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Diseases
Diseases can wreak havoc on the body and come is several types. They can be long term and challenging to treat. Each has a rarity that determines the difficulty of knowledge about the disease.
Types
Diseases can be of the body, of the mind, of the sprit, or magical. Various creatures may have specific resistances or weaknesses to specific types. Magical diseases can subject to dispel effects as an object. The roll against dispel defense instead counts as a roll for Treatment to Attack Disease.
Exposure
Events that bring the possibility of becoming infected. Each has its own method of exposure.
Overexposure
When exposed to the same disease multiple times at once, the effect gains +1d12 on Infection attack rolls for each beyond the first.
Infection
Each disease has an Infection Tier. Once exposed, the disease attacks with a number of d12 equal to Tier. On success, the creature becomes infected and the incubation and latent periods begin.
Latent Period
Diseases that are contagious have a Latent Period that is the amount of time that must pass before the creature can become the source of exposure to other creatures.
Incubation Period
The Incubation Period is the amount of time that must pass before the creature begins showing symptoms of the disease, causing the effect to take place. Symptoms have a Tier representing how easy they are to identify. If the creature already has the disease, remove any reduction to the effect of the disease.
Frequency, Attack, and Modify
Once a disease has taken hold, it will continue to attack after each time is frequency passes. The attack specifies how many d12 to attack with and what skill is used for defense. When the attack succeeds, increase the potency of the condition listed in modify by 1. If the attack fails, reduce the modify condition by 1. If this reduces the value to 0, the disease ends. While the disease is ongoing, its effects cannot be reduced or removed by any other effect.
Expose: Foreign blood is infused in to your body.
Infect: Tier 6 Luck. Cause Tier 1 Exhausted.
Symptoms: Rash, common nose bleeds, and a slight orange tint to the skin. Tier 1.
Expose: After each day while exposed to excessive smoke or changes in air pressure or being sick with Cotton Head or Failing Body.
Infect: Attack Endure with 1d12. Cause Tier 1 Deaf and 1 Tier of Unsteady for each 2 Tiers of Deaf caused by this.
Symptoms: Swollen and red tinted ear canal, slight pain under the ear. Tier 6.
Expose: Being left unable to fight by an infected creature.
Infect: Attack Zeal with 2d12. At the beginning each turn while the creature is in conflict, Emotional with fear, or Suffocated, attack Poise with 2d12 to cause Tier 1 Emotional. The emotion is anger at everything.
Symptoms: Irritability, lightly bloodshot eyes, and increased drooling. Tier 3.
Expose: Being affected by a rupture between worlds.
Infect: Attack Nature with a number of d12 equal to the Tier of the rupture. Cause -1 Energy Pool.
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
Expose: Breathing in bone dust from the bones of an infected person.
Infect: Attack Endure with 2d12. Cause incoming Injury to count as 1 higher to determine Serious Injury.
Symptoms: A pale cast to the skin and general body aches. Tier 6.
Expose: Being within 1 range of a creature that is contagious.
Infect: Attack Endure with 2d12. Cause Tier 1 Mute. After each day the creature does not use their voice at all, reduce the attack roll by 1d12.
Symptoms: Sore throat and a soft, hoarse voice. Tier 2.
Expose: While suffering from Starving or Exhausted from cold environment or being within 1 range of a creature who is contagious.
Infect: Attack Endure with 1 + Starving and Exhausted Tiers d12. Cause Tier 1 Exhausted and Weakened. If the creature Fumbles their defense, this disease becomes Failing Body.
Symptoms: Headaches, mild fever, coughing, and runny nose are the signs of Cotton Head. Tier 1.
Expose: Having at least Tier 6 Frightened for more than 1 minute.
Infect: Attack Zeal with 2d12. At the beginning each turn while the creature is in conflict, Emotional with Fear, or Suffocated, attack Poise with 2d12 to cause Tier 1 Emotional. The emotion is Fear.
Symptoms: Nervous darting of the eyes and sudden shifting to look in other directions. Tier 3.
Expose: Being within 1 range of an infected creature or in a Tier 3 Cracked Realm Barrier area for 1 day.
Infect: Attack Magic with 2d12. Cause -1 to Manifest abilities of the element of the area. While the penalty is 6 or higher, cause Vulnerable to the Element.
Symptoms: An attraction for the opposing element of the infection. Tier 6.
Expose: The eye is scratched by a plant or direct contact with a contagious creature.
Infect: Attack Endure with 2d12. Cause Tier 1 Dazzled and 1 Tier of Blind for each 2 Tiers of Dazzled caused by this.
Symptoms: Bloodshot eyes, sores on the eyelids. Tier 2.
Expose: Being within 1 range of a creature who is contagious or contacting any fluid from a contagious creature within 1 day of the fluid leaving the creature.
Infect: Attack Endure with 3d12. Cause Tier 1 Exhausted. If the defense is Fumbled, gain 1d12 on attack rolls.
Symptoms: Body aches, high fever, coughing, and runny nose. Tier 1.
Expose: Certain hallucinogenic spores or being in a Tier 4 or higher Cracked Realm Barrier of Umbral or Mind area for 1 hour.
Infect: Attack Zeal with 4d12. Cause Tier 1 Unaware.
Symptoms: Distracted by things no one else can sense and responding slowly to the world around them. Tier 6.
Expose: Passing through waters inhabited by leeches or contact with the blood of a contagious creature.
Infect: Attack Endure with 2d12. After the creature takes Injury, attack Endure with 2d12 to cause Tier 1 Trauma.
Symptoms: Light reddening of the skin and slight weakness. Tier 5.
Expose: Contact with infected soil, water, or food. A corpse will infect water or soil it contacts.
Infect: Attack Endure with 1d12. Cause Tier 1 Weak and Slow.
Symptoms: Hesitations in movement and lowered reflexes. Tier 6.
Expose: Passing through spoiled or corrupted environments. An infected corpse corrupts the ground they are buried in.
Infect: Attack Zeal with 3d12. At the beginning of the creatures turn, if anything heavier than light clothing is in contact with their skin, they roll Poise DL 3. On failure, they suffer an episode or reset to the beginning of the current episode.
During an episode, the creature rolls Zeal, DL 6, at the beginning of each turn. On failure, they take no actions. On success, they take 2 Minor Action damage. As a Major action, they can roll Poise to reduce DL by 1, DL 6. If the DL is reduced to 0, the episode ends.
Symptoms: Flinching from any contact. When there is an attack, the infected is in extreme pain, sometimes described as burning. Tier 5.
Expose: Exposed to a contagious creatures feces.
Infect: Attack Endure with 2d12. Cause the creature to treat the days they have gone without food as 1 higher.
Symptoms: Constant hunger and a mildly bloated abdomen. Tier 4.
Expose: Taking Injury from an undead in its own burial chamber or having been in the burial chamber and become within 1 range of an infected creature.
Infect: Attack Nature with 4d12. Cause -1 on Endure, Zeal, and Nature rolls.
Symptoms: All forms of bad luck. Tier 6.
Expose: Consuming bad food.
Infect: Attack Endure with 3d12. Cause Sickened Tier 1.
Symptoms: Slight greenish tint to the skin. Tier 4.
Expose: Suffer Grit Injury and do not receive a Medical Exam within 1 hour.
Infect: Attack Endure with 1d12. Cause Tier 1 Wounded on the Injured part. When attack fails, reduce the attack roll instead of the wounded Tier.
Symptoms: The wound becomes swollen and produces pus. Tier 1.
Expose: After paying Energy while your Energy Pool is full.
Infect: Attack Nature with d12 equal to the Energy paid. Cause Tier 1 Drained.
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
Expose: Fumble a roll to Manifest Scry magic or touched by an infected creature.
Infect: Attack Nature with 2d12. Each time the infected creature uses Recovery, they roll Nature, DL 6. On failure, they gain no benefit from the Recovery.
Symptoms: Disturbing, prophetic seeming dreams and nightmares. Tier 6.
Expose: Manifest a spell on an infected creature.
Infect: Attack Nature with 2d12. Each time the creature Manifests a spell, they roll Nature, DL 6. On failure, they become Soulbroken. While Soulbroken, after each minute, they roll Nature with the same DL to remove Soulbroken.
Symptoms: Erratic intensity of emotional responses. Tier 3.
Expose: Receiving a Serious Injury from an infected creature or an undead carrier.
Infect: Attack Nature with Magic Tier of the creature that caused the Injury d12. Deal 3 Body damage. Increase attack roll by the infecting Magic Tier d12. After this attacks, damage the creature again.
Symptoms: Swiftly infecting and necrotizing flesh. Tier 1.
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