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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, Frightened, or Suffocated, attack Poise with 2d12 to cause Tier 1 Enraged. After each week, attack Zeal with 3d12 to gain 1d12 on the attack roll to cause Enraged. On failure, lose 1d12. If the number of d12 becomes 0, end.
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. After each week, attack Endure with 3d12 to increase the penalty by 1. On failure, reduce the penalty by 1. If the penalty becomes 0, end.
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. After each day, Attack Magic with 3d12 to increase the penalty by 1. While the penalty is 6 or higher, gain Vulnerable to the Element. On failure, reduce the penalty by 1. If the penalty becomes 0, end.
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 Weakened. After each day, attack Endure with 3d12 to cause Paralyzed Tier 1. On failure, reduce Paralyzed Tier by 1. When Paralyzed is removed, end.
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. 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: 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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