Every way to put Severely Ill on a character. 7 options grant it to your own court outright, and 2 more can roll it up. See Severely Ill for what it does, all traits.
Who can get it
If the character fails any of these, the option that would grant it does not appear.
- the character must be alive
Born with it
- 40% chance to recover
- Death risk 50% (Long), 70% (Standard), 90% (Realistic)
Children can also inherit it, as described on Trait Inheritance.
Pick this option 7
Choosing the option gives the character the trait.
- "He has fallen victim to his own treachery."the option does: Gain trait: Severely IllThe marriage is dissolved
- "Trust in the Priests to see you through."the option does: Gain trait: Severely Ill
- "We will pray for him and make sacrifices."the option does: Gain trait: Severely Ill
- "His fate is in the hands of the Gods now."the option does: Gain trait: Severely Ill
- "Curse that monkey's paw."the option does: Gain trait: Severely IllGain trait: CrippledLoses trait: Monkey PawThe target abdicates the throneGain trait: Cursed
- "Curse that monkey's paw."the option does: Loses trait: Monkey Paw+1 Heavy Infantry unit+2 Ranged Infantry unitGain trait: CrippledGain trait: Severely Ill
- "Leave [character] to his fate."the option does: Gain trait: Severely Ill
Pick this option, then roll for it 1
The roll happens on a later turn, not when you click.
- "You realize you have made a remarkably bad decision as you cannot think of any way out of the situation."the option does: 25% chance next turn: becomes Severely Ill50% chance next turn: becomes Ill
The event does it to you 6
The event grants it whichever option you pick.
From another trait 1
A character with one of these traits has a chance of developing Severely Ill at each check.
- Ill 20%