So I showed you all the plague rat’s stats. Part of their abilities was to infect humans with several diseases. Here are the write ups for those diseases.
Description: This is a disease that can be transmitted by extended contact with the infected. The symptoms include an ache deep in the limbs, and the skin becomes dry and flaky.
Causes: Extended close proximity with the infected (Toughness resistance check with a -1 dice penalty each day you spend near the sick) or clothing and bed materials of the infected (+2 dice bonus to resisting the disease)
Effect: Once you have become infected you may pass on the disease onto others as noted above. You gain a -2 dice penalty to all Strength checks. Your speed is halved.
Resolve: Every time you get a full night’s rest, if you roll at least 9 successes while trying to determine how much you heal in the night, you may resolve this disease instead of healing damage. Each week in a row that consists mostly of resting, staying well fed, and well hydrated, decreases the number of needed successes by 1. Consuming an item that treats Bone Blight once a day also decreases the target number of successes by 1. Being treated with a healing glove with the Bone Blight cure programming also decreases the target number of success by 1.
Description: This is a disease that can be transmitted by extended contact with the infected and is associated with Heretics. The symptoms include a general full body ache, and the skin turns paler.
Causes: Extended close proximity with the infected (Toughness resistance check with a -1 dice penalty each day you spend near the sick) or clothing and bed materials of the infected (+2 dice bonus to resisting the disease)
Effect: Once you have become infected you may pass on the disease onto others as noted above. You gain a -2 dice penalty to all Toughness checks. Your death spiral lasts for 2 turns shorter.
Resolve: Every time you get a full night’s rest, if you roll at least 9 successes while trying to determine how much you heal in the night, you may resolve this disease instead of healing damage. Each week in a row that consists mostly of resting, staying well fed, and well hydrated, decreases the number of needed successes by 1. Consuming an item that treats Jason’s Ache once a day also decreases the target number of successes by 1. Being treated with a healing glove with the Jason’s Ache cure programming also decreases the target number of success by 1.
Description: This is a disease that can be transmitted by extended contact with the infected. The symptoms include a strong sense of anxiety and fear, and light cough.
Causes: Extended close proximity with the infected (Toughness resistance check with a -1 dice penalty each day you spend near the sick) or clothing and bed materials of the infected (+2 dice bonus to resisting the disease)
Effect: Once you have become infected you may pass on the disease onto others as noted above. You gain a -2 dice penalty to all Willpower checks. You take a - 1 dice penalty to all social rolls.
Resolve: Every time you get a full night’s rest, if you roll at least 9 successes while trying to determine how much you heal in the night, you may resolve this disease instead of healing damage. Each week in a row that consists mostly of resting, staying well fed, and well hydrated, decreases the number of needed successes by 1. Consuming an item that treats Mind Rot once a day also decreases the target number of successes by 1. Being treated with a healing glove with the Mind Rot cure programming also decreases the target number of success by 1.
Description: This is a disease that can be transmitted by extended contact with the infected and is associated with pilgrims. The symptoms include a seeing auras, hearing a low hum, and your ears leak a brown ooze.
Causes: Extended close proximity with the infected (Toughness resistance check with a -1 dice penalty each day you spend near the sick) or clothing and bed materials of the infected (+2 dice bonus to resisting the disease)
Effect: Once you have become infected you may pass on the disease onto others as noted above. You gain a -2 dice penalty to all Perception checks. You gain 2 less initiative points during each round of combat.
Resolve: Every time you get a full night’s rest, if you roll at least 9 successes while trying to determine how much you heal in the night, you may resolve this disease instead of healing damage. Each week in a row that consists mostly of resting, staying well fed, and well hydrated, decreases the number of needed successes by 1. Consuming an item that treats Pilgrim’s Fog once a day also decreases the target number of successes by 1. Being treated with a healing glove with the Pilgrim’s Fog cure programming also decreases the target number of success by 1.
Description: This is a disease that can be transmitted by extended contact with the infected. The symptoms include a strong headache, and bloodshot eyes.
Causes: Extended close proximity with the infected (Toughness resistance check with a -1 dice penalty each day you spend near the sick) or clothing and bed materials of the infected (+2 dice bonus to resisting the disease)
Effect: Once you have become infected you may pass on the disease onto others as noted above. You gain a -2 dice penalty to all Intellect checks.
Resolve: Every time you get a full night’s rest, if you roll at least 9 successes while trying to determine how much you heal in the night, you may resolve this disease instead of healing damage. Each week in a row that consists mostly of resting, staying well fed, and well hydrated, decreases the number of needed successes by 1. Consuming an item that treats Thought Bane once a day also decreases the target number of successes by 1. Being treated with a healing glove with the Thought Bane cure programming also decreases the target number of success by 1.
Description: This is a disease that can be transmitted by extended contact with the infected. The symptoms include a twitchiness around the extremities, a loss of balance, and the skin gets covered in small red lumps.
Causes: Extended close proximity with the infected (Toughness resistance check with a -1 dice penalty each day you spend near the sick) or clothing and bed materials of the infected (+2 dice bonus to resisting the disease)
Effect: Once you have become infected you may pass on the disease onto others as noted above. You gain a -2 dice penalty to all Finesse checks. Any attempts to resist falling prone automatically fail.
Resolve: Every time you get a full night’s rest, if you roll at least 9 successes while trying to determine how much you heal in the night, you may resolve this disease instead of healing damage. Each week in a row that consists mostly of resting, staying well fed, and well hydrated, decreases the number of needed successes by 1. Consuming an item that treats Vestibular Tremens once a day also decreases the target number of successes by 1. Being treated with a healing glove with the Vestibular Tremens cure programming also decreases the target number of success by 1.
They are all supposed to be very similar.
Tell me what you think by reblogging