity until the
  condition is alleviated. After 1 hour of complete rest, an
  exhausted character improves to a fatigued state (see below).
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  D20  MODERN
  
  Even so, a fatigued character can become exhausted again by
  engaging in any strenuous activity that would normally cause
  fatigue.
  Fatigue: Diseases that induce fatigue prevent characters from
  running and charging.  In addition, they take an extra –2 penalty
  to Strength and Dexterity. Engaging in any activity that would
  normally cause fatigue, will worsen the already fatigued condi-
  tion to exhaustion (see above). After 8 hours of complete rest,
  characters may overcome fatigue, though any further setbacks in
  fighting off the disease could easily return them to this state.
  Fever: As the body attempts to fight off an infection, it often
  leads to elevated body temperatures.  Any disease that includes
  this effect automatically causes fatigue.  In addition, victims
  become even more susceptible to the hazards and environmental
  conditions of heat, suffering a -4 penalty on Fortitude saves to
  resist such effects.  Prolonged and elevated fevers without treat-
  ment can also inflict 1d4 hit points of damage once every hour
  if a victim fails an additional Fortitude save (DC 13).
  Headaches: Whether from sinus infections, pain, or tension,
  many illnesses can also induce headaches.  Aside from the mild
  distraction of minor headaches, characters suffering from such
  problems can take a -1 cumulative penalty to initiative and all
  Concentration checks.
  Immune Deficiency: Many diseases lower the victim’s immune
  response system because they deplete the body’s reserves of
  white blood cells and antibodies.  Others directly attack the
  lymphatic or circulatory systems, thereby preventing the
  immune system from effectively responding to an infection.
  Characters suffering from a temporary or permanent immune
  deficiency incur a penalty to all future Fortitude saving throws
  against disease, which varies according to the specific malady
  causing such a condition.
  Impaired Mobility: Some diseases target a victim’s nerves,
  muscles, or sense of balance and take away the ability to walk
  as effectively.  Partially-lame victims cannot run or charge,
  suffer a -4 penalty on Climb and Jump checks, and have their
  movement rate cut in half.  Victims who lose the complete use
  of their legs become wheelchair-bound.  This can impose addi-
  tional limits to their movement due to obstacles and tough
  terrain.  Drive skill checks may apply to wheelchair movement
  to overcome such difficulties.
  Impaired Vision: Some illnesses cause partial blindness or
  general vision impairment.  Such victims suffer a –4 penalty on
  Spot skill checks and a –2 penalty to Defense against flank
  attacks.
  Impaired Voice: Illnesses that cause a sore throat can lead to
  laryngitis or strained vocal chords.  At the GM’s discretion, this
  condition can incur a –2 penalty to voice-dependent Charisma-
  based skill checks such as Bluff, Diplomacy, Gather
  Information, Handle Animal, Intimidate, and Perform (Act,
  Sing). The penalty should only apply when a character’s presen-
  tation matters most.
  Itching: Some diseases can cause skin irritations.  At the GM’s
  discretion, a character experiencing chronic itching must
  succeed at periodic Concentration skill checks (DC 12) or incur
  a –2 penalty to all skill checks requiring focus and careful
  manipulation.  This includes Balance, Concentration, Craft,
  Demolitions, Disable Device, Escape Artist, Forgery, Perform,
  Sleight of Hand, and Treat Injury.
  Loss of Appetite: Diseases that affect the victim’s appetite can
  swiftly lead to starvation.  See Starvation and Thirst on pg. 213
  of the D20 Modern Core Rulebook.
  Malaise: This condition represents a weaker form of Nausea,
  manifesting more as a general feeling of sickness.  Such a
  victim suffers a –1 penalty on all attack rolls, weapon damage
  rolls, saving throws, skill checks, and ability checks.
  Memory Loss: Diseases that affect the brain can sometimes
  strip away memories and knowledge.  Victims of this condition
  must succeed on a Concentration check (DC 12) to remember
  even the most basic of Knowledge skills.  In addition, contin-
  uing problems with memory retention can apply a –4 penalty to
  all Intelligence- and Charisma-based skill checks that require
  victims to recall or store specific information, names, dates,
  motivations, etc.
  Nausea: Many diseases not only cause weakness, but nausea as
  well.  This may originate with stomach distress or as an
  inability to deal with some other internal pain. While under the
  effects of nausea, creatures cannot attack or do anything
  requiring focused concentration. The only action such a char-
  acter can take is a single move action per turn.  Attempting any
  other physical activity will cause the victim to retch uncontrol-
  lably for 2d4 rounds.  Prolonged nausea and vomiting can also
  result in dehydration and fatigue (see above).
  Nerve Damage: One of the more insidious effects of some
  diseases includes partial paralysis, numbness, or loss of feeling
  in certain body parts.  A character suffering from temporary
  nerve damage takes a –2 penalty to Defense and all Dexterity-
  related skill checks.  Escalating nerve damage can also lead to
  full Paralysis (see below).
  Organ/System Failure: Depending upon each malady
  involved, this condition either targets random organs or a
  specific system within the body.  Periodic attacks upon each
  organ or system force a Fortitude saving throw (DC varies, see
  below).  Failure results in additional conditions, damage, or
  death.
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  d10
  Organ/System
  DC
  Effects of Failure
  1
  Heart
  20
  Cardiac Arrest
  2
  Lung
  18
  Congestion, Respiratory
  Failure (DC 20,
  once/hour)
  3
  Liver
  16
  Toxin Intolerance
  4
  Kidney
  14
  Toxin Intolerance, Septic
  Shock
  5
  Stomach
  12
  Diarrhea, Loss of
  Appetite
  6
  Skin
  12
  Chills, Itching
  (once/hour)
  7
  Intestines/Colon
  14
  Diarrhea, Loss of
  Appetite
  8
  Lymph Nodes
  16
  Immune Deficiency 
  (–4 on Fort. saves)
  9
  Bone Marrow
  18
  Reduced Circulation,
  Immune Deficiency 
  (–2 on Fort. saves)
  10
  Brain/Spinal Cord
  20
  Seizures (DC 15,
  once/day), Paralysis,
  Memory Loss, Coma
  Paralysis: This condition usually follows the escalation of
  Nerve Damage (see above), but some diseases can cause imme-
  diate paralysis.  Paralyzed victims cannot move and have an
  effective (though not actual) Strength and Dexterity of 0.
  Partial Hearing Loss: Some illnesses can sometimes lead to
  temporary or partial hearing loss.  Such characters have diffi-
  culty hearing, take a –2 penalty on initiative checks and a -6
  penalty on Listen checks.
  Reduced Circulation: Some diseases or conditions reduce
  blood flow or otherwise prevent the blood from adequately
  oxygenating the body.  Characters suffering from reduced circu-
  lation will immediately feel fatigued and experience chills.
  Respiratory Failure: This condition usually follows the escala-
  tion of Congestion or Organ Failure of the lungs.  Characters
  with a failing respiratory system will face periodic Fortitude
  checks (DC varies depending upon specific malady) to avoid
  choking.  Each round that a character spends choking, the
  victim must roll a Constitution check (DC 10 + 1 for each
  previous check).  Choking characters may not take any other
  actions while they cough and attempt to breathe.  Two consecu-
  tive rounds of choking will cause 1d6 points of damage.
  Choking for a number of rounds greater than a character’s
  Constitution score results in suffocation (see Suffocation and
  Drowning on pg. 213 of the D20 Modern Core Rulebook).
  Seizures: A disease or malady with this condition forces occa-
  sional Fortitude saving throws (DC 15) to avoid temporary
  episodes of seizures.  These bouts typically last for 2d4 rounds,
  but vary according to the actual malady involved.  Characters
  suffering a seizure lose their Dexterity bonus, drop what they
  are holding, cannot take any move or attack actions, and suffer a
  –2 penalty to Defense.
  Septic Shock: This condition most often occurs as various
  organs in the body shut down due to low blood flow and an
  overwhelming infectious disease.  A character experiencing
  septic shock will quickly find himself on death’s door and must
  roll an additional Fortitude saving throw (DC 18) every hour.
  Failure causes 1d6 hit points of damage which cannot be healed
  until the infection ends.
  Sneezing: A common condition caused by all sorts of illnesses,
  frequent sneezing imposes a –2 penalty on all Move Silently
  and Hide skill checks.  In certain circumstances, it can also
  impose a –1 penalty on Charisma-based skill checks at the
  GM’s discretion.
  Toxin Intolerance: This condition limits the safe and effective
  removal of toxins from the victim’s body.  Characters suffering
  from toxin intolerance incur a –2 penalty to all Fortitude saving
  throws against poisons and drugs.
  Weight Loss: The disease causes rapid weight loss in the
  victim, reducing his overall body weight by 20%.  This condi-
  tion also reduces muscle mass, causing a –2 penalty to all
  Strength-based skills and attacks.
  Treatment and Recovery
  Increasing a Victim’s Fortitude: A character with the Treat
  Injury skill can sometimes help infected victims recover from
  disease. Every time the patient makes a saving throw against the
  effects of an illness, the attending character can make a Treat
  Injury check (DC 15) to help fend off secondary damage and
  symptoms.  This activity takes 10 minutes.  If the attending
  character’s skill check succeeds, the victim receives a bonus on
  his or her next saving throw equal to the other character’s ranks
  in Treat Injury to avoid secondary damage.  This bonus also
  extends to any additional saving throws required by the symp-
  toms of a disease.
  Reducing Ability Damage: Even if a victim succumbs to
  secondary damage, a separate Treat Injury check (DC 20 + 1 for
  every day the illness continues to affect the victim) can still help
  to offset some of the Ability Damage sustained.  This activity
  takes 1 hour.  If successful, the attending character reduces the
  amount of Ability Damage suffered by the victim by 1 (to a
  minimum of 1) for a single affected ability score.  For diseases
  that cause damage to multiple ability scores at the same time,
  the treatment can only apply to one ability score per check.
  However, a treatment could be offered to a different ability
  when the victim faces another Fortitude saving throw to avoid
  secondary damage.  For information on how Ability Damage is
  recovered, consult pg. 142 of the D20 Modern Core Rulebook.
  Alleviating Symptomatic Effects: Some symptoms of disease
  can automatically inflict a penalty to certain skills, saves,
  attacks, Defense, etc.  A separate use of Treat Injury can
  partially or completely alleviate such symptoms as well.  This
  activity takes 1 minute.  A successful Treat Injury check (DC 15
  + 1 for every day the illness continues to affect the victim) will
  reduce such penalties by one, plus an additional reduction by
  one for every 5 points by which the check exceeds the DC.
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  Some illnesses do not allow this type of therapy, however.  At
  the GM’s discretion particularly powerful strains may prove too
  resistant – and their symptoms too strong for treatments to offer
  such a benefit.
  Speeding Recovery Time: Treat Injury checks can also speed
  recovery times for a disease, allowing a victim to make
  Fortitude checks more often than the typical schedule would
  allow.  If a victim succeeds in withstanding secondary damage
  on the initial Fortitude save, but hasn’t accumulated enough
  successes to fully recover yet, an attending character can make a
  Treat Injury check (DC 15) to allow another Fortitude save in
  half the normal time.  For instance, if a disease allows for
  recovery checks once per day, and a victim succeeds in avoiding
  secondary damage for that day, a successful use of Treat Injury
  (DC 15) can reduce the time for the next recovery check to just
  12 hours.  This additional Fortitude save is made by the victim
  at no risk of suffering further secondary damage during that
  time period – because he or she has already succeeded on the
  initial check.  This use of Treat Injury simply allows for the
  opportunity to gather successful Fortitude saves more rapidly
  before the next threat of secondary damage arrives.
  Under the Microscope: 
  Complicated Recoveries
  Some diseases and their damage take much longer to treat than
  others.  While a victim continues to fight off the disease, a
  sustained regimen of radiation treatments, experimental drugs,
  and other medical procedures may prove necessary to eventually
  grant a bonus on the victim’s next Fortitude saving throw.
  Marginally complex treatments may require 2 or 3 successes
  with Treat Injury before allowing their effects.  Slightly
  complex treatments would require 4 to 6 successes, Moderate
  complexity would require 7 to 9 successes, and Extreme
  complexity would require 10 or more successes before granting
  their benefits.
  Descriptions of Disease,
  Illness, and Biological
  Weaponry
  Diseases have various symptoms and spread through a number
  of vectors. The characteristics of several typical diseases follow
  below.  GMs may opt to use only the data presented in the table,
  or the expanded detail in each summary for additional effects
  beyond initial and secondary damage.
  Type: The disease’s typical method(s) of delivery – by contact,
  ingested, inhaled, inherited, or via injury. Also includes the
  Difficulty Class for the Fortitude saving throws needed to
  prevent infection (if the character has been infected), to prevent
  each instance of secondary damage, and to ultimately recover
  from the disease.
  Incubation Period: The amount of time before initial damage
  takes effect (if the victim fails his or her Fortitude save).
  Initial Damage: The damage the victim takes after the incuba-
  tion period, including any special symptoms. 
  Secondary Damage: The amount of damage the hero takes
  after enduring initial damage if he or she also fails additional
  saving throws. This damage is taken according to the same
  schedule as recovery checks, below.  Secondary damage also
  includes any special symptoms related to a specific disease.
  Recovery: The number of consecutive, successful Fortitude
  saves necessary to end the disease cycle and begin the recovery
  of Ability Damage.  Also includes the necessary period of time
  required between each recovery check, which sets the frequency
  with which secondary damage threatens the victim.
  Under the Microscope: 
  Multiple Infections
  A character always faces the possibility of contracting not one
  disease, but many at the same time.  In fact, lots of modern
  maladies can even escalate from one condition to another.
  Common colds and influenza can become pneumonia.  Rabies
  could easily affect a victim of bestial affliction.  And, even
  hemotoxic vampires can fall victim to HIV and AIDS.  The
  modern maladies presented herein provide a few exclusive
  exceptions, however.
  If any disease transforms a victim into an undead creature, it
  cannot suffer additional infections.  This is one of the special
  immunities conferred by the undead type.  However, this does
  not mean that an undead creature cannot serve as a carrier for
  other diseases.  Ghouls continue to spread necrotizing fasciitis,
  but they could also carry bubonic plague or SARS at the same
  time.  Necroambulant zombies might have become tainted with
  sporic necrosis, and though the disease cannot take over a mind-
  less creature, anyone in close contact with such zombies could
  inhale the spores and fall victim themselves.
  Anthrax
  Anthrax represents one of the most feared diseases given its
  likelihood for use as a biological weapon.  It usually spreads by
  contact with animals or animal products, such as fertilizers.  No
  human to human transmission occurs.  Instead, each individual
  contracts the disease from the same source of contaminated
  spores.  Anthrax affecting the skin begins as small raised bumps
  that quickly turn into open sores of dying flesh, often darkening
  the affected area to a bruised, black color.  Unfortunately, the
  bacteria attacking the skin may represent only a small outward
  representation of the real damage to come.
  The most deadly form of anthrax is the inhaled variety that
  sometimes sees use as a weapon of mass destruction.  In addi-
  tion, the bacteria that infects a victim’s skin after handling
  contaminated materials, usually includes these inhaled spores.
  Doctors can mistake this form of the disease for the common flu
  during its initial stages.  Early symptoms include fever, chills,
  congestion, shortness of breath, and even vomiting.  But the real
  damage occurs inside the body, where the anthrax eats away at
  vulnerable tissues in the same manner as the outer skin lesions
  PAGE  6
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  PAGE  7
  D20  MODERN
  Table: Diseases and Biological Weapons
  Disease
  Type
  IncubationPeriod
  Initial Damage
  Secondary Damage
  Anthrax
  Inhaled/Injury DC 16
  1d2 days
  1 Con
  1d4 Con*
  Bestial Affliction
  Injury DC 15
  30 days
  1d2 Int
  1 Con and 1d2 Int*
  Botulism
  Ingested/Injury DC 15
  1d3 days
  1 Str
  1 Str and 1 Con
  Bubonic Plague
  Injury/Inhaled DC 15
  1d6 days
  1 Str and 1 Con
  1 Str and 1d2 Con*
  Cancer
  Unknown DC varies
  4d4 weeks
  1d2 Con
  1d3 Con*
  Cholera
  Ingested DC 13
  1d4+1 days
  1d2 Con
  1d2 Str
  CIST Disease
  Injury DC 14+
  1d4 days
  1d2 Wis and 1 Cha
  1d2 Wis and 1d2 Cha
  Common Cold
  Inhaled/Injury DC 11
  1d6+1 days
  1 Str and 1 Con
  Special
  Diphtheria
  Inhaled/Injury DC 12
  1d4+1 days
  1d2 Con
  1d2 Str
  Ebola Virus
  Injury/Contact DC 14
  1 day
  1 Str and 1 Con
  1d2 Str and 1d2 Con*
  E.coli
  Ingested DC 13
  1 day
  1 Str and 1 Dex
  1d2 Str and 1d2 Dex
  Ectoplasmic Myalgia
  Contact DC 15
  1d6 hours
  1d2 Str and 1 Dex
  1d2 Str and 1d2 Dex
  Encephalitis
  Injury DC 14
  1d6 days
  1d2 Dex
  1d3 Dex*
  Fiendish Fever
  Ingested DC 15
  2d4 days
  1 Con and 1d2 Wis
  1 Con and 1d3 Wis*
  Hantavirus
  Inhaled/Injury DC 14
  1 day
  1d2 Str
  1d2 Str* and 1d2 Con*
  Hemotoxic Necrosis
  Injury/Inhaled DC 18
  1 day
  1 Con
  1d3 Con*
  Hepatitis A
  Ingested DC 14
  1d4+2 weeks
  1 Con
  1d2 Str
  HIV/AIDS
  Injury/Ingested DC 18
  1d6+4 weeks
  1 Str
  Special
  Influenza
  Inhaled DC 14
  1d6+1 days
  1 Str
  1d2 Str
  Malaria
  Injury DC 13
  1d6 days
  1 Str
  1d3 Str
  Medulla Psionosis
  Injury DC 15
  1d4 weeks
  1 Int, 1 Wis, 1 Cha
  1 Con
  Mummy Rot
  Injury DC 20
  1 day
  1d6 Con
  1d6 Con*
  Necroambulism
  Injury/Contact DC 14
  1d8 days
  1d2 Dex
  1 Dex and 1d2 Con
  Necrotizing Fasciitis 
  Injury/Contact DC 14
  1d3 days
  1d3 Con
  1d3 Con*
  Pneumonia
  Inhaled DC 12
  1d4 days
  1 Str
  1d3 Str and 1d3 Con
  Poison Ivy
  Contact DC 11
  1 day
  1d2 Dex
  Special
  Polio
  Ingested/Injury DC 14
  4d4 days
  1d2 Dex
  1d4 Dex*
  Rabies
  Injury DC 13
  2d4+2 weeks
  1 Con and 1 Int
  1d2 Con and 1d2 Int
  Salmonellosis
  Ingested DC 13
  1 day
  1 Str and 1 Dex
  1 Str and 1d3 Dex
  SARS
  Inhaled/Injury DC 14
  1d10 days
  1 Con
  1d3 Con
  Scarlet Fever
  Inhaled/Ingested DC 13
  1d4 days
  1 Str and 1 Cha
  1 Str and 1 Dex
  Small Pox
  Inhaled/Contact DC 15
  2d4 days
  1 Str and 1 Con
  1d2 Str and 1d2 Con
  Sporic Necrosis
  Inhaled DC 16
  1d6 days
  1 Con and 1 Wis
  1d2 Con and 1d2 Wis*
  Tetanus
  Injury DC 12
  1d6 days
  1d2 Dex
  1d3 Dex
  Tuberculosis
  Inhaled DC 14
  2d4+2 weeks
  1d2 Str
  1 Str, 1 Con
  Typhoid Fever
  Ingested DC 13
  1d3 weeks
  1 Str
  1d2 Str
  West Nile Virus
  Injury DC 12
  1d4 days
  1 Dex and 1 Con
  1d2 Dex and 1d2 Con*
  Xenofusic Syndrome
  Injury DC 16
  1d4 weeks
  1d2 Int and 1 Cha
  1 Con, 1d2 Int, 1d2 Cha*
  Yellow Fever
  Injury DC 12
  1d4 days
  1 Str
  1d2 Dex
  Zombic Regenesis
  Injury DC 20
  1d6 hours
  1 Con
  1d2 Dex and 1d2 Con
  *If damage is sustained, make a second saving throw to avoid 1 point being permanently lost (instead of damaged)
  in the other form of the disease.  Inhaled anthrax almost always
  proves fatal without swift medical attention.
  Type: Inhaled or Injury (DC 16)
  Incubation Period: 1d2 days
  Initial Damage: Ability Damage (1 Con), Fever, Chills,
  Congestion
  Secondary Damage: Ability Damage (1d4 Con), Ability Loss
  (1 Con), Respiratory Failure (DC 14, once/day), and Organ
  Failure (Lungs, once every two days)
  Recovery: 3 (once/day)
  Bestial Affliction
  Often confused with lycanthropy, a bestial affliction conveys an
  animal-like appearance and behavior upon its victims, but none
  of a lycanthrope’s other powers and abilities.  Infected charac-
  ters suffer a swift deterioration of the mind while the disease
  elevates the most basic of human emotions: anger, aggression,
  hunger, and fear.  At the same time, a gradual physical transfor-
  mation increases hair growth across the entire body, while also
  elongating the jaws, teeth, hands, and feet.  If untreated, this
  process eventually destroys a victim’s mind, reducing it to an
  
  animal’s level of intelligence.  Any infected creature that
  endures the disease long enough for its Intelligence score to
  drop to 0 (before its Constitution does the same), will transform
  into a Nightbeast (see template, below).
  Type: Injury (DC 15)
  Incubation Period: 30 days
  Initial Damage: Ability Damage (1d2 Int), Itching (once/day)
  Secondary Damage: Ability Damage (1d2 Int, 1 Con), Ability
  Loss (1 Int)
  Recovery: 3 (once every two days)
  Nightbeast (Template)
  A Nightbeast results from the mind-ravaging and form-altering
  effect of Bestial Affliction.  Once the disease runs its course, a
  victim of Bestial Affliction takes on a hybrid animal appearance
  motivated only by the need to feed and survive.  Because of
  their aversion to direct sunlight, most Nightbeasts live in dark-
  ness, crawling into underground sewers, subway tunnels, and
  basements during the day.  From there, they emerge at night or
  during dark, overcast skies to hunt for prey.  Nightbeasts have
  no ability to breed among themselves.  The same disease that
  gave them their horrid existence eventually burns out their
  enhanced bodies as well.  The only means by which Nightbeasts
  spread is through further infections from their contagious bite.
  Template Traits
  “Nightbeast” is an acquired template that can be added to any
  human (referred to hereafter as the “character”). All
  Nightbeasts change their type to Animal. It uses all the char-
  acter’s statistics and special abilities except as noted here.
  Challenge Rating: Same as the character +2. 
  Hit Dice: Same as the character plus 2d8.
  Speed: Increases to 50 feet.
  Defense: Gains a +2 natural armor bonus. This bonus does not
  stack with other natural armor bonuses.
  Base Attack: Same as the character +1.
  Attacks: A Nightbeast retains all the attacks of the character. It
  also gains a bite attack and two claw attacks, dealing 1d6 and
  1d4 points of damage, respectively.
  Special Qualities: A Nightbeast gains all of the character’s
  extraordinary abilities, but none of its supernatural or spell-like
  abilities (including psionics).  A Nightbeast gains none of the
  character’s other special qualities or talents, but gains the addi-
  tional special qualities listed below.
  Bestial Affliction (Ex): Any human hit by a Nightbeast’s bite
  attack must succeed on a Fortitude save (DC 15) or contract a
  Bestial Affliction.
  Scent (Ex): This ability allows a Nightbeast to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell.
  Damage Reduction 5/- (Ex): A Nightbeast ignores the first 5
  points of damage dealt by any attack.
  Darkvision (Ex): Nightbeasts have darkvision with a range of
  90 feet.
  Resistance to Massive Damage (Ex): A Nightbeast gains a +5
  species bonus on Fortitude saves to negate the effects of
  massive damage.
  Saves: Same as the character, with a +3 bonus on Fortitude and
  Reflex saves.
  Action Points: Same as the character.
  Ability Scores: Nightbeasts gain the following ability score
  increases: Str +2, Dex +2, Con +2.
  Allegiances: Previous allegiances are lost, replaced by an alle-
  giance to animal survival.
  Skills: Same as the character, with a +1 species bonus on Hide
  checks, a +2 species bonus on Move Silently checks, a +3
  species bonus on Spot checks, a +5 species bonus on Listen
  checks, and a +4 species bonus on Survival checks when
  tracking by scent.
  Feats: Same as the character. A Nightbeast gains the bonus feats
  Power Attack, Great Fortitude, and Weapon Finesse (bite).
  Talents: Same as the character.
  Adventure Hook: Moonlight Prey
  Local authorities have recently opened an investigation into the
  disappearance of late-night joggers who run the cross-country
  trails of a local park.  Homicide detectives sent to look into the
  matter never returned, though children on a school field trip
  found a bloodied piece of an officer’s uniform the next day.
  One of the heroes’ contacts brings the matter to their attention
  and asks for them to get involved.
  After interviewing the school children, the heroes retrace their
  hiking trail to a water drain’s causeway for a small creek.  They
  discover some very unusual tracks – too large for a dog, but
  definitely from an animal – that lead into an old brick tunnel.
  Just inside the entrance, they discover the mangled remains of
  one of the detectives.
  Of course, the drain tunnel leading deeper into the hillside
  serves as a Nightbeast’s lair.  Young Ritchie Losman contracted
  Bestial Affliction by jogging along one of the park’s nature
  trails and accidentally skinning his knees on the same rocks
  where the skeleton of a previous Nightbeast had slowly
  decayed.  He kept running for several more days, even as the
  unknown disease threatened his health.  Ritchie eventually
  succumbed entirely to its effects on a moonlit night in the
  middle of the forest.
  As a Nightbeast, Ritchie now feasts on any other joggers who
  run the same trails, emerging at night to shadow them until they
  stop to rest and he can attack.  Unfortunately, the rumors of a
  serial killer have frightened most runners away from the park.
  PAGE  8
  D20  MODERN
  
  As a result, Ritchie has had to widen his hunting grounds,
  bringing him closer to the park’s edge – and closer to detection.
  The heroes now face the challenge of subduing him or
  becoming his next victims.
  Botulism
  A paralytic disease caused by bacterial neurotoxins, botulism
  most commonly spreads by ingesting improperly preserved
  foods that pick up germs from the soil.  Botulism can also result
  from wounds, particularly needle-use among drug abusers.  The
  classic signs of botulism include blurred vision, slurred speech,
  weakened muscles, and other nerve-related deficiencies.   Most
  cases also experience troubled breathing, which can eventually
  lead to death.
  Type: Ingested or Injury (DC 15)
  Incubation Period: 1d3 days
  Initial Damage: Ability Damage (1 Str), Impaired Vision,
  Impaired Voice, Fatigue
  Secondary Damage: Ability Damage (1 Str, 1 Con), Nerve
  Damage, Paralysis, Respiratory Failure (DC 12, once/week)
  Recovery: 3 (once/day)
  Bubonic Plague
  Bubonic plague has inspired fear since the Dark Ages.  The
  disease usually spreads through insect bites from fleas attracted
  to rats and other rodents, who eventually infect humans with the
  plague bacteria.  These bites cause rose-colored rings on the
  skin, as well as swelling and soreness in the victim’s lymph
  nodes called buboes.  As the skin and tissues start to necrotize,
  the buboes darken, giving the Plague its other nickname – the
  Black Death.  Left untreated, the infection can spread into the
  bloodstream and the lungs, transforming into the more deadly
  pneumonic plague.
  Pneumonic plague can either develop from complications of
  bubonic plague or by directly inhaling the same bacteria.  This
  makes the disease an ideal biological weapon since it easily
  spreads when its victims continue to exhale, cough, or sneeze
  more of the bacteria into the surrounding air.  Symptoms of
  pneumonic plague usually include fever, fatigue, rapidly devel-
  oping pneumonia, coughing, and respiratory failure.
  Type: Injury or Inhaled (DC 15)
  Incubation Period: 1d6 days
  Initial Damage: Ability Damage (1 Con, 1 Str), Fever, Fatigue,
  Coughing
  Secondary Damage: Ability Damage (1d2 Con, 1 Str), Ability
  Loss (1 Con), Respiratory Failure (DC 14, once/week), Septic
  Shock
  Recovery: 3 (once/day)
  Adventure Hook: Return of the Dark Ages
  A tourist bus breaks down on its route through the mountains
  near a small European town.  As the driver tries to repair it, his
  passengers decide to walk the remaining three kilometers into
  the nearby villa. The heroes travel among them, hoping to
  secure a single night’s stay at a rustic lodge and salvage some-
  thing from their own vacation. When they arrive, however, the
  town seems strangely silent and deserted.
  As the heroes investigate, they find only a single inn still oper-
  ating.  The proprietor and his family mostly refuse to comment
  or elaborate on the absence of everyone else in town.  They cite
  the local language barrier as too great for them to properly
  explain.  Instead, they welcome the tourists, eager for their busi-
  ness.  With suspicions rising, however, it’s only a matter of time
  before the heroes discover the truth.
  The family that runs the inn are actually lycanthropes – more
  specifically, wererats.  But lycanthropy isn’t the only affliction
  infecting the town.  Swarms of rats also roam the woods and the
  abandoned buildings, carriers of bubonic plague.  Because of
  their affinity for communicating with the diseased rodents, the
  family has survived – and in fact, they prefer the solitude the
  rats created by decimating the rest of the population.  With
  everyone else gone, no one will discover the wererats’ true
  nature.
  It’s only a matter of time before the family turns over their new
  guests to the rat horde outside.  They know that something
  sinister and intelligent rules over the feral beasts.  And as long
  as they appease it, they’ll stay safe.  Anyone trying to leave
  town faces not only the threat of these plague carriers, but also
  the wererats themselves, who fear any outsiders escaping to tell
  others about them.
  Cancer
  Over the years, research has enabled medical specialists to gain
  a better understanding of the many forms cancer can take, as
  well as their possible treatments.  Acquiring cancer may occur
  in a variety of ways – with radiation, prolonged exposure to
  carcinogenic compounds in food or smoking products, and
  inherited genetic disorders serving as only a few examples.
  Ultimately, it’s up to each GM to determine exactly how a char-
  acter or NPC may fall victim to cancer.  As a result, the incuba-
  tion time is much harder to define.  It could take years, months,
  or only a few weeks for the disease to truly manifest.  In game
  terms, however, it is assumed that the incubation period given
  below, represents the moment when a significant growth of
  cancerous tumors form and the amount of time before they
  spread and threaten the rest of the body.
  In addition, some variations of cancer prove easier to combat
  than others.  Sometimes recovery may simply mean remission
  rather than a full eradication of cancerous tissues in the body.
  In that sense, bouts with cancer can often return as part of a
  lingering malady over many years, until the victim eventually
  fails to fight off the disease and succumbs to its damage.  Listed
  below are several different forms of cancer with varying
  requirements for saving throws and recovery.  A GM may also
  randomly roll for the type of cancer contracted or select the
  form that seems most appropriate.
  PAGE  9
  D20  MODERN
  
  Type: Unknown/Inherited (DC varies, see above)
  Incubation Period: 4d4 weeks
  Initial Damage: Ability Damage (1d2 Con)
  Secondary Damage: Ability Damage (1d3 Con), Ability Loss
  (1 Con), Organ Failure (varies, once/week)
  Recovery: Varies (see above)
  Under the Microscope: Cancer
  Some diseases make good candidates for use as built-in char-
  acter flaws, particularly if there’s little chance to ever fully do
  away with their effects.  Since ‘recovery’ from cancer is really
  more of an issue of remission, it stands to reason that its effects
  could return periodically.  This would force the character to
  endure another round of debilitating chemotherapy (represented
  by the inherent Constitution damage inflicted by the disease).
  By willingly allowing such a recurring malady to affect a char-
  acter’s life (and potentially end it prematurely), a player should
  also be rewarded with an additional feat for the character.
  Unlike some flaws, players may select cancer during character
  creation or later in his or her adventuring career.
  Cholera
  Caused by a bacterial infection of the intestines, cholera leads to
  chronic diarrhea, dehydration, and vomiting in its victims.  The
  most common vector for cholera is contaminated drinking water
  from raw sewage, but it can also spread through unsanitary food
  – especially undercooked shellfish taken from brackish rivers or
  coastal waters.
  Type: Ingested (DC 13)
  Incubation Period: 1d4+1 days
  Initial Damage: Ability Damage (1d2 Con), Diarrhea, Nausea
  Secondary Damage: Ability Damage (1d2 Str), Dehydration
  Recovery: 2 (once/day)
  CIST Disease
  Cyber-Invasive Systemic Transformation (CIST) disease origi-
  nated in military lab experiments via breakthroughs in program-
  mable nanotechnology.  At first, CIST’s tiny robotic nanites
  received routine instructions to repair internal organs for griev-
  ously injured soldiers.  But at least one of the strains fell victim
  to viral computer-coding and turned rogue.  Charged with self-
  preservation and propagation, the nanites now take over their
  host by rewriting and rewiring the brain, causing temporary
  memory loss as a victim struggles to fight off the disease.  If
  unchecked, this process eventually subsumes the host’s identity,
  replacing it with that of a technological CIST replacement (see
  template, below).
  CIST replacements attempt to ensure their survival by drawing
  upon the host’s stored memories and masquerading as the orig-
  inal.  The nanites also drive the CIST replacement to further
  guarantee their existence by secretly spreading the disease
  among any of the host’s associates, friends, and family
  members.  Rumors persist that CIST replacements somehow
  communicate with one another, quite possibly through an
  internal cybernetic attachment constructed by the nanites specif-
  ically for this purpose.
  Type: Injury (DC 14+, see below)
  Incubation Period: 1d4 days
  Initial Damage: Ability Damage (1d2 Wis, 1 Cha)
  Secondary Damage: Ability Damage (1d2 Wis, 1d2 Cha),
  Organ Failure (Brain, once/week), Memory Loss
  Recovery: 3 (once every two days)
  CIST Replacement (Template)
  A CIST replacement represents a physically altered humanoid
  with an artificial-intelligence replacing the host’s psyche.
  Unlike a typical replacement, a CIST replacement gains access
  to most of the brain’s specific life experiences and can therefore
  more easily mimic the demeanor and behavior of its host.  A
  CIST replacement displays slight variations in appearance to the
  host, mostly due to the addition of various cybernetic attach-
  ments constructed by its internal nanites.  CIST replacements
  breed by infecting others with more of their manufactured
  nanites.
  PAGE  10
  D20  MODERN
  d12
  Type of Cancer
  DC
  Recovery
  1
  Small Cell Carcinoma (lung)
  20
  4 (once/week)
  2
  Ovarian/Prostate (reproductive)
  18
  3 (once/week)
  3
  Leukemia (blood)
  16
  3 (once/month)
  4
  Heptoma (liver)
  14
  2 (once/month)
  5
  Breast cancer (breast)
  12
  2 (once/month)
  6
  Melanoma (skin)
  12
  2 (once/month)
  7
  Colon cancer (intestines)
  12
  2 (once/month)
  8
  Sarcoma (muscle)
  14
  2 (once/month)
  9
  Lymphoma/Hodgkin’s (lymphatic)
  14
  3 (once/week)
  10
  Chondrosarcoma (bone/cartilage)
  16
  3 (once/month)
  11
  Pancreatic cancer (pancreas)
  18
  3 (once/week)
  12
  Glioma (brain)
  20
  4 (once/day)
  
  Template Traits
  “CIST Replacement” is an inherited template that can be added
  to any humanoid (referred to hereafter as the host). A CIST
  replacement uses all of the host’s statistics except as noted here.
  Challenge Rating: Same as the host +2.
  Hit Dice: Change to d10.
  Special Qualities: A CIST replacement gains all of the host’s
  extraordinary abilities and memories but none of its supernat-
  ural or spell-like abilities (including psionics). A CIST replace-
  ment gains none of the host’s other special qualities, but can
  manufacture a few of its own by constructing internalized
  cybernetic attachments.  In addition to its inherited extraordi-
  nary abilities, a CIST replacement also has the following special
  qualities:
  Boost Host (Ex): In times of danger, a CIST replacement’s
  nanites can more rapidly pump endorphins and other chemicals
  into the host’s body, increasing its strength and durability.
  Through these temporary enhancements, the host gains a +2
  bonus to both Strength and Constitution. The adjustments
  require 1d4 rounds to activate and remain in effect for 10
  rounds.  Thereafter, the host body is fatigued until it can
  adequately rest again.
  Construct Cybernetic Attachment (Ex): A CIST replacement
  can redirect its nanites to manufacture cybernetic attachments to
  enhance the host body.  It can only do this by spending a newly-
  acquired feat as the CIST replacement advances in character
  level.  In addition, a CIST replacement can never have more
  cybernetic attachments than 1 + the host’s Constitution modifier
  (minimum of 0).  One of the first cybernetic attachments crafted
  by most CIST replacements is a communication device with
  which to establish contact with a CIST collective for mutual
  support.
  Fast Healing 2 (Ex): A CIST replacement heals 2 points of
  damage each round so long as it has at least 1 hit point.  If
  reduced to 0 hit points or lower the host body falls unconscious
  while the nanites attempt to reboot.  This process takes 1d6
  rounds, during which time the nanites can longer heal damage
  and the host continues to lose 1 hit point every round.  If the
  host falls to –10 hit points or lower before the nanites reboot, it
  dies but the nanites remain infectious to anyone that handles the
  dead body.  If the nanites reboot before the host reaches –10 hit
  points, they resume their fast healing, accumulating 2 points
  each round until they regain consciousness.
  Nanite Infection (Ex): A CIST replacement continues to natu-
  rally produce microscopic nanites within its host body,
  converting various minerals and organic resources into the
  proper building blocks for this purpose. Once per day as a free
  action, it can inject these additional nanites into a foe it has
  managed to grapple and pin. The nanites then spread the CIST
  disease into the new host, attacking its DNA while transforming
  the victim’s psychology and physiology.
  A creature injected with nanites must immediately make a
  Fortitude save (DC 13 + 1/2 the CIST replacement’s Hit Dice).
  On a successful save, the creature’s body fights off the infec-
  tion, destroying the nanites in the process. On a failed save, the
  creature immediately takes 1d2 points of Wisdom damage and 1
  point of Charisma damage. Each day thereafter, the creature
  must succeed on a new Fortitude save at the same DC or take
  1d2 points of Wisdom damage and 1d2 points of Charisma
  damage. It takes three successful saving throws in a row for the
  creature to fight off the powerful nanite infection, but any
  damage already taken must heal normally thereafter. If an
  infected creature has an Intelligence score of at least 6 and
  either its Wisdom or Charisma score is reduced to 0 by the
  disease, it is transformed into a CIST replacement. Such a crea-
  ture immediately gains the CIST replacement template and all
  Ability Damage previously dealt by the disease is healed.
  Thereafter, the new CIST replacement advances in character
  level and carries on its life within the new host, but can no
  longer be cured of the nanite infection.
  A creature using the Treat Injury skill to treat CIST disease
  takes a –10 penalty on Treat Injury checks unless it also has at
  least 5 ranks in Knowledge (technology) or Knowledge (phys-
  ical sciences), and 5 ranks in Disable Device.
  Weaknesses (Ex): A CIST replacement suffers the same suscep-
  tibility to electrical attacks and massive damage effects as any
  other user of cybernetic attachments.
  Allegiances: A CIST replacement’s primary allegiance is to the
  collective to which it belongs. This allegiance cannot be broken
  unless the collective does something to break it (such as casting
  the CIST replacement out of the membership).
  Saves: As the host.
  Action Points: CIST replacements do not acquire or amass
  action points.
  Abilities: As the host.
  Skills: Same as the host.  CIST replacements receive a +4
  bonus on Computer Use, Knowledge (technology) and
  Knowledge (physical sciences), Repair, and Treat Injury.
  Feats: A CIST replacement gains the host’s feats as well as the
  bonus feats Craft Cybernetics, Cybernetic Surgery, Improved
  Damage Threshold (which stacks with any similar feats the host
  may have previously had), and Iron Will.
  Talents: Same as the host.
  Automatic Languages: A CIST replacement can read, write,
  and speak any language known by the host.
  Advancement: By character class.
  Adventure Hook: Cyber Rush
  Federal authorities have grown suspicious while monitoring a
  series of chatrooms across the Internet.  Most of them trace
  back to the computer-lab servers of a well-known university in
  upstate New York.  Transcripts of the chatlogs from these cyber
  locations describe a detailed plan to abduct the daughter of a
  well known United States senator – who also happens to attend
  PAGE  11
  D20  MODERN
  
  the same university.  The computer IDs from the chatroom
  prove useless, however, as an interrogation of the students who
  own them determines that someone stole the passwords to cover
  their trail.  As a last resort, the feds bring in the heroes for addi-
  tional investigation to determine if the plot poses a realistic
  threat.
  Disguising themselves as college students, the heroes go under-
  cover to monitor the campus.  While there, they learn of a
  rapidly growing fraternity called Alpha Kappa Theta supported
  by the dean of the computer science department.  Its member-
  ship imposes strict rules for joining the brotherhood, but prom-
  ises exclusive access to some of the most cutting-edge technical
  equipment in the world.
  By tailing one of the previously interrogated students, the
  heroes discover an abrupt change in his personality when he
  pledges for AKT.  In actuality, the initiation performed by Alpha
  Kappa Theta is nothing more than a CIST infection.  The entire
  fraternity and its faculty supporters have fallen victim to the
  invasive nanites.  The CIST replacements now work to secure
  their survival by propagating further into the student body.
  They also aim to infect the senator’s daughter as a means for
  gaining a foothold in the government.
  Once the heroes move to oppose AKT, they discover an even
  deeper conspiracy.  The cutting-edge technology offered as part
  of fraternity membership has drawn interest from several promi-
  nent businesses and even military contractors.  These virtual
  reality breakthroughs also carry the viral CIST nanites and
  could enable the replacements to considerably widen their influ-
  ence.
  Common Cold
  The common cold originates with a wide variety of bacteria that
  constantly change and mutate into enough different forms that it
  prevents the development of a reliable cure.  Therefore, most
  treatments help alleviate the symptoms of a cold, while
  bolstering the body’s natural defenses to eventually recover.
  Colds commonly cause fatigue and a penalty on Fortitude saves
  to fight off any other infections.  In this manner, some colds
  develop into full-blown pneumonia or more dangerous diseases.
  Type: Inhaled or Injury (DC 11)
  Incubation Period: 1d6+1 days
  Initial Damage: Ability Damage (1 Str, 1 Con), Coughing, and
  Sneezing
  Secondary Damage: Immune Deficiency (-2 penalty on
  Fortitude saves), Congestion
  Recovery: 1 (once every two days)
  Diphtheria
  Diphtheria develops as an acute bacterial infection of the respi-
  ratory tract.  It usually begins with a sore throat and low-grade
  fever, but can quickly escalate to chronic coughing and respira-
  tory failure due to a thickening of the mucous membranes of the
  nasal passages and throat.  Diphtheria spreads from person to
  person in close living conditions, but most modern civilizations
  have immunized against the disease.
  Type: Inhaled or Injury (DC 12)
  Incubation Period: 1d4+1 days
  Initial Damage: Ability Damage (1d2 Con), Coughing, Fever
  Secondary Damage: Ability Damage (1d2 Str), Respiratory
  Failure (DC 13, once/day), Impaired Voice
  Recovery: 2 (once every two days)
  Ebola Virus
  As part of a family of hemorrhagic fevers, the Ebola virus first
  originated in Africa, taking its name from a river in the Congo
  basin.  It quickly spread to humans through contact with
  infected monkeys from Zaire, Sudan, and the Ivory Coast.  It
  also spread from person to person via direct contact with blood
  or other bodily secretions from infected victims.
  The onset of the Ebola virus not only leads to heightened body
  temperatures, but also headaches, joint and muscle aches, sore
  throat, and weakness.  Additional symptoms such as diarrhea,
  vomiting, and stomach pain quickly follow.  Some victims may
  also exhibit a skin rash, red eyes, and especially internal and
  external bleeding.  This demonstrates the slow, steady decline of
  the body as the Ebola virus literally eats away the victim’s flesh.
  The bloody hemorrhaging of the skin only increases the spread
  of the disease.
  Type: Injury or Contact (DC 14)
  Incubation Period: 1 day
  Initial Damage: Ability Damage (1 Str, 1 Con), Fever,
  Headaches, and Exhaustion
  Secondary Damage: Ability Damage (1d2 Str, 1d2 Con),
  Ability Loss (1 Con), and Nausea
  Recovery: 3 (once/day)
  E.coli
  Few intestinal disorders can match the food poisoning effects of
  E.coli.  The infection caused by the E.coli bacteria usually origi-
  nates in undercooked beef products, but victims can also acquire
  it by drinking or swimming in sewage-contaminated water.  It
  invariably leads to abdominal cramps and bloody diarrhea.
  Severe cases can result in kidney failure.
  Type: Ingested (DC 13)
  Incubation Period: 1 day
  Initial Damage: Ability Damage (1 Str, 1 Dex), Nausea,
  Diarrhea
  Secondary Damage: Ability Damage (1d2 Str, 1d2 Dex), Organ
  Failure (Kidneys, once every three days)
  Recovery: 2 (once/day)
  Ectoplasmic Myalgia
  Also referred to as “Ghost Pain,” ectoplasmic myalgia results
  from contact with residues left behind by manifested ghosts and
  spirits.  It can cause painful muscle aches and even involuntary
  PAGE  12
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  spasms in advanced cases.  Rumors persist of victims who
  recover from ectoplasmic myalgia, eventually returning as
  ghosts when they naturally pass away years later.
  Type: Contact (DC 15)
  Incubation Period: 1d6 hours
  Initial Damage: Ability Damage (1d2 Str, 1 Dex)
  Secondary Damage: Ability Damage (1d2 Str, 1d2 Dex),
  Convulsions (once/week)
  Recovery: 3 (once/day)
  Encephalitis
  Usually spread by mosquitoes, encephalitis occurs as an acute
  inflammation of the brain, spinal cord, and peripheral nerves
  caused by a viral invasion.  Early symptoms include fever, but
  the disease quickly progresses to headaches, seizures, coma, and
  even death.  Patients that receive treatment and eventually
  recover, often experience permanent neurological impairment.
  Type: Injury (DC 14)
  Incubation Period: 1d6 days
  Initial Damage: Ability Damage (1d2 Dex), Fever, Headaches
  Secondary Damage: Ability Damage (1d3 Dex), Ability Loss
  (1 Dex), Seizures (once/day), Nerve Damage, and Coma
  Recovery: 2 (once every two days)
  Fiendish Fever
  Before the advent of modern medicine, some healers believed
  illnesses represented an invasion of the physical body by nefar-
  ious spirits and demons.  The discovery of bacteria and viruses
  as a cause for disease helped to disprove such far-fetched theo-
  ries, but Fiendish Fever has now emerged to validate at least
  some of the original myths.  A disease of the mind as much as
  the body, Fiendish Fever attacks a victim’s Wisdom ability score
  at the same time it causes radical physical changes.  Irritation of
  the skin, scalp, forehead, hands, and feet serve as early warning
  signs for the transformation brought on by the fever.  Those
  who have their Wisdom score reduced to 0 before their
  Constitution gives out will finally lose their minds to the other-
  worldly invasion, becoming Feverish Fiends (see template
  below).
  Contracting Feverish Fever can occur in two distinct ways.  The
  easiest form of transmission comes from the poisonous sting of
  a fiend’s barbed tail.  Anyone surviving an encounter with a
  Feverish Fiend that received such a wound must make a
  Fortitude save (DC 15) to shrug off the infectious disease.  But,
  another method of acquiring the malady also includes the inges-
  tion of a specially-prepared elixir.  Unholy by its very nature,
  the secrets for crafting a draught of Fiendish Fever lie within
  only the most reviled ancient texts.  However, some leaders of
  occult organizations obviously possess such knowledge, using it
  to strengthen their followers with fiendish might, or to spread
  terror by inflicting the disease upon innocents to please their
  dark masters.
  Type: Injury/Ingested (DC 15)
  Incubation Period: 2d4 days
  Initial Damage: Ability Damage (1 Con, 1d2 Wis), Fever
  Secondary Damage: Ability Damage (1 Con, 1d3 Wis), Ability
  Loss (1 Wis), Convulsions (once/day)
  Recovery: 3 (once every three days)
  Feverish Fiend (Template)
  Victims whose minds fall prey to Fiendish Fever before their
  bodies give out, become Feverish Fiends.  Not exactly a true
  demon or devil, these hell-spawned creatures do not gain the
  full abilities of their kindred, but their newfound powers do
  prove significant when compared to ordinary citizens.  As crea-
  tures of Shadow, Feverish Fiends don’t always manifest their
  true appearance, choosing instead to disguise themselves and
  secretly walk among the rest of the world sowing confusion,
  chaos, and fear.
  Template Traits
  “Feverish Fiend” is an inherited template that can be added to
  all sentient creatures (referred to hereafter as the “base crea-
  ture”), including celestial beings that fall from grace.  The crea-
  ture’s type always changes to outsider.  It uses all the base crea-
  ture’s statistics and special abilities except as noted here.
  Challenge Rating: Same as base creature +2.
  Outsider: A feverish fiend has the traits common to outsiders.
  Defense: The base creature gains a natural armor bonus to
  Defense, depending on its original size.  Tiny or smaller crea-
  tures improve by +1, Small +4, Medium-size +6, Large +10,
  Huge +12, Gargantuan +14, and Colossal +16.
  Attacks: A feverish fiend retains all the attacks of the base crea-
  ture. It also gains a bite attack, two claw attacks, and a tail
  attack if the base creature didn’t already have them. If the base
  creature did not have such attacks before, use the base damage
  values in the table below. Otherwise, use the values below or
  the base creature’s base damage, whichever is greater.
  Size
  Bite Damage
  Claw Damage
  Tail Damage
  Fine 
  1
  —
  1
  Diminutive 
  1d2
  1
  1d2
  Tiny 
  1d3
  1d2
  1d3
  Small 
  1d4
  1d3
  1d4
  Medium-size 
  1d6
  1d4
  1d6
  Large 
  1d8
  1d6
  1d8
  Huge 
  2d6
  1d8
  2d6
  Gargantuan 
  2d8
  2d6
  2d8
  Colossal 
  4d6
  2d8
  4d6
  Special Qualities: A feverish fiend retains all the special quali-
  ties of the base creature and gains the additional special quali-
  ties described below:
  Damage Reduction 10/silver (Ex): A feverish fiend ignores the
  first 10 points of damage dealt by any non-silver or non-magical
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  weapon, but takes full damage from silvered weapons or
  weapons with a +1 or better magic bonus.
  Darkvision (Ex): A feverish fiend has darkvision with a range
  of 120 feet.
  Immunities (Ex): A feverish fiend is immune to fire damage
  and poison.
  Resistance to Acid and Electricity (Ex): A feverish fiend
  ignores the first 10 points of damage from any attack that deals
  acid or electrical damage.
  Telepathy: Feverish fiends with an Intelligence of 6 or higher
  can communicate telepathically with any creature within 100
  feet that has a language.
  Allegiances: A feverish fiend always has an allegiance to evil
  and chaos.
  Saves: Same as the base creature, modified by new ability
  scores.
  Ability Scores: A feverish fiend gains the following ability
  score increases: Str +4, Dex +4, Con +2, Int +4, Cha +2.
  Automatic Language: A feverish fiend can speak Abyssal (the
  language of demons) and a number of additional languages
  equal to its Intelligence bonus.  Any languages known by the
  base creature are retained by the feverish fiend.
  Skills: A feverish fiend gains skill points as an outsider of its
  nonclass Hit Dice. Treat skills from the base creature’s list as
  class skills. If the creature has a class, it gains skills for class
  levels normally.
  Feats: A feverish fiend gains feats as an outsider of its nonclass
  Hit Dice or as the base creature, whichever gives the greater
  number of feats.  Feverish fiends also gain the Multiattack feat
  for free.
  Talents: Same as the base creature’s character class, if any.
  Advancement: By character class, if any.
  Adventure Hook: Devil in a Blue Dress
  As creatures of Shadow, all demons desire to enter our world to
  wreak chaos.  Fiendish fever represents only a half measure of
  the power they wish to inflict upon humanity.  Even so, the
  disease provides a potential key in opening the gates of hell to
  bring more of their kind among us.
  It is written in one of the unholy texts that a woman who will-
  ingly drinks an elixir of fiendish fever, and then seduces a pious
  man during the disease’s incubation period, may give birth to a
  true demon.  The outsider will then supposedly reward its
  ‘mother’ with great power and influence for bringing it out of
  hell.  Meanwhile, the fiendish fever will pass fully into the
  demon, leaving her unaffected.  This prophecy has inspired at
  least one cult and a female worshipper to test its legitimacy.
  A newly-infected female cultist has just one week to mate with
  a pious man or the disease will run its course and transform her
  into a feverish fiend instead.  In her opinion, the target could be
  anyone with an allegiance to good.  As a result, she could focus
  on a hero, one of his contacts, or an important GM character
  that the hero must save.  If her seduction attempts fail, the
  cultist could become a feverish fiend and seek revenge upon
  those who spurned her.  The cult itself could also take steps to
  silence those who have learned of her true nature and their
  goals.  Or, they could move to ensure her success by kidnapping
  the target for a ceremonial mating ritual.
  Hantavirus
  First recognized in 1993, hantavirus is transmitted to humans by
  infected rodents – who shed the virus through their urine, drop-
  pings, and saliva.  Anyone coming into contact with such
  animals or their nests runs the risk of contracting the disease.  A
  hantavirus infection routinely starts with a sunburn-like flush on
  the head, neck, chest, and back.  It may also include facial
  swelling.  Eventually, the sunburn erupts into small blood-filled
  blisters that develop into severe hemorrhages and lesions.  The
  virus ravages the body thereafter, quickly leading to permanent
  physical damage and death.
  Type: Inhaled or Injury (DC 14)
  Incubation Period: 1 day
  Initial Damage: Ability Damage (1d2 Str)
  Secondary Damage: Ability Damage (1d2 Str, 1d2 Con),
  Ability Loss (1 Str, 1 Con)
  Recovery: 2 (once/day)
  Hemotoxic Necrosis
  Sometimes referred to as a vampiric-curse, hemotoxic necrosis
  afflicts its victims with an unusual disorder that effectively turns
  a victim’s blood into a slow-acting poison.  The functions of the
  liver and kidneys then work to remove these poisoned cells like
  any other toxin, leaving the victim without enough remaining
  blood to survive.  This process explains the pale features and
  ravenous hunger that grips a victim of the HN virus, forcing
  them to ingest new blood to replace what was lost.
  The first recorded case of hemotoxic necrosis supposedly
  occurred during an archaeological expedition to a site where
  legendary vampires once lived.  Researchers tend to doubt this
  theory, however, as they can readily find scientific reasons for
  the virus.  For instance, hemotoxic necrosis appears to also exist
  in a previously unknown species of vampire bat.  Regardless,
  everyone agrees that transmission of the virus can move from
  one species to another via an infectious bite.  The disease then
  actively destroys the red blood cells and plasma leukocytes in
  the bloodstream.  Only a complete blood transfusion can
  remove the virus, requiring a slow, steady recovery period to
  return the victim to normal.  Those who fail to receive such
  treatment can eventually become Hemotoxic vampires (see
  template below).
  Type: Injury or Inhaled (DC 18)
  Incubation Period: 1 day
  Initial Damage: Ability Damage (1 Con), Reduced Circulation
  PAGE  14
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  Secondary Damage: Ability Damage (1d3 Con), Ability Loss
  (1 Con)
  Recovery: 3 (once/week)
  Hemotoxic Vampire (Template)
  A Hemotoxic vampire results from a victim who perishes from
  the HN virus when his or her Constitution score reaches 0.  For
  the next 1d4 days, the virus then carefully preserves and
  prepares the body for its new level of existence and raises the
  vampire’s Constitution by 1 for every day spent in this state.
  Afterward, the creature regains consciousness with a deep
  hunger for fresh blood.  By using its drain attack on other unfor-
  tunate victims, the vampire may then siphon away 1d4 points of
  Constitution per round to refresh itself and raise its own
  Constitution back to normal.  If he or she fails to slake this
  continuing thirst every 24 hours, however, the vampire will
  suffer its own Constitution damage as the Hemotoxic virus once
  again consumes the new blood.
  Any Hemotoxic vampire that reaches a Constitution score of 0
  will fall back into torpor.  Such creatures can continue to
  survive in this state of hibernation indefinitely.  But, to awaken
  again, the virus must permanently cannibalize a point of
  Strength to enable the vampire to become active for another 24-
  hour period.  Any victim bitten by a Hemotoxic vampire must
  succeed on a Fortitude saving throw (DC 18) or also contract
  the disease.
  Template Traits
  “Hemotoxic Vampire” is an acquired template that can be added
  to any corporeal living creature that has both an Intelligence
  score and a Charisma score greater than 6 (referred to hereafter
  as the “base creature”). The creature’s type does not change to
  undead. It uses all the base creature’s statistics and special abili-
  ties except as noted here.
  Challenge Rating: Same as base creature +2.
  Hit Dice: Changes to d12.
  Speed: The base creature’s speed increases by +10 feet.
  Defense: The base creature’s natural armor bonus improves its
  Defense by +4.
  Attacks: A Hemotoxic vampire retains all the attacks of the
  base creature and gains a slam attack if it didn’t already have
  one. The vampire’s slam attack deals damage according to its
  size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-
  size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
  The virus also alters a Hemotoxic vampire’s bone structure,
  leading to physical improvements in Strength, Dexterity, and
  Constitution, while also enabling the growth of fangs for use in
  its Blood Drain attack below.
  Special Qualities: A Hemotoxic vampire retains all the special
  qualities of the base creature and gains the additional special
  qualities described below.
  Blood Drain (Ex): A Hemotoxic vampire can suck blood from
  a living victim with its fangs by making a successful grapple
  check.  If it pins the foe, it drains blood, dealing 1d4 points of
  temporary Constitution damage each round the pin is main-
  tained.
  Darkvision (Ex): Hemotoxic vampires have darkvision with a
  range of 60 feet.
  Electricity Resistance 10 (Ex): A Hemotoxic vampire ignores
  the first 10 points of electrical damage from any electricity-
  based attack.
  Fast Healing 5 (Ex): A Hemotoxic vampire heals 5 points of
  damage each round so long as it has at least 1 hit point.  If
  reduced to 0 hit points or lower the vampire falls unconscious
  for 1d6 rounds.  If the vampire falls to –10 hit points or lower, it
  enters a state of torpor.
  Turn Resistance (Ex): A Hemotoxic vampire cannot be turned
  due to its biological nature.
  Viral Infection (Ex): Any creature bitten by a Hemotoxic
  vampire must succeed at a Fortitude saving throw (DC 18) or
  contract rhe HN virus.
  Weaknesses (Ex): A Hemotoxic vampire has only a few weak-
  nesses, described below.
  Blood Hunger: A Hemotoxic vampire must drain blood
  (causing 1d4 points of temporary Constitution damage) from a
  living creature every 24 hours.  If the vampire goes for 24 hours
  without consuming blood, it will take 1d4 points of Constitution
  damage instead.  If the vampire’s Constitution score falls to 0, it
  will enter hibernation for 1d4 days.  It may only awaken from
  this state by permanently cannibalizing 1 point of Strength.  If
  the vampire has no Strength left, it will perish as the HN virus
  consumes the host, turning it to dust.  Such dust remains infec-
  tious however for many years, imposing the same Fortitude
  saving throw (DC 18) on any who inhale it.
  Direct Sunlight: For some reason, sunlight stimulates the HN
  virus to more rapidly consume the blood resources acquired by
  a Hemotoxic vampire.  As a result, direct sunlight deals 1d3
  points of Constitution Ability Damage per round to such a crea-
  ture.  If the vampire loses all its Constitution points, it immedi-
  ately perishes as the virus cannibalizes all of the remaining
  resources in the victim’s body.
  Garlic: A Hemotoxic vampire cannot enter or pass through any
  5-foot square containing garlic due to the severe nausea that it
  causes.  This is also believed to be another reaction caused by
  the HN virus, forcing the vampire to take a –2 penalty on melee
  attack rolls against any target wearing garlic.
  Wooden Stake: A Hemotoxic vampire will stay in a state of
  torpor if pierced through the heart with a wooden stake, essen-
  tially paralyzing the creature.  The HN virus still maintains the
  body during this time, but cannot restart the vampire’s heart
  while the stake remains in place.
  Allegiances: Survival becomes the Hemotoxic vampire’s sole
  purpose. Any allegiances that would interfere with that goal are
  sublimated or abandoned (GM’s choice).  Some Hemotoxic
  vampires band together for mutual support and defense, but no
  PAGE  15
  D20  MODERN
  
  master-to-spawn relationship exists among them. Hemotoxic
  vampires may even feed upon one another with their Blood
  Drain attacks.
  Ability Scores: Hemotoxic vampires gain the following ability
  score increases: Str +4, Dex +4, Con +4.  Unlike true undead
  creatures, Hemotoxic vampires retain their Constitution score.
  Saves: Same as the base creature, modified by new ability
  scores.
  Skills: Same as the base creature. Hemotoxic vampires also
  receive a +4 species bonus on Balance, Climb, Escape Artist,
  Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive,
  Spot, and Tumble checks as a result of the viral-induced
  enhancements to the body.
  Feats: Hemotoxic vampires gain the bonus feats Alertness,
  Combat Reflexes, Dodge, Improved Initiative, and Lightning
  Reflexes, assuming the base creature meets the prerequisites and
  doesn’t already have these feats.
  Talents: Same as the character.
  Advancement: By character class.
  Adventure Hook: Blood Donors
  A recent elevation in the number of positive tests for HIV and
  the rapid deterioration of its victims has the medical community
  worried.  Something appears to be spreading the HIV virus at a
  faster rate than normal.  Many of the most recently tested
  patients trace their possible contacts back to a blood donation
  center in a local clinic.  The authorities fear that one of its
  healthcare workers might have purposefully victimized blood
  donors by reusing needles infected with the virus.
  Investigations during the day have turned up nothing, however,
  and the authorities ask the heroes to look into the matter instead.
  The true perpetrator of the crime turns out to be a doctor who
  became a Hemotoxic vampire.  Unfortunately, he also
  contracted the AIDS virus by accidentally feeding upon an
  infected victim at the clinic.  Now unable to control the blood
  hunger, the vampire has continued to spread the disease by
  routinely feeding on donors who walk into the clinic late at
  night.  The patients who then arrive at the hospitals complaining
  of rapid fatigue actually suffer from hemotoxic necrosis instead,
  but test positive for HIV which has misled doctors into thinking
  they face an advanced form of AIDS.
  Once the heroes challenge the Hemotoxic vampire, their worries
  only begin.  Many of the patients that fell victim to the suppos-
  edly rapid infection of AIDS, have actually died of hemotoxic
  necrosis instead.  In just a few days they will rise again from the
  morgue as Hemotoxic vampires and further spread both diseases
  with their own feedings.
  Hepatitis A
  Many different forms of viral hepatitis exist.  Hepatitis A repre-
  sents a recoverable form of the disease that afflicts the liver.  It
  most frequently spreads by ingesting unsanitary food or water.
  The effects of the disease include fatigue, loss of appetite, and
  abdominal pain.  Once a victim recovers from Hepatitis A, they
  gain immunity to future infections.
  Type: Ingested (DC 14)
  Incubation Period: 1d4+2 weeks
  Initial Damage: Ability Damage (1 Con), Fatigue, Loss of
  Appetite
  Secondary Damage: Ability Damage (1d2 Str), Nausea,
  Diarrhea
  Recovery: 2 (once/week)
  HIV/AIDS
  The widespread Human Immunodeficiency Virus (HIV) leads to
  the disease known as Acquired Immunodeficiency Syndrome
  (AIDS).  As HIV spreads, the body’s immune system comes
  under attack until every defense gets stripped away.  This
  combination with the AIDS disease causes a general lowering of
  a victim’s ability to fight off even the simplest infections.  There
  is no known method of recovering from HIV/AIDS.  Instead,
  victims face a series of lifestyle changes designed to minimize
  exposures to outside pathogens, always hoping for a cure.
  A sudden flu-like illness usually manifests as the first thing to
  happen after the incubation period of HIV.  This soon settles
  down, however, with the next stage beginning as the immune
  system starts to break down.  Glands may become swollen and
  stay that way for a long time as the body’s white blood cells
  come under attack by the virus.  As the disease spreads, simple
  warts or boils may appear on the body.  Fatigue, chronic diar-
  rhea, and rapid weight-loss can also occur.
  The last stages of AIDS cause the body to fall victim to a
  variety of other diseases that prove incredibly difficult to fight
  off.  Only aggressive overdose treatments with drugs designed
  to kill specific infections will help.  Otherwise, with nothing to
  stand in its way, the new infection usually claims the victim’s
  life shortly thereafter.  In game terms, victims of HIV/AIDS
  should face a much greater incidence of exposure to diseases
  and a more difficult task to fight off such infections.
  Type: Injury or Ingested (DC 18)
  Incubation Period: 1d6+4 weeks
  Initial Damage: Ability Damage (1 Str), Fatigue
  Secondary Damage: Immune Deficiency (-8 penalty on
  Fortitude saves involving disease), Exhaustion, Diarrhea, and
  Weight Loss
  Recovery: 3 (once/week, but Immune Deficiency always
  remains)
  Under the Microscope: HIV/AIDS
  Some diseases make good candidates for use as built-in char-
  acter flaws, particularly if there’s little chance to ever fully do
  away with their effects.  Since ‘recovery’ from HIV/AIDS is
  really more of an issue of overcoming the next threat posed by
  another pathogen, it stands to reason that its effects could return
  periodically.  This would force a character to endure a much
  PAGE  16
  D20  MODERN
  
  higher incidence of disease and potentially lose his or her life
  prematurely.  Therefore, by willingly allowing such a recurring
  malady, a player could also be rewarded with an additional feat
  for the character.  Unlike some flaws, players may select
  HIV/AIDS during character creation or later in his or her adven-
  turing career.
  Influenza
  More commonly referred to as the flu, influenza is caused by a
  virus that leads to high fevers, fatigue, coughing, sneezing, sore
  throat, and body aches.  Complications can even result in pneu-
  monia.  Many people often confuse the flu with common colds,
  since they share many of the same symptoms.
  Type: Inhaled (DC 14)
  Incubation Period: 1d6+1 days
  Initial Damage: Ability Damage (1 Str), Sneezing, Coughing
  Secondary Damage: Ability Damage (1d2 Str), Fever,
  Congestion, Impaired Voice
  Recovery: 2 (once every two days)
  Malaria
  Malaria results from a microscopic parasite that causes incred-
  ibly high fevers, often proving fatal.  Victims most often
  encounter malaria in tropical regions through mosquitoes that
  carry the disease.  Their bites inject the parasites into a victim’s
  bloodstream where they eventually enter the body’s red blood
  cells.  As the parasites mature, they rupture the red blood cells
  and release toxins that cause the typical fever, chills, and flu-
  like symptoms associated with malaria.  This means that the
  disease can also spread through blood transfusions, organ trans-
  plants, or shared needles among drug-abusers.
  Type: Injury (DC 13)
  Incubation Period: 1d6 days
  Initial Damage: Ability Damage (1 Str), Fever, Chills
  Secondary Damage: Ability Damage (1d3 Str), Organ Failure
  (Liver, once/week)
  Recovery: 2 (once every three days)
  Medulla Psionosis
  Brain disorders such as medulla psionosis defy scientific expla-
  nation.  The condition’s occurrence often seems tied to mental
  stress, either as a result of psionic attacks involving telepathy,
  various complications arising from head injuries or nerve
  disease, and even spontaneous genetic ailments that directly
  affect the brain.  Once medulla psionosis develops, however, the
  disease consistently causes headaches due to the formation of
  tumors within the brain and spinal column.  These tumors
  slowly erode the body’s physical health while simultaneously
  granting the Wild Talent feat (see pg. 362 of the D20 Modern
  Core Rulebook) and the use of a single minor psionic power.
  Recovering from medulla psionosis is an involved process that
  requires weeks.  During this time, the victim’s new ability to use
  a minor psionic power gradually manifests even as the body
  slowly deteriorates.  Those who recover from the disease typi-
  cally lose access to these powers, though some GM’s may
  permanently reward characters with the Wild Talent feat as a
  method for granting access to the advanced classes for Telepaths
  and Battle Minds.
  Type: Injury (DC 15)
  Incubation Period: 1d4 weeks
  Initial Damage: Ability Damage (1 Int, 1 Wis, 1 Cha)
  Secondary Damage: Ability Damage (1 Con), Headaches
  Recovery: 3 (once/week)
  Adventure Hook: Asylum for None
  A local disturbance at an asylum for the mentally insane leads
  officials to call in the heroes for assistance.  It turns out the
  inmates have overrun the facility’s guards, taking them and the
  rest of the staff hostage.  Police units have ringed the location
  but prove reluctant to storm the building.  Apparently, a high
  profile politician was also captured by the inmates during the
  dedication of a new wing in the hospital section.  The heroes are
  tasked with infiltrating the facility and freeing the politician
  before the situation deteriorates any further.
  Waiting inside, the insane inmates pose a considerable chal-
  lenge.  But, perhaps even more frightening, are the minds
  behind all the chaos.  Several recently admitted patients have
  developed sudden cases of medulla psionosis.  Each one has
  manifested a varying array of wild psionic talents.  In addition,
  at least two of the ringleaders have gained levels as a Telepath
  and Battle Mind.  And, of course they hold the politician, terror-
  izing him with their mental horrors.
  Mummy Rot
  Mummy rot is a dread disease inflicted by a mummy’s touch,
  causing the victim’s flesh to literally wither away.  Only three
  known methods exist to cure the affliction.  The first involves a
  special drug created with the Craft (pharmaceutical) skill (DC
  30).  Even the swift application of such medicine only halts the
  rotting effects, leaving behind any permanent damage caused by
  the disease.  The victim must still succeed on three consecutive
  Fortitude saving throws to recover, but the medical treatment
  reduces the save DC by 1 for every point by which the pharma-
  cist exceeds the Craft (pharmaceutical) check.
  The second treatment method relies upon magic and the remove
  disease spell to completely cure mummy rot.  However, the last
  approach involves amputation of the affected limbs or body
  parts.  This requires a surgical procedure that deals an additional
  1d4+1 points of temporary Constitution damage.  A successful
  Treat Injury skill check (DC 25) will reduce the damage to 1
  point.  If the damage reduces a victim’s Constitution to 0, he or
  she dies on the operating table.
  Type: Injury (DC 20)
  Incubation Period: 1 day
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  D20  MODERN
  
  Initial Damage: Ability Damage (1d6 Con)
  Secondary Damage: Ability Damage (1d6 Con), Ability Loss
  (1 Con)
  Recovery: 3 (once/day)
  Necroambulism
  Necroambulism refers to the more appropriately named
  Walking-Dead Disease, since anyone slain by the affliction
  eventually rises again as a zombie (see template below).  Early
  symptoms of necroambulism include a loss of coordination,
  fatigue, and the slow degradation of physical health.  The viral
  strain that causes necroambulism spreads through direct contact
  with infected creatures or other objects such as clothing.  No
  known cure exists.
  Type: Injury or Contact (DC 14)
  Incubation Period: 1d8 days 
  Initial Damage: Ability Damage (1d2 Dex), Fatigue
  Secondary Damage: Ability Damage (1d2 Con, 1 Dex)
  Recovery: 2 (once/day)
  Necroambulant Zombie (Template)
  Necroambulant zombies do not speak.  They have no master,
  just a constant need to feed and destroy things in a fit of rage.
  Template Traits
  “Necroambulant Zombie” is a template that can be added to any
  corporeal creature other than an undead (referred to hereafter as
  the base creature). It uses all the base creature’s statistics and
  special abilities except as noted here.
  Challenge Rating: A necroambulant zombie’s challenge rating
  depends on its size: Tiny or smaller 1/8, Small 1/4, Medium-
  size 1/2, Large 3, Huge 6, Gargantuan 10, Colossal 13.
  Type: The creature’s type changes to undead.
  Hit Dice: Drop any Hit Dice gained from experience, double
  the number of Hit Dice left, and raise them to d12.
  Speed: If the base creature could fly, its maneuverability rating
  as a necroambulant zombie drops to clumsy.
  Defense: A necroambulant zombie’s natural armor bonus to
  Defense increases to a value based on the zombie’s size (but use
  the base creature’s natural armor bonus, if it’s higher): Tiny or
  smaller +0, Small +1, Medium-size +2, Large +3, Huge +4,
  Gargantuan +7, Colossal +11.
  Attacks: The necroambulant zombie retains all the natural
  attacks and manufactured weapons of the base creature, but
  loses any weapon proficiency feats. A zombie also gains a slam
  attack, described below.
  Damage: Any natural or manufactured weapons wielded by
  necroambulant zombies deal damage normally. A slam attack
  deals damage depending on the necroambulant zombie’s size
  (but use the base creature’s slam damage if it’s greater): Fine 1,
  Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large
  1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.  For purposes of
  Strength bonuses to damage, a slam attack is considered a two-
  handed attack.
  Special Qualities: A necroambulant zombie loses all of the
  base creature’s supernatural and spell-like qualities except for
  immunity or resistance to specific energy types. A necroambu-
  lant zombie may retain any or all of the base creature’s extraor-
  dinary abilities, at the GM’s discretion. In addition to gaining
  the undead type, a necroambulant zombie has the following
  special quality:
  Move or Attack Action Only (Ex): A necroambulant zombie
  has poor reflexes and can perform only a single move action or
  attack action on its turn. It can only move and attack if it
  charges.
  Allegiances: A necroambulant zombie loses any previous alle-
  giances.
  Saves: A necroambulant zombie’s saving throw modifiers are
  based on Hit Dice and given in Table 8–2: Creature Saves and
  Base Attack Bonuses on pg. 217 of the D20 Modern Core
  Rulebook.
  Action Points: A necroambulant zombie does not acquire or
  amass action points.  It loses any action points previously held
  by the base creature.
  Ability Scores: A necroambulant zombie’s ability scores change
  as follows: Str +2, Dex –2. Additionally, it has no Constitution
  or Intelligence score, its Wisdom changes to 10, and its
  Charisma decreases to 1.
  Skills: The necroambulant zombie loses all skills.
  Feats: The necroambulant zombie loses all of the base crea-
  ture’s feats and gains the Toughness feat.
  Necrotizing Fasciitis
  Necrotizing fasciitis results from a major streptococcus infec-
  tion that invades and destroys muscle, fat, and skin tissue.
  Because of this process, the news media often describes the
  disease as flesh-eating bacteria.  In game terms, it can also lead
  to the ‘natural’ formation of undead creatures known as ghouls.
  The classic warning signals of necrotizing fasciitis include
  unusually severe pain at the site of a wound or cut.   Flu-like
  symptoms surface a few hours afterward, such as high fever,
  shock, light-headedness, and respiratory problems.  The necro-
  tizing process soon follows as bacteria literally eat away the
  flesh of the victim.  This often leads to gangrene, which may
  require the amputation of affected limbs in order to save the
  patient’s life.
  Type: Injury or Contact (DC 14)
  Incubation Period: 1d3 days
  Initial Damage: Ability Damage (1d3 Con)
  Secondary Damage: Ability Damage (1d3 Con), Ability Loss
  (1 Con)
  Recovery: 2 (once/day)
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  D20  MODERN
  
  Ghoul (Template) Template Traits
  “Ghoul” is an acquired template that can be added to any living
  corporeal creature that has flesh (referred to hereafter as the
  “base creature”). The creature’s type changes to undead. It uses
  all the base creature’s statistics and special abilities except as
  noted here.
  Challenge Rating: Same as base creature +2.
  Hit Dice: Change to d12.
  Defense: The base creature’s natural armor bonus improves by
  +2.
  Attacks: A ghoul retains all the attacks of the base creature. It
  also gains a bite attack and two claw attacks if the base creature
  didn’t already have them. If the base creature did not have bite
  or claw attacks, use the base damage values in the table below.
  Otherwise, use the values below or the base creature’s base
  damage, whichever is greater.
  Size 
  Bite Damage
  Claw Damage
  Fine 
  1
  —
  Diminutive 
  1d2
  —
  Tiny 
  1d3
  1
  Small 
  1d4
  1d2
  Medium-size 
  1d6
  1d3
  Large 
  1d8
  1d4
  Huge 
  2d6
  1d6
  Gargantuan 
  2d8
  2d4
  Colossal 
  4d6
  2d6
  Special Qualities: A ghoul retains all the special qualities of the
  base creature and gains the additional special qualities described
  below.
  Create Spawn (Su): If a ghoul’s prey contracts advanced
  necrotizing faciitis (see below) from the wounds it has sustained
  and dies from the disease, it rises 1d3 days later as a ghoul. A
  remove disease spell cast on the corpse can prevent it from
  rising.
  Disease (Su): A ghoul’s bite infects the victim with a supernat-
  ural version of streptococcal gangrene (injury; Fort DC 14;
  incubation period 1d3 days; initial damage 1d3 Con; secondary
  damage 1d3 Con. If Con damage is sustained, a second saving
  throw at the same DC is required; failure indicates that 1 point
  of the Con damage becomes Con drain instead). This disease,
  known as advanced necrotizing faciitis, first manifests as an
  area of redness on the skin near the wound. Over the course of a
  few days, the redness becomes severe inflammation. The skin
  gradually turns dark purple and forms bloody blisters as the
  disease devours more and more of the victim’s flesh. The
  disease can be arrested completely through amputation of the
  affected limb, but most doctors prefer to combat it by surgical
  removal of all the affected tissue as well as some nearby healthy
  tissue. A cure disease spell or a successful Treat Injury check
  (surgery, DC 25) halts the disease. The GM should roll the
  check secretly; if it fails, the disease returns again in 1d3 days. 
  Scent (Ex): This ability allows a ghoul to detect approaching
  enemies, sniff out hidden foes, and track by sense of smell.
  Undead: Ghouls have the traits and immunities common to
  undead.
  Allegiances: Previous allegiances are lost and replaced by alle-
  giances to chaos and evil. Changed allegiances might cause the
  loss of particular class abilities.
  Saves: Same as the base creature, modified by new ability
  scores.
  Ability Scores: A ghoul gains the following ability score
  increases: Str +2, Dex +2. As an undead creature, a ghoul has
  no Constitution score.
  Language(s): A ghoul can read, write, and speak whatever
  languages it could in life.
  Skills: Same as the base creature, modified for new ability
  scores. A human ghoul retains the extra skill points afforded to
  all humans.
  Feats: A ghoul gains Multiattack as a bonus feat, assuming the
  base creature meets the prerequisites and doesn’t already have
  the feat. A human ghoul keeps the extra feat it gained as a 1st-
  level human character.
  Advancement: By character class.
  Pneumonia
  Pneumonia often occurs as part of an escalation of the common
  cold or flu, which can easily weaken the body enough to also
  fall victim to the bacteria that cause the disease.  Symptoms
  usually demonstrate a chronic cough, rapid breathing, respira-
  tory problems, and confused restlessness.  Pneumonia can also
  spread from person to person through the air.
  Type: Inhaled (DC 12)
  Incubation Period: 1d4 days
  Initial Damage: Ability Damage (1 Str), Coughing, Chills, and
  Disorientation
  Secondary Damage: Ability Damage (1d3 Str, 1d3 Con),
  Respiratory Failure (DC 14, once/week)
  Recovery: 2 (once/day)
  Poison Ivy
  The family of poison ivy, oak, and sumac all cause an itchy rash
  to break out upon their victims.  This effect results from
  urushiol oil, a sticky resin-like substance that quickly irritates
  the skin.  The word urushi actually derives from the Japanese
  name for lacquer because their culture often used urushiol oil to
  preserve the gold that decorated ancient temples.  A common
  myth holds that scratching the raised bumps of poison ivy will
  spread the infection, but this actually results from distributing
  more of the urushiol oil to other parts of the body.  After the oil
  is washed away, the remaining irritation usually disappears in a
  few days.
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  D20  MODERN
  
  Type: Contact (DC 11)
  Incubation Period: 1 day
  Initial Damage: Ability Damage (1d2 Dex)
  Secondary Damage: Itching (once/hour)
  Recovery: 1 (once every two days)
  Polio
  Polio represents a viral infection of the spine and central
  nervous system, often resulting in temporary weakness or
  permanent paralysis of the arms and legs.  The disease most
  often occurs in areas with poor sanitation and hygiene.  It
  caused a major epidemic in civilized nations during the 1900’s,
  but a vaccine has nearly immunized the entire world since then.
  Unfortunately, the widespread use of modern antibiotics poses a
  new risk as some viruses have shown the ability to mutate in
  response.  Many scientists fear polio may initiate a comeback as
  a result.
  Type: Ingested or Injury (DC 14)
  Incubation Period: 4d4 days
  Initial Damage: Ability Damage (1d2 Dex)
  Secondary Damage: Ability Damage (1d4 Dex), Ability Loss
  (1 Dex), Paralysis, Nerve Damage, and Impaired Mobility
  Recovery: 2 (once/week)
  Rabies
  Rabies causes a fatal infection of the brain and spinal cord,
  spreading throughout the central nervous system and into other
  areas of the body with a high concentration of nerve tissue
  (including the saliva glands).  Most common rabies infections
  occur from the bite of an infected animal, but the virus can only
  spread through saliva after the incubation period has ended.
  Fever, headaches, muscle stiffness, restlessness, and increased
  saliva production usually signal a rabies infection.  Within days,
  the symptoms escalate to abnormal behavior, anxiety, delirium,
  hallucinations, and convulsions.  If the victim survives this
  excited stage, paralysis soon sets in and death usually follows
  from cardiac arrest or respiratory failure.
  Type: Injury (DC 13)
  Incubation Period: 2d4+2 weeks
  Initial Damage: Ability Damage (1 Int, 1 Con), Fever, and
  Headaches
  Secondary Damage: Ability Damage (1d2 Int, 1d2 Con),
  Convulsions (once/day), Paralysis, and Organ Failure (Heart,
  Lungs, once/week)
  Recovery: 2 (once every two days)
  Salmonellosis
  Salmonella food poisoning is a leading cause of intestinal prob-
  lems, resulting in fever, severe diarrhea, and abdominal cramps.
  It usually runs its course in just a few days, but severe infec-
  tions that spread from the intestines to the bloodstream can
  eventually result in death without antibiotic treatment.
  Type: Ingested (DC 13)
  Incubation Period: 1 day
  Initial Damage: Ability Damage (1 Str, 1 Dex), Fever, Diarrhea
  Secondary Damage: Ability Damage (1 Str, 1d3 Dex)
  Recovery: 1 (once/day)
  SARS
  Severe Acute Respiratory Syndrome (SARS) first appeared in
  China in 2002, spreading through close person-to-person contact
  from sneezing and coughing.  In general, SARS begins with a
  high fever, but other symptoms may include headache, an
  overall feeling of discomfort, and body aches.  Some people
  also have mild respiratory symptoms at the outset and SARS
  patients may develop a dry cough after a few days.  Most
  patients eventually develop pneumonia.
  Type: Inhaled or Injury (DC 14)
  Incubation Period: 1d10 days
  Initial Damage: Ability Damage (1 Con), Fever, Headache
  Secondary Damage: Ability Damage (1d3 Con), Coughing,
  and Sneezing
  Recovery: 2 (once/day)
  Scarlet Fever
  Scarlet fever results from the same streptococcus bacteria that
  cause strep throat.  It produces a rash of tiny red bumps on the
  chest and abdomen, an extremely sore throat, and high fevers.
  It spreads through contact with other people, particularly the
  germs carried in the saliva or nasal fluids.  The bedding or
  clothing of a scarlet fever victim can also prove contagious.
  Type: Inhaled or Ingested (DC 13)
  Incubation Period: 1d4 days
  Initial Damage: Ability Damage (1 Str, 1 Cha), Fever, Chills
  Secondary Damage: Ability Damage (1 Str, 1 Dex), Loss of
  Appetite, Malaise
  Recovery: 2 (once/day)
  Small Pox
  Aggressive vaccination has allowed for the virtual elimination
  of the small pox virus as a natural threat.  It has no known cure,
  proves incredibly deadly, and spreads easily through face-to-
  face contact or by handling contaminated objects such as
  clothing or bedding.  Because of this fact, small pox makes for
  an ideal biological weapon, with most experts agreeing that a
  worldwide return of small pox would most likely come from a
  military source, bio-terrorism, or an accidental outbreak from a
  science lab designed to safeguard the virus for future vaccine
  production.
  The small pox name originates with the Latin word for ‘spotted’
  which refers to the raised bumps that appear on the face and
  body of anyone infected with the disease.  The first symptoms
  of small pox include a very high fever, weakness, painful aches,
  and sometimes vomiting.  At this time, people usually prove far
  PAGE  20
  D20  MODERN
  
  too sick to carry on with their normal activities.  As long as a
  victim displays the classic rash of small pox, they remain conta-
  gious.  If their immune system fights off the disease, however,
  the pox forms scabs that eventually fall away, signaling the end
  of the infection.
  Type: Inhaled or Contact (DC 15)
  Incubation Period: 2d4 days
  Initial Damage: Ability Damage (1 Str, 1 Con), Fever,
  Headaches, and Malaise
  Secondary Damage: Ability Damage (1d2 Str, 1d2 Con),
  Nausea, and Exhaustion
  Recovery: 3 (once/day)
  Sporic Necrosis
  Sporic necrosis develops from inhaling bacterial spores origi-
  nating within a unique family of fungi that grows in diseased
  areas.  The sentient spores attack a victim’s coordination and
  higher mental functions, clouding judgment, sapping one’s
  willpower, and even causing permanent Ability Damage.  If an
  infected victim’s Wisdom score reaches 0 before his Dexterity
  does the same, he will transform into a Blighter (see template
  below).
  Type: Inhaled (DC 16)
  Incubation Period: 1d6 days
  Initial Damage: Ability Damage (1 Con, 1 Wis), Weight Loss
  Secondary Damage: Ability Damage (1d2 Dex, 1d2 Wis),
  Ability Loss (1 Wis), Memory Loss
  Recovery: 3 (once/day)
  Blighter (Template)
  Blighters only ‘live’ for a limited amount of time, as the
  community of parasitic spores invading the host burn through
  one point of Constitution per week.  A blighter usually senses
  this impending death and will take steps to position itself close
  to other victims so they can become infected by the spore cloud
  that erupts when its body finally gives out.  This allows the
  parasite to move from one carrier to another and maintain its
  own survival.
  Blighters do not speak, but have a limited form of intelligence
  and can communicate by emitting spores.  To do so, they must
  stand within 30 feet of one another.  Spore sharing also repre-
  sents an important ingredient in blighter society.  Each separate
  sentience that resides within a spore culture will clone itself,
  mixing and merging freely with other hosts, including those that
  are already infected.  As a result, it is theorized that no more
  than a handful of truly unique sentient beings exist in a culture
  of blighters, with each host carrying multiple copies of them all.
  Blighters take great care not to infect every creature they
  encounter, preferring to ensure they don’t burn through a poten-
  tial population of hosts before using up their current carrier.
  With each host also having the ability to carry copies of their
  entire sentient spore community, the loss of a single host is
  meaningless – but the loss of a source of hosts is something
  they will go to great lengths to protect against.
  Template Traits
  “Blighter” is a template that can be added to any corporeal crea-
  ture (referred to hereafter as the host). It uses all the host’s
  statistics and special abilities except as noted here.
  Challenge Rating: A blighter’s challenge rating depends on its
  size: Tiny or smaller 1/8, Small 1/4, Medium-size 1/2, Large 3,
  Huge 6, Gargantuan 10, Colossal  13.
  Type: The host’s type changes to plant.
  Hit Dice: Drop any Hit Dice gained from experience, double
  the number of Hit Dice left, and raise them to d10.
  Speed: If the host could fly, its maneuverability rating as a
  blighter drops to clumsy.  All other movement rates are reduced
  by 10 feet.
  Defense: A blighter’s natural armor bonus to Defense increases
  to a value based on the blighter’s size (but use the host’s natural
  armor bonus, if it’s higher): Tiny or smaller +0, Small +1,
  Medium-size +2, Large +3, Huge +4, Gargantuan +7, Colossal
  +11.
  Attacks: The blighter retains all the natural attacks and manu-
  factured weapons of the host, but loses any weapon proficiency
  feats. A blighter also gains a slam attack if it did not have one
  already.
  Damage: Natural and manufactured weapons deal damage
  normally. A slam attack deals damage depending on the
  blighter’s size (but use the host’s slam damage if it’s greater):
  Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6,
  Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.  For
  purposes of Strength bonuses to damage, a slam attack is
  considered a two-handed attack.
  Special Qualities: A blighter loses all of the host’s supernatural
  and spell-like qualities except for immunity or resistance to
  specific energy types. A blighter may retain any or all of the
  host’s extraordinary abilities, at the GM’s discretion. In addition
  to gaining the plant type, a blighter has the following special
  qualities:
  Darkvision (Ex): A blighter has darkvision with a range of 90
  feet.
  Immunities (Ex): Blighters are immune to sleep, paralysis,
  stunning, and mind-affecting effects.  They are not subject to
  critical hits, nonlethal damage, ability damage, ability drain, the
  effects of massive damage, or any effect requiring a Fortitude
  save unless the effect also works on objects or is harmless.
  Spore Cloud (Ex): When a blighter dies, it erupts in a
  dangerous cloud of infectious spores, attempting to continue its
  existence by invading a new host.  The cloud is non-intelligent,
  however, and can only target creatures within 10 feet.  Any
  victim caught within the cloud must succeed on a Fortitude
  saving throw (DC 16) or contract sporic necrosis.
  Allegiances: A blighter loses any previous allegiances and
  adopts a new allegiance to its own parasitic survival and the
  colony of spores that co-exists in other blighters.
  PAGE  21
  D20  MODERN
  
  Saves: A blighter’s saving throw modifiers are based on Hit
  Dice according to the information provided on pg. 217 of the
  D20 Modern Core Rulebook.
  Action Points: A blighter does not acquire or amass action
  points. It loses any action points previously gained by the host.
  Ability Scores: A blighter’s ability scores change as follows:
  Str +2, Dex –2, Con +4, Cha –2.
  Skills: The blighter loses all skills.
  Feats: The blighter loses all of the host’s feats and gains the
  Toughness feat instead.
  Adventure Hook: The Host Team
  A college athletics team has gone missing during a return trip
  from a late-night road game.  The highway patrol discovered
  their bus lying on its side in the middle of a corn field.  They
  found only one body inside, but its state of decomposition
  seemed far too great for a recent death from the crash site.
  Bloodhounds failed to pick up a trail, and now the authorities
  have turned to the heroes for assistance.
  In actuality, one of the sports reporters traveling with the team
  contracted sporic necrosis several days ago.  He fully trans-
  formed into a Blighter and decided to use his position with the
  team to bring more healthy hosts to the community of parasitic
  spores that infected him.  He fought with the driver to cause the
  bus to crash near an abandoned farm where more Blighters
  awaited.  And, although he perished in the crash, the spore
  cloud from his decomposing body infected all of the surviving
  players and coaches.  This allowed the other Blighters to track
  and abduct them.  Now the heroes face the challenge of tracking
  the creatures back to their lair at the farmstead.
  Tetanus
  Tetanus represents a severe nerve disease characterized by inter-
  mittent spasms of voluntary muscles.  It is usually acquired by
  an injury where a contaminated object pierces the skin.
  Afterward, the bacterial toxins soon enter the central nervous
  system along the peripheral nerves and find their way into the
  bloodstream.
  Early symptoms of tetanus include pain at the site of the orig-
  inal wound or injury, difficulty swallowing, and muscle stiffness
  – particularly of the jaw.  This leads to the common term
  “lockjaw” associated with the disease.  The more gradual effects
  of tetanus then give rise to a fever, elevated blood pressure, and
  severe muscle spasms that sometimes lead to death.
  Type: Injury (DC 12)
  Incubation Period: 1d6 days
  Initial Damage: Ability Damage (1d2 Dex), Nerve Damage
  Secondary Damage: Ability Damage (1d3 Dex), Convulsions
  (once every 8 hours), and Fever
  Recovery: 2 (once every two days)
  Tuberculosis
  Tuberculosis disappeared for a long time due to immunizations,
  but has recently made a comeback because of drug-abusers, the
  prevalence of HIV, homeless shelters, and ever-increasing
  prison populations.  The disease manifests as a serious deep-
  rooted infection of the lungs and spreads through the air.
  Symptoms of tuberculosis always include a chronic cough,
  possible fever and night sweats, general fatigue, and rapid
  weight loss as a result of reduced appetite.
  Type: Inhaled (DC 14)
  Incubation Period: 2d4+2 weeks
  Initial Damage: Ability Damage (1d2 Str), Coughing, Fever,
  and Fatigue
  Secondary Damage: Ability Damage (1 Str, 1 Con), Loss of
  Appetite, and Weight Loss
  Recovery: 2 (once every three days)
  Typhoid Fever
  Typhoid outbreaks always result from poor sanitary conditions,
  usually involving contaminated water or food.  The disease
  causes high fevers, headaches, and abdominal discomfort.
  Sometimes these symptoms progress to diarrhea, coughing, and
  disorientation.  The bacteria that cause typhoid fever only exist
  in humans.  No other carriers exist, and some people who
  recover from typhoid can still carry the bacteria in their intes-
  tinal tract indefinitely.  The disease most commonly appears in
  less civilized, underdeveloped parts of the world.
  Type: Ingested (DC 13)
  Incubation Period: 1d3 weeks
  Initial Damage: Ability Damage (1 Str), Fever, Headaches,
  Nausea
  Secondary Damage: Ability Damage (1d2 Str), Disorientation
  Recovery: 2 (once every two days)
  West Nile Virus
  The West Nile virus takes its name from the first reported
  outbreak in the African country of Uganda.  More recently the
  disease has spread throughout Russia, the Middle East, and
  crossed into the Americas, carried by birds and mosquitoes.
  The insects become infected when they feed on birds that carry
  the virus.  Then, they pass along the virus to humans when they
  also bite them.
  Many people who contract West Nile never show any symp-
  toms, as their immune system easily deals with the virus.  Those
  who do fall victim, however, experience fever, headache, and
  fatigue.  Severe cases of West Nile virus can also affect the
  central nervous system, leading to nerve damage, seizures, and
  eventually death.
  Type: Injury (DC 12)
  Incubation Period: 1d4 days
  Initial Damage: Ability Damage (1 Dex, 1 Con), Fever,
  Headaches, and Fatigue
  PAGE  22
  D20  MODERN
  
  Secondary Damage: Ability Damage (1d2 Dex, 1d2 Con),
  Ability Loss (1 Con), Nerve Damage
  Recovery: 2 (once/day)
  Xenofusic Syndrome
  Mankind has spent decades searching for life among the stars,
  but xenofusic syndrome represents the potential for what can
  happen when it unexpectedly finds us instead.  Rather than
  frightening people with conspiracy theories about UFOs and
  aliens living among us, this special disease goes one step further
  by implying such creatures live within us.  And in fact, its
  natural fusion causes other creatures to become alien as a tena-
  cious strain of DNA seeks to overtake any bioforms it encoun-
  ters.
  The exact origin of xenofusic syndrome is unknown.  Some
  theories suggest it may have originated with bioorganic material
  brought back from missions in space, meteorites that struck the
  Earth, or as part of a contaminant left behind by alien expedi-
  tions that secretly visited our world.  No one questions the
  effects of the disease, however.  Close examination of quaran-
  tined patients infected with the illness portray a slow evolution
  of the mind and subtle physical alterations – many of which lie
  beneath the skin’s surface.
  Blinding headaches and chills serve as signs for the damage
  wreaked upon any lifeform unfortunate enough to contract the
  xenofusic syndrome.  Many subjects die outright as the radical
  changes inflicted upon internal organs result in mutations that
  simply cannot allow survival in Earth’s environment.  But other
  victims do manage to endure the transition.  Subjects whose
  Intelligence or Charisma reaches 0 before their Constitution as a
  result of the disease’s Ability Damage will transform into a
  Xenohybrid (see template below).
  Type: Injury (DC 16)
  Incubation Period: 1d4 weeks
  Initial Damage: Ability Damage (1d2 Int, 1 Cha), Chills,
  Headaches
  Secondary Damage: Ability Damage (1 Con, 1d2 Int, 1d2
  Cha), Ability Loss (1 Cha), Organ Failure (random, once/week)
  Recovery: 3 (once/day)
  Xenohybrid (Template)
  A xenohybrid represents another species physically altered by
  an infection of alien DNA.  Upon succumbing to the disease, all
  previous Ability Damage and symptoms are healed, and in fact
  many attributes are enhanced as a result of the transformation.
  Unfortunately, some leftover effects can also cause disabilities
  and disfigurement, which they go to great lengths to hide from
  others.  Xenohybrids always retain the memories and knowl-
  edge of any creature they develop from – which proves a useful
  tool for incorporating new technologies and secrets to add them
  to their own.
  A xenohybrid also enters into an alien awareness that
  completely transcends the victim’s previous personality and
  instincts.  Such creatures typically pursue their own agenda.
  They struggle to keep their existence secret, amass power within
  the existing social circles of other sentient inhabitants of the
  new world upon which they find themselves, and, under the
  right circumstances, seek to contact their brethren among the
  stars.  Xenohybrids also search for one another, immediately
  recognizing some unique aspect of their shared DNA, no matter
  how radically the disease may have transformed them in
  different ways.  They also work to expose other sentient life-
  forms to the same source that enabled their evolution.
  Template Traits
  “Xenohybrid” is an inherited template that can be added to any
  corporeal creature other than an undead (referred to hereafter as
  the base creature). A xenohybrid uses all of the base creature’s
  statistics except as noted here.
  Challenge Rating: Same as the base creature +2.
  Hit Dice: Same as the base creature.
  Special Qualities: A xenohybrid retains all of the base crea-
  ture’s memories and abilities, including supernatural or spell-
  like abilities and psionics.  They also gain the following special
  qualities:
  Mutations (Ex): A xenohybrid is essentially a mutated form of
  the base creature as a result of alien DNA fusing with its basic
  genetic code.  Therefore, xenohybrids receive 10 mutation
  points (MPs) to spend on mutations (see Chapter 12 of the D20
  Future sourcebook).
  Weaknesses (Ex): A xenohybrid also suffers from genetic
  mistakes the same as any other mutant, but only has to take a
  minimum of 6 mutation points (MPs) of drawbacks.
  Allegiances: A xenohybrid’s primary allegiance is to the alien
  species that gave rise to its existence.  In addition, they seek out
  and support others of their kind to ensure continued survival in
  their new environment.  Xenohybrids will also attempt to spread
  xenofusic syndrome by infecting key individuals deemed impor-
  tant to their goals.
  Saves: As the base creature.  Xenohybrids also receive a +2
  bonus on Will saving throws.
  Action Points: Xenohybrids acquire or amass action points the
  same as the base creature.
  Abilities: As the base creature.  Xenohybrids also gain +2 Int
  and +2 to one other ability score (determined randomly).
  Skills: Same as the base creature.
  Feats: A xenohybrid gains the base creature’s feats as well as
  the Planetary Adaptation feat (see pg. 13 of the D20 Future
  sourcebook) for the original homeworld of the xenoform that
  gave rise to its existence.  This allows a xenohybrid to freely
  move from Earth to the other environment in the event that it
  successfully rejoins its brethren someday.
  Automatic Languages: A xenohybrid can read, write, and
  speak any language known by the base creature as well as the
  language of the alien species whose DNA it shares.
  PAGE  23
  D20  MODERN
  
  Advancement: By character class.
  Adventure Hook: Alien Conspiracy
  One of the contacts frequently used by the heroes sends them a
  message warning of a conspiracy within their own organization.
  He is convinced that alien creatures have infiltrated their ranks,
  and believes they may already suspect he knows.  He asks to
  meet with the heroes, but never shows up at the arranged loca-
  tion.  When the heroes investigate his disappearance, they learn
  of his reassignment to a new position overseas.  When they
  finally contact him again, he denies ever suggesting a
  conspiracy existed, further raising their suspicions.
  In fact, the xenohybrids do exist.  They located and infected the
  man with xenofusic syndrome before he could tell them
  anything more.  Now he works alongside them, furthering their
  goals and using his knowledge of the heroes to impede and
  oppose them at every turn.  When they finally face him, they
  discover his altered anatomy and DNA as something entirely
  inhuman.  And, as they widen their investigation into the alien
  conspiracy, more xenohybrids seek to infect them as well – to
  silence them before they can spread word of their existence.
  Meanwhile, the xenohybrids have initiated a plan to use SETI’s
  resources to beam a satellite transmission directly to their alien
  homeworld.  They hope to establish contact with their true alien
  brothers so they can send an invasion force to Earth.  Only the
  heroes can stop them before it’s too late.  And they still don’t
  know who they can trust.
  Yellow Fever
  Another mosquito-borne disease, yellow fever is confined
  primarily to the tropical regions of Africa and South America.
  The viral infection causes a high fever and swift dehydration.
  Acute cases can also lead to liver and kidney failure, resulting
  in jaundice (yellowing of the skin), which gives the disease its
  distinctive name.
  Type: Injury (DC 12)
  Incubation Period: 1d4 days
  Initial Damage: Ability Damage (1 Str), Fever, and
  Dehydration
  Secondary Damage: Ability Damage (1d2 Dex) and Organ
  Failure (Kidneys, Liver, once/week)
  Recovery: 2 (once every two days)
  Zombic Regenesis
  Zombic regenesis grew out of a combination of dark, occult
  rituals and scientific research labs.  It is the most virulent and
  horrifying disease of its kind, transforming its victims into
  mindless creatures in a matter of hours rather than days.  The
  disease spreads through contact with the blood or any other
  bodily fluid of a previously infected victim.  It can even spread
  between carriers who haven’t yet manifested the symptoms of
  the disease or transformed into regenic zombies.
  The early symptoms of zombic regenesis display increased
  aggression, disorientation, and eventually brief episodes of
  convulsions.  These effects grow progressively worse as the
  victim suffers Ability Damage to Constitution and Dexterity.
  Anyone suffering from zombic regenesis whose Constitution
  falls to 0 will become a Regenic Zombie (see template below).
  Type: Injury (DC 20)
  Incubation Period: 1d6 hours
  Initial Damage: Ability Damage (1 Con), Disorientation
  Secondary Damage: Ability Damage (1d2 Con, 1d2 Dex),
  Convulsions (once every 30 minutes)
  Recovery: 3 (once/hour)
  Regenic Zombie (Template)
  Regenic zombies represent a true horror.  Relentless and nigh
  unstoppable, these creatures retain a sense of intelligence,
  organization, and speed greater than normal zombies.  This is
  made possible because they do not exist as true undead.
  Instead, regenic zombies are simply infected people turned mad
  by the disease and empowered in terrifying ways.  For instance,
  their regenerative abilities allow even the smallest bit of muscle
  tissue to innervate severed limbs so they can continue to seek
  out living creatures and slay them.  In addition, the regenic
  zombies’s blood proves highly infectious, spreading the disease
  in virtually every encounter with such creatures.  Regenic
  zombies also remember loved ones, where they live, and how to
  use devices and equipment to chase after them.  The disease
  drives them to crave the taste of flesh and to destroy everything
  they once cherished. 
  Template Traits
  “Regenic Zombie” is a template that can be added to any
  humanoid creature other than an undead (referred to hereafter
  as the character). It uses all the character’s statistics and special
  abilities except as noted here.
  Challenge Rating: Same as the character +2.
  Type: The creature’s type remains unchanged and it does not
  gain the special qualities of undead.
  Hit Dice: Same as the character.
  Defense: Same as the character.
  Attacks: The regenic zombie retains all the attacks with any
  manufactured weapons in the character’s possession. A regenic
  zombie also gains a slam attack.
  Damage: Natural and manufactured weapons deal damage
  normally. A slam attack deals damage depending on the regenic
  zombie’s size (but use the character’s slam damage if it’s
  greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4,
  Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8,
  Colossal 4d6.  For purposes of Strength bonuses to damage, a
  slam attack is considered a two-handed attack.
  Special Qualities: A regenic zombie loses all of the character’s
  supernatural and spell-like qualities except for immunity or
  PAGE  24
  D20  MODERN
  
  resistance to specific energy types. A regenic zombie may retain
  any or all of the character’s extraordinary abilities, at the GM’s
  discretion. In addition, a regenic zombie has the following
  special quality:
  Regeneration (Ex): A regenic zombie regenerates 5 points of
  damage each round but cannot regenerate acid or fire damage.
  If a regenic zombie loses a limb or body part, the lost portion
  continues to actively seek out its owner.  The creature can reat-
  tach the severed member instantly by holding it to the stump.
  Any limbs unable to rejoin will continue to fight as a lesser
  regenic zombie of two sizes smaller and 1/4 Hit Dice compared
  to the original creature.
  Allegiances: A regenic zombie loses any previous allegiances
  and adopts a new allegiance to chaos.  This allegiance cannot be
  broken.
  Saves: Same as the character.
  Ability Scores: A regenic zombie’s ability scores change as
  follows: Str +4, Dex –2, Con +4, Wis –2, Cha –2.
  Skills: Same as the character.
  Feats: The regenic zombie loses all of the character’s feats and
  gains the Toughness feat instead.
  Adventure Hook: Flesh Crawl
  No one knows exactly how it happened.  The only thing that
  matters is that it did happen.  And nothing can make the night-
  mare go away.  Zombies walk the earth.  Senseless, remorseless
  killers that seek to infect everyone with the same disease that
  drives them insane.  A contagious bite, a splash of blood, or
  even a drink of water contaminated by their slain bodies is
  enough to make the nightmare go on forever.  This is the world
  in which the heroes awaken.  And the only way out is to die
  before virus infects them – or permanently slay every last
  regenic zombie they can find.
  All the locations that the heroes once viewed as safe havens are
  now overrun with zombies.  A few pockets of resistance still
  hold out, barricaded into defensible positions for as long as the
  food and water can hold out.  Some of the ragged survivors are
  convinced that an expedition to a nearby military base can bring
  help.  Volunteering for the mission, the heroes face the chal-
  lenge head-on.  Soon they learn that the facility may hold the
  key to ending zombic regenesis.  But they’ll have to work fast
  to create a vaccine, hold off the zombies that relentlessly pursue
  them, and return in time to save those they left behind.
  Advanced Classes
  CDC SPECIALIST
  Working in the Centers for Disease Control, a CDC Specialist
  develops a knack for identifying, containing, and treating
  disease outbreaks.  Such professionals spend much of their
  careers as part-scientist and part-medic.  They routinely handle
  hazardous materials, engage in research, and develop vaccines
  for countering biological weapons and epidemics.  As a member
  of a team, the CDC Specialist is well-equipped for dealing with
  bio-threats and investigating unknown substances.  With a
  medical kit and pharmacist kit, the CDC Specialist can also
  prepare his own bio-agents to attack or counter opponents.
  Select this advanced class if you want your character to excel at
  medical research and the treatment of disease.
  The fastest path into this advanced class is from the Dedicated
  hero basic class, though other paths are possible.
  Requirements
  To qualify to become a CDC Specialist, a character must fulfill
  the following criteria.
  Base Attack Bonus: +2
  Skills: Craft (pharmaceutical) 6 ranks, Knowledge (earth and
  life sciences) 6 ranks, Research 3 ranks, Treat Injury 6 ranks
  Feats: Medical Expert
  Class Information
  The following information pertains to the CDC Specialist
  advanced class.
  Hit Die
  The CDC Specialist gains 1d8 hit points per level.  The char-
  acter’s Constitution modifier applies.
  Action Points
  The CDC Specialist gains a number of action points equal to 6
  + one-half his character level, rounded down, every time he
  attains a new level in this class.
  Class Skills
  A CDC Specialist’s class skills are as follows:
  Computer Use (Int), Concentrate (Con), Craft (chemical, phar-
  maceutical), Diplomacy (Cha), Drive (Dex), Investigate (Int),
  Knowledge (behavioral sciences, current events, earth and life
  sciences, popular culture, technology) (Int), Listen (Wis), Pilot
  (Dex), Profession (Wis), Read/Write Language (none), Research
  (Int), Search (Int), Speak Language (none), Spot (Wis), Treat
  Injury (Wis).
  Skill Points at Each Level: 6 + Int modifier
  PAGE  25
  D20  MODERN
  
  PAGE  26
  D20  MODERN
  Class
  Base Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +2
  +0
  +1
  Disease Specialist +1
  +1
  +1
  2nd
  +1
  +3
  +0
  +2
  Expert Treatment
  +1
  +1
  3rd
  +1
  +3
  +1
  +2
  Bonus Feat
  +2
  +1
  4th
  +2
  +4
  +1
  +2
  Heightened Immunity
  +2
  +2
  5th
  +2
  +4
  +1
  +3
  Disease Specialist +2
  +3
  +2
  6th
  +3
  +5
  +2
  +3
  Bonus Feat
  +3
  +2
  7th
  +3
  +5
  +2
  +4
  Prepare Vaccine
  +4
  +3
  8th
  +4
  +6
  +2
  +4
  Disease Specialist +3
  +4
  +3
  9th
  +4
  +6
  +3
  +4
  Bonus Feat
  +5
  +3
  10th
  +5
  +7
  +3
  +5
  Craft Bioweapon
  +5
  +4
  Class Features
  The following features pertain to the CDC Specialist advanced
  class.
  Disease Specialist: The CDC Specialist receives a competence
  bonus on all Treat Injury and Craft (pharmaceutical) checks to
  combat disease.  At 1st level, the bonus is +1.  It increases to +2
  at 5th level and to +3 at 8th level.
  Expert Treatment: At 2nd level and higher, the CDC Specialist
  can heal a disease’s secondary damage with a medical kit or
  pharmacy kit and a successful use of the Treat Injury skill more
  effectively.  In addition to the normal recovery rate for Ability
  Damage (1 point per 8 hours of sleep, 2 points per 24 hours of
  complete bed rest), the CDC Specialist restores 1 point of
  Ability Damage to a single ability score for every 2 levels he
  has in this advanced class.
  Bonus Feats: At 3rd, 6th, and 9th level, the CDC Specialist gets
  a bonus feat.  The bonus feat must be selected from the
  following list, and the CDC Specialist must meet all the prereq-
  uisites of the feat to select it.
  Armor Proficiency (light), Armor Proficiency (medium),
  Attentive, Cautious, Defensive Martial Arts, Dodge, Educated,
  Improved Initiative, Personal Firearms Proficiency, Renown,
  Studious, Surface Vehicle Operation, Surgery.
  Heightened Immunity: At 4th level and higher, a CDC
  Specialist has an uncanny knack for avoiding exposure to infec-
  tious disease or resisting its effects.  When spending an action
  point to modify the result of a Fortitude saving thrown against
  disease, the CDC Specialist may roll an additional 1d6 and take
  the best result, discarding the lower roll(s).
  Prepare Vaccine: At 7th level, the CDC Specialist can extend
  the use of the Craft (pharmaceutical) skill to prepare a vaccine
  for a specific disease before exposure.  This ability requires that
  at least some of the infected material is available for study and
  research.  The CDC Specialist must then succeed at a Craft
  (pharmaceutical) skill check (DC 15 + 1 for each point of the
  disease’s maximum Ability Damage) to prepare a vaccine.  The
  experimental drug may then be administered in advance to those
  who might possibly encounter it, providing a +6 bonus to
  Fortitude saves to resist exposure for the next 2d6 hours.  For
  instance, to prepare a vaccine for anthrax, a CDC Specialist
  would have to succeed on a Craft (pharmaceutical) skill check
  with DC 20 (15 base + 1 for initial Con damage + 4 for
  maximum secondary Con damage).
  Craft Bioweapon: At 10th level, the CDC Specialist can manu-
  facture his own bio-agents to target a specific species.  This
  ability uses the Craft (pharmaceutical) skill, but produces a
  disease-causing agent rather than a medicinal drug to combat
  such a malady.  Use the following table to determine the
  Difficulty Class needed to construct each type of bio-agent:
  Disease Fortitude Save DC
  Base Craft DC
  Time
  14 or lower
  10
  1 hr.
  15-18
  15
  3 hr.
  19-22
  20
  6 hr.
  23 or higher
  25
  12 hr.
  Increase the Base Craft DC by 2 points for every point of
  maximum Ability Damage caused by the infectious agent.  For
  instance, creating a bio-agent with a Save DC 20 that inflicts
  initial damage of 1d2 Con and secondary damage of 1d3 Con,
  will require a total Craft (pharmaceutical) check of DC 30 (20
  base + 4 for initial damage + 6 for secondary damage).  A
  manufactured bio-agent has a shelf-life equivalent to the amount
  of time required to create it.
  
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  Modern System Reference Document Copyright 2002-2003, Wizards
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
  Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by
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