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Searching Infect
Diseases
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: 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 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: 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: 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: 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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