Disease: The character contracts some form of illness, from a simple cold to a horrible plague, to diseases known only to the Possibility Wars. (What does happen to a cold germ transformed to Orrorsh? Can Lightblight be transmitted to non-demons?)
To simmulate the organic ebb and flow - as opposed to the more constant penalties of the Wound Subplot - the GM should roll a new penalty each scene (or each healing roll, whichever), using the Power Push table, a base equal to the character's TOU (modified upwards by septic conditions, downwards by medical care), and a minimum Bonus of +1.
For a fatal illness - and here the GM must be very careful, since as heroic as it is to expose yourself to a deadly disease to save innocents/defeat the villain/prove your theories, it is equally unheroic to die in a hospital bed - a damage total can be generated after every healing check by the Diseased character, using the same base and minimum bonus. This damage - including shock and KO conditions - will not disappear until the next healing check made by the character (for shock and KO a 0 bonus is sufficient, normal healing for Wounds), but Medicine, Magic, and Miracles can "mask the symptoms" for their duration.
To focus the adventure more on the disease, the GM may wish to give it a DEX (Infection Rate), STR (Morbidity), and TOU (Resistance) - and depending on the disease, PER, MIN, SPI, and even CHA! - and allow it to be "fought" with Medical research. Or, given the nature of TORG, perhaps even more directly with Occult Research, Miraculous Ritual, Psychic Astral Healing, and the ever popular submarine and miniturization ray!
Note: Due to the Lanala's Love of Life, characters from or in the Living Land receive two possibilities per act for the Disease subplot.