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Searching Nature
Diseases
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. After each day, attack Nature with 4d12 to increase the penalty by 1. On failure, reduce the penalty by 1. If the penalty becomes 0, end.
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
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. After each week, attack Zeal with 4d12 to increase DL by 1. On failure, reduce DL by 1. If the DL becomes 0, end.
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. After each day, attack Nature with 4d12 to increase the penalty by 1. On failure, reduce the penalty by 1. If the penalty becomes 0, end.
Symptoms: All forms of bad luck. Tier 6.
Expose: After paying Energy while your Energy Pool is full.
Infect: Attack Nature with d12 equal to the Energy paid. After each day and on exposure, attack Nature with 2d12 to cause Tier 1 Drained. On failure, this ends.
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. After each week, attack Nature with 2d12 to increase DL by 1. On failure, decrease DL by 1. If the DL becomes 0, end.
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. On failure, gain +1 on the next roll. After each week, attack Nature with 2d12 to increase DL by 1. On failure, decrease DL by 1. If the DL becomes 0, end.
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 the Magic of the creature that caused the Injury. Deal 3 Body damage. After each hour, attack Nature with 2 + the infecting Magic Tier d12 to increase the damage by 1. On failure, reduce the damage by 1. Either way, the disease then damages you again. If the damage becomes 0, end.
Symptoms: Swiftly infecting and necrotizing flesh. Tier 1.
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