Diseases
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Diseases are conditions that affect the physical body, such as a runny nose, or sore muscles, or something that would cause fatigue. These are conditions that usually are gained either through a virus, bacteria or parasite.
Dysentery
DC Action: Metabolism (DC 25%) Contact Method: Unfiltered water and foods
Intensity Requirements: 2 days without treatment/maltreatment
Dysentery is a disease gained by eating contaminated food or drinking contaminated water, there is multiple ways to get dysentery.
Dysentery is typically cured by consuming clean water and food, if the target afflicted with dysentery rests for atleast 12 hours a day and consumes double the amount of nutrients for 2 days, they lose a rank in this disease, if only at rank 1, they are cured.
Rank 1 – Mild
Cramps – Your movement speed is lowered by 1m/TP
Fever – You receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature
Rank 2 – Moderate
Cramps – Your movement speed is lowered by 1m/TP
Fever – You receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Malnutrition – Your body becomes more dehydrated, you require double the amount of nutrition to survive.
Rank 3 – Severe
Dysentery beyond this point can only be cured by Antibiotic usage.
Cramps – Your movement speed is lowered by 2m/TP
Fever – You receive the effects of temperature as if it were 1d2 steps hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Malnutrition – Your body becomes more dehydrated, you require double the amount of nutrition to survive.
Fatigue – You are always tired, you become exhausted every 8 hours you are awake.
Rank 4 – Terminal
At this rank, the disease must be cured within a week, otherwise the target is sent to death’s door.
Cramps – Your movement speed is lowered by 4m/TP
Fever – You receive the effects of temperature as if it were 1d2 steps hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Malnutrition – Your body becomes more dehydrated, you require triple the amount of nutrition to survive.
Fatigue – You are always tired, you become exhausted every 2 hours you are awake, if you are awake for 2 hours after that, you are sent to death’s door.
Nausea – You are constantly nauseated.
Hypothermia
DC Action: Endure (DC 75%) Contact Method: –
Intensity Requirements: –
Hypothermia is a disease that occurs when your body is too cold, the word comes from the Ancient Greeks, meaning “Below Heat” for “hypo-” and “therme” respectively. Hypothermia is an incredibly dangerous disease that is known to kill many unprepared adventurers not wearing enough gear to stay warm.
To cure hypothermia, one must remain in the Average Temperature section for more then 8 x current ranks hours. Ranks decrease slowly over time.
Rank 1 – Mild
Mild Numbness – The afflicted gains a -10% Agility Modifier as their body remains cold.
Shivering - The afflicted gains a -20% chance to hit with all weapons, their TP costs for actions are doubled.
Rank 2 – Moderate
Lethargy – The afflicted becomes tired and cannot be brought out of this state
Numbness – The afflicted gains a -20% Agility modifier.
Rank 3 – Severe
Severe Lethargy – The afflicted becomes exhausted and cannot be brought out of this state.
Numbness – The afflicted gains a -20% Agility modifier.
Arrhythmia – The afflicted gains a -10% Vitality modifier.
Rank 4 – Terminal
Fatal Lethargy – The afflicted becomes exhausted and cannot be brought out of this state. The target must make an Alertness action (DC 80%) every hour or fall unconscious.
Numbness – The afflicted gains a -20% Agility modifier.
Severe Arrhythmia – The afflicted gains a -20% Vitality modifier.
Frostbite – The afflicted takes 100 (d4%) Cold (nonlethal) damage per minute. Once unconscious, the afflicted immediately enters death’s door.
Hyperthermia
DC Action: Endure (DC 75) Contact Method: Moderate Heat
Intensity Requirements: Remaining in Moderate Heat
Hyperthermia is a disease that occurs when your body is too cold, the word comes from the Ancient Greeks, meaning “Above Heat” for “hyper-” and “therme” respectively. Hyperthermia is an incredibly dangerous disease that is known to kill many unprepared adventurers wearing too much gear to be able to stay cool.
To cure hyperthermia, one must remain in the Average Temperature section for more then 8 x current ranks hours. Ranks decrease slowly over time.
Rank 1 – Mild
Muscle Spasms – The afflicted has a -20% chance to hit.
Headache – The afflicted gains a -50% to all actions made to resist any mental abilities
Rank 2 – Moderate
Weakness – The afflicted deals -50% less damage on all attacks, and has a -40% chance to hit
Nausea – The afflicted gains a -50% to all actions made to resist any mental abilities, and a -10% to all Senses actions.
Rank 3 – Severe
Fragility – The afflicted deals -50% less damage on all attacks, and has a -40% chance to hit
Extreme Nausea – The afflicted gains a -50% to all actions made to resist any mental abilities, and a -20% to all Senses actions.
Heat Fatigue – The afflicted is always tired, no ability can get them out of this state.
Rank 4 – Terminal
Fragility – The afflicted deals -50% less damage on all attacks, and has a -40% chance to hit
Extreme Nausea – The afflicted gains a -50% to all actions made to resist any mental abilities, and a -20% to all Senses actions.
Extreme Heat Fatigue – The afflicted is always exhausted, no ability can get them out of this state.
Heat Stroke – The afflicted takes 100 (d4%) Fire (nonlethal) damage per minute. Once unconscious, the afflicted immediately enters death’s door.
Cold/Influenza
DC Action: – Contact Method: –
Intensity Requirements: –
A cold or flu is typically a viral infection that occurs when in contact with various rhinoviruses, the symptoms can relatively be quite mild, but may also increase in intensity over time, Cold’s and Flu’s typically are not the sole killer of many illnesses, not many people can die from just a cold, however, colds open up the opportunity for more diseases to infiltrate the immune system.
To cure colds or influenza, one must rest for more then 8 hours x current rank. Ranks decrease slowly over time.
Rank 1 – Mild
Sniffles – The GM flips a coin on every Stealth action or actions that require concentration, on tails, the afflicted sneezes, automatically losing concentration of the action or failing the Stealth action
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Disease Weakness – The afflicted gains a -10% penalty to resisting all diseases.
Rank 2 – Moderate
Lethargy – The afflicted becomes tired and cannot be brought out of this state**
Sniffles** – The GM flips a coin on every Stealth action or actions that require concentration, on tails, the afflicted sneezes, automatically losing concentration of the action or failing the Stealth action**
Fever** – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Disease Weakness – The afflicted gains a -20% penalty to resisting all diseases.
Rank 3 – Severe
Lethargy – The afflicted becomes exhausted and cannot be brought out of this state
Muscle Pains – The afflicted gains a -20% penalty to all Muscle actions.
Sniffles – The GM flips a coin on every Stealth action or actions that require concentration, on tails, the afflicted sneezes, automatically losing concentration of the action or failing the Stealth action
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Disease Weakness – The afflicted gains a -30% penalty to resisting all diseases.
Rank 4 – Terminal
Lethargy – The afflicted becomes exhausted and cannot be brought out of this state.
Malaise – The afflicted receives half of the benefits from resting and takes double the amount of time to rest. This affects all disease recovery times.
Muscle Pains – The afflicted gains a -40% penalty to all Muscle actions.
Sniffles – The GM flips a coin on every Stealth action or actions that require concentration, on tails, the afflicted sneezes, automatically losing concentration of the action or failing the Stealth action.
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Disease Weakness – The afflicted gains a -40% penalty to resisting all diseases.
Malaria
DC Action: – Contact Method: –
Intensity Requirements: –
Malaria is typically transferred via blood and is very common amongst more poor populations, It is caused by a parasite that infects the blood of the afflicted and can transfer to others via their blood. It affects very quickly once affected, and must be monitored.
Malaria can be cured through active treatment of using a cure-all once per day. The cure-all must be used consecutively for 4 x current rank days to reduce in rank.
Rank 1 – Mild
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Chills – The afflicted’s body is always shaking, they receive a -10% penalty to hit, and cannot aim.
Headache – The afflicted receives a -50% to all actions made to resist Mental attacks
Rank 2 – Moderate
Impairment – The afflicted’s Max TP goes down by 1
Shakes – The afflicted’s body is always shaking, they receive a -20% penalty to hit, and cannot aim.
Chesty Cough – The GM flips a coin on every Stealth action or actions that require concentration, on tails, the afflicted coughs, automatically losing concentration of the action or failing the Stealth action.
Rank 3 – Severe
Fatigue – The afflicted becomes tired and cannot be brought out of this state
Confusion – The afflicted is confused, they cannot be brought out of this state
Breathing Difficulty – The afflicted is suffocating partially, and takes 25 suffocation damage once per day
Rank 4 – Terminal
Abnormal Bleeding – The afflicted takes 25 bleed damage per hour, and take 200 (d4%) bleed damage per rest.
Jaundice – The afflicted’s skin turns pale-yellow, they automatically fail on all checks made to resist poisons.
Extreme Fatigue – The afflicted becomes exhausted and cannot be brought out of this state
Extreme Confusion – The afflicted is confused, they cannot be brought out of this state, and they automatically fail all actions of understanding any form of communication.
Tetanus
DC Action: – Contact Method: –
Intensity Requirements: –
Tetanus, also known as Lockjaw, is a disease transferred via bacteria, is typically caused by rust entering the bloodstream and is a very powerful infection that can lead to death very quickly. Tetanus is a common encounter amongst adventurers due to the festered ruins that most treasures that they pursue contain this bacteria.
Tetanus requires rest to be cured, every 24 x current rank of hours spent resting reduces the severity of the illness. To cure the paralysis parts of the disease, tranquiliser liquids and sedatives can be used to treat symptoms.
Rank 1 – Mild
Sweating – The afflicted is always sweating, they receive only 50% of the nutrition benefits from liquids.
Adrenaline – The afflicted is constantly in fight or flight as their body works in overdrive, they receive a -20% to hit with all attacks
Rank 2 – Moderate
Minor Paralysis – The afflicted gains a -10% to all Agility actions, and their movement speed is lowered by -1m/TP
Muscle Spasms – The afflicted cannot aim and receives a -50% penalty to all tasks that require precise movements
Rank 3 – Severe
Moderate Paralysis – The afflicted gains a -20% to all Agility actions, and their movement speed is lowered by -2m/TP, the TP cost of all actions is doubled.
Lockjaw – The afflicted loses the ability to cast the Vocal component of any power and can barely speak.
Breathing Difficulty – The afflicted is suffocating partially, and takes 25 suffocation damage once per day
Rank 4 – Terminal
Severe Paralysis – The afflicted cannot take any actions to move their body.
Intense Lockjaw – The afflicted can no longer speak.
Extreme Breathing Difficulty – The afflicted is suffocating, and takes 25 suffocation damage every hour.
Rabies
DC Action: – Contact Method: –
Intensity Requirements: –
Rabies is a deadly viral disease that spreads from saliva and is a minor form of other diseases, it affects the nervous system of many creatures and cause them to become delirious. Rabies directly attacks the brain of the afflicted. Most cases of Rabies left untreated almost always lead to death, even with cutting edge medical equipment, the fatality rate of this disease is at it’s best still 20%.
Rabies cannot be cured unless someone uses a Greater Purify on the afflicted. Otherwise, the symptoms can be managed as any other disease.
Rank 1 – Mild
Weakness – The afflicted’s attacks deal -50% less damage.
Headache – The afflicted receives a -50% to all actions made to resist Mental attacks
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Rank 2 – Moderate
Confusion – The afflicted is confused, they cannot be brought out of this state
Hallucination – The afflicted has random hallucinations that appear every encounter, and every 10 minutes, 1d4 hallucinations appear.
Insomnia – The afflicted receives no benefits from resting, if they were to rest, they can only rest for 2 hours at a time, where they cannot rest for another 30 minutes.
Rank 3 – Severe
Hydrophobia – The afflicted is immediately panicked upon seeing water.
Extreme Delirium – The afflicted is always confused, and they cannot understand where they are. They must take a Linguistics Action (DC 80%) to understand what someone says.
Mood Swings – The afflicted’s emotions are rampant, they receive a -50% to all Social actions.
Rank 4 – Terminal
Brain Inflammation – The afflicted will fall unconscious every 1d10 minutes, and shake violently for 1d4 rounds, they immediately fall prone while this occurs. Each time they fall unconscious, they take 50 Nonlethal Bludgeoning damage.
Hydrophobia – The afflicted is immediately panicked upon seeing water.
Extreme Delirium – The afflicted is always confused, and they cannot understand where they are. They must take a Linguistics Action (DC 80%) to understand what someone says.
Nerve Rot
DC Action: – Contact Method: –
Intensity Requirements: –
Nerve Rot is a brutal disease that attacks the nervous system of the afflicted, causing the body to eventually succumb to complete paralysis. The first stages are typically hard to catch to those not experienced in the disease, but can be easily cured early on compared to other more brutal diseases. Nerve Rot is common when wading through parasitic waters without the right protection.
Nerve Rot can be cured through 8 hours of detoxification using alcohol or other purification liquids per day x current rank.
Rank 1 – Mild
Minor Numbing – The afflicted receives a -25% to all Agility actions.
Pins and Needles – The afflicted gains a tingly feeling in their whole body, they receive a -10% chance to hit.
Heightened Mood – The afflicted’s emotions are raised, they receive a +10% to all social actions as their inhibitions are lost.
Rank 2 – Moderate
Numbing – The afflicted receives a -50% to all Agility actions.
Minor Motor Loss – The afflicted requires double the TP cost to move. They cannot perform delicate actions and have a ¼ chance of failing to cast any power or perk.
Forgetfulness – The afflicted automatically fails any quick thinking abilities and cannot remember any events from the past.
Rank 3 – Severe
Severe Numbing – The afflicted receives a -75% to all Agility actions.
Motor Loss – The afflicted requires quadruple the TP cost to move, they cannot perform more then 1 action per round, and automatically fail all abilities to cast any power or perk.
Insomnia – The afflicted receives no benefits from resting, if they were to rest, they can only rest for 2 hours at a time, where they cannot rest for another 30 minutes.
Rank 4 – Terminal
Paralysis – The afflicted is paralysed. They cannot recover from this effect.
Insomnia – The afflicted receives no benefits from resting, if they were to rest, they can only rest for 2 hours at a time, where they cannot rest for another 30 minutes.
Ego Death – The afflicted slowly loses their mind, taking a -10% to Social per day affected by the disease, once their social reaches -100%, they are considered dead.
Flesh Eating Virus
DC Action: – Contact Method: –
Intensity Requirements: –
A flesh eating virus is typically caused by a harmful bacteria that spreads via contact, while rare, it’s symptoms usually remain dormant for a brief period of time after contact, before becoming very obvious. Flesh Eating Viruses are hard to maintain and cure due to their deceptiveness and fortitude, being able to appear as if they are gone
To truly cure a Flesh Eating Virus, one must have the ability purify cast onto themselves, or submerge themselves into a sterilising liquid for up to 24 hours to remove the disease, every 8 hours inside the liquid reduces the rank by 1.
Rank 1 – Mild
Mild Irritation – The afflicted’s skin is coated a red colour, every 1d10 minutes, they immediately become distracted, causing them to itch their skin uncontrollably.
Swelling – The afflicted’s skin swells slightly, as it is warm to the touch. The afflicted is weak to all Fire damage.
Rank 2 – Moderate
Rash – The afflicteds skin swells and is a red colour, every 1d4 minutes, they immediately become distracted, causing them to itch their skin uncontrollably, they are weak to all Fire damage.
Pain Enhancement – When the afflicted takes 100 damage of any kind, they become exposed.
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Rank 3 – Severe
Necrosis – The afflicted’s skin starts actively decomposing, they take 50 Bleed damage every 10 minutes, all restoration effects are reduced in effectiveness by -25%.
Dizziness – The afflicted is confused and sickened and cannot be brought out of this state.
Fatigue – The afflicted becomes tired and cannot be brought out of this state
Rank 4 – Terminal
Major Necrosis – The afflicted’s skin starts actively decomposing, they take 100 Bleed damage every 1 minute, all restoration effects are reduced in effectiveness by -50%.
Vertigo – The afflicted is nauseated, overwhelmed and confused, they cannot be brought out of this state.
Blistering – The afflicteds skin swells with small, bulbous pus-filled blisters, and is a red colour, every 1d4 rounds, they immediately become distracted, causing them to itch their skin uncontrollably, they are vulnerable to all Fire damage.
Immunocompromised
DC Action: – Contact Method: –
Intensity Requirements: –
Immunocompromisation is a condition that, while not necessarily a disease, does attack and focus on the immune system of the afflicted, whilst it cannot be the main factor in directly causing ones death, it allows for more dangerous and scarier diseases to infiltrate, and even makes it harder to recover from them.
Immunocompromisation can only be cured by a Greater Purify power or stronger.
Rank 1 – Mild
Mild Disease Weakness – The afflicted gains a -25% penalty to all actions made to resist any diseases.
Rank 2 – Moderate
Moderate Disease Weakness – The afflicted gains a -50% penalty to all actions made to resist any diseases.
Rank 3 – Severe
Severe Disease Weakness – The afflicted gains a -75% penalty to all actions made to resist any diseases.
Increased Disease Intensity – All effects from any diseases are doubled in intensity, it takes half of the time to increase disease ranks.
Rank 4 – Terminal
Fatal Disease Weakness – The afflicted automatically fails all actions made to resist diseases.
Catastrophic Disease Intensity – All effects from any diseases are quadrupled in intensity, it takes ¼ of the time to increase disease ranks.
Gastroenteritis
DC Action: – Contact Method: –
Intensity Requirements: –
A disease that affects the digestive system of the afflicted, Gastroenteritis is also known as “Food Poisoning”, it causes the afflicted to attempt to drain its entire body out of it’s fluids. The main killer of Gastroenteritis is the lack of good nutrition.
Gastroenteritis cures itself over time, requiring rest equal to 8 hours x current rank to reduce it’s rank by 1.
Rank 1 – Mild
Nausea – The afflicted gains a -50% to all actions made to resist any mental abilities, and a -10% to all Senses actions.
Loss of Appetite – The afflicted does not feel hungry and cannot feel hungry, however, their hunger still is in effect.
Rank 2 – Moderate
Dehydration – The afflicted is famished and cannot be brought out of this state
Lethargy – The afflicted is tired and cannot be brought out of this state
Muscle Cramps – The afflicted takes a -20% to all Muscle and Agility actions
Rank 3 – Severe
Severe Dehydration – The afflicted is malnourished and cannot be brought out of this state
Extreme Lethargy – The afflicted is exhausted and cannot be brought out of this state.
Muscle Cramps – The afflicted takes a -20% to all Muscle and Agility actions.
Rank 4 – Terminal
Severe Dehydration – The afflicted is malnourished and cannot be brought out of this state
Extreme Nausea – The afflicted gains a -50% to all actions made to resist any mental abilities, and a -20% to all Senses actions.
Extreme Lethargy – The afflicted is exhausted and cannot be brought out of this state.
Brainrot
DC Action: – Contact Method: –
Intensity Requirements: –
Brainrot is a serious condition that can only be cured in the early stages, attacking the brain and causing symptoms of complete aggression, it causes the afflicted to lose their mind while also activating the stages of death associated with decomposing corpses. Brainrot’s conditions allow the afflicted to remove their biological limits, letting them go beyond their conscious strength, while also reducing the motor funcitons of the abilities. Those affected with Brainrot can bite others and transfer their disease to them.
Brainrot can be cured at rank 1 with a Greater Purify power or stronger, at rank 2 and above, it must be cured by a Soul Purification power or stronger, which then requires a coin to be flipped, heads successfully cures the target.
Rank 1 – Mild
Disorientation – The afflicted has no understanding of where it is
Mood Swings – The afflicted’s emotions are rampant, they receive a -50% to all Social actions.
Weakness – The afflicted’s attacks deal -50% less damage.
Rank 2 – Moderate
Delirium – The afflicted is always confused and cannot be brought out of this state.
Strength Increase – The afflicted’s Muscle modifier increases by +10%, on every successful Muscle Action, the user takes 10 Bleed damage.
Minor Paralysis – The afflicted’s Agility modifier decreases by -10%
Rank 3 – Severe
Severe Delirium – The afflicted is always confused, and they cannot understand where they are. They must take a Linguistics Action (DC 80%) to understand what someone says.
Major Strength Increase – The afflicted’s Muscle modifier increases by +20%, on every successful Muscle Action, the user takes 25 Bleed damage.
Rigor Mortis – The afflicted’s movement actions cost double the amount of TP.
Rank 4 – Terminal
Lost Inhibitions – The afflicted loses complete control of their character, they immediately attack everyone they see and cannot stop themselves from doing so.
Ego Death – The afflicted slowly loses their mind, taking a -10% to Social per day affected by the disease, once their social reaches -100%, they are considered dead.
Physical Bolster – The afflicted’s Muscle, Agility, Vitality and Fortitude modifiers are increased by +40%
Severe Rigor Mortis – The afflicted’s movement actions cost quadruple the amount of TP, they can no longer sprint.
Iroiko’s Disease
DC Action: – Contact Method: –
Intensity Requirements: –
Iroiko’s Disease is an intense condition that has little to no known cures, it is highly lethal and a very slow-setting disease. It is not completely known at how Iroiko’s sets in for it’s effects, being nearly undetectable with a characteristic tumour, initially until symptoms onset. It may take months or years for the condition to truly set in and for symptoms to arise.
Iroiko’s cannot be cured unless using a Wish or stronger, on use of a wish, roll a d4, on a 1, the disease is successfully cured, otherwise, the condition’s effects are eradicated, and the process is restarted.
Rank 1 – Mild
Mild Disease Weakness – The afflicted gains a -25% penalty to all actions made to resist any diseases.
Weakness – The afflicted’s attacks deal -50% less damage.
Fever – The afflicted receive the effects of temperature as if it were one step hotter or colder then it actually is (GM’s discretion). This temperature cannot be average temperature.
Body Aches – The afflicted takes a -20% to all Muscle and Agility actions
Rank 2 – Moderate
Anemia – The afflicted is always tired, and receives a -20% to all Muscle and Agility actions, they receive double the effects of temperatures.
Blood Thinning – All bleed damage deals +50% more damage and lasts 50% longer.
Mild Fragility – The afflicted’s attacks deal -25% less damage. They receive +25% more damage.
Disease Weakness – The afflicted gains a -50% penalty to all actions made to resist any diseases.
Rank 3 – Severe
Major Anemia – The afflicted is always exhausted, and receives a -40% to all Muscle and Agility actions, they receive double the effects of temperatures.
Major Blood Thinning – All bleed damage deals +100% more damage and lasts 100% longer.
Fragility – The afflicted’s attacks deal -50% less damage. They receive +50% more damage.
Major Disease Weakness – The afflicted gains a -75% penalty to all actions made to resist any diseases.
Rank 4 – Terminal
Extreme Anemia – The afflicted is always exhausted, and receives a -60% to all Muscle and Agility actions, they receive double the effects of temperatures.
Extreme Blood Thinning – All bleed damage deals +200% more damage and lasts 200% longer.
Extreme Fragility – The afflicted’s attacks deal -75% less damage. They receive +75% more damage.
Delirium – The afflicted is always confused and cannot be brought out of this state.
Major Disease Weakness – The afflicted gains a -75% penalty to all actions made to resist any diseases.
Chromatosapoleia
DC Action: – Contact Method: –
Intensity Requirements: –
Chromatosapoleia is a condition where the afflicted’s colour in their body drains, only appearing in greyscale at the later stages of the condition. It is known for draining the users physical body and affecting their mind, changing their emotions and draining their personality actively. Chromatosapoleia is typically caused by various irregularities and anomalous activity in an area, such as opening portals to other realms or through mass use of teleportation.
To cure Chromatosapoleia, the afflicted must take a Sensation Booster every 8 ÷ current rank hours each day equal to their rank. This reduces the rank of the disease every amount of days equal to the rank of the disease e.g. Rank 4 requires 4 days of this treatment to reduce to rank 3.
Rank 1 – Mild
Decreased Overall Mood – The afflicted gains a -20% to all Social actions.
Paleness – The afflicted’s skin turns pale in their whole body.
Minor Weakness – The afflicted’s attacks deal -25% less damage.
Rank 2 – Moderate
Minor Desaturation – The afflicted’s body has higher black or white contrasts in their appearance, they take a -20% to all Social actions.
Weakness – The afflicted’s attacks deal -50% less damage.
Fragility – The afflicted takes +50% more damage.
Rank 3 – Severe
Moderate Desaturation – The afflicted’s body has largely black and white in their appearance with minimal colour, they take a -40% to all Social actions.
Major Weakness – The afflicted’s attacks deal -75% less damage.
Major Fragility – The afflicted takes +75% more damage.
Rank 4 – Terminal
Major Desaturation – The afflicted’s body has largely black and white in their appearance with minimal colour, they take a -60% to all Social actions.
Enfeeblement – The afflicted takes +50% more damage. They deal -50% less damage, all actions cost double the amount of TP.
Ego Death – The afflicted slowly loses their mind, taking a -10% to Social per day affected by the disease, once their Social Modifier reaches -100%, they are considered dead.
Palaiosoma
DC Action: – Contact Method: –
Intensity Requirements: –
Palaiosoma, also known as “The Olds”, is a disease that rapidly ages the afflicted, appearing quickly, reaching terminal levels very quickly.
Rank 1 – Mild
Minor Ageing – Your body ages rapidly, as if you were older then you actually are, you appear ten years older physically then you actually are.
Rank 2 – Moderate
Moderate Aging – Your body ages rapidly, as if you were older then you actually are, you appear twenty years older physically then you actually are.
Minor Fragility – The afflicted takes +25% more damage.
Rank 3 – Severe
Severe Aging – Your body ages rapidly, as if you were older then you actually are, you appear thirty years older physically then you actually are.
Fragility – The afflicted takes +50% more damage.
Forgetfulness – The afflicted automatically fails any quick thinking abilities and cannot remember any events from the past.
Rank 4 – Terminal
Terminal Aging – Your body ages rapidly, as if you were older then you actually are, you appear forty years older physically then you actually are.
Enfeeblement – The afflicted takes +50% more damage. They deal -50% less damage, all actions cost double the amount of TP.
Severe Forgetfulness – The afflicted automatically fails any quick thinking abilities and cannot remember any events from the past. Anything that is not in perception of the afflicted takes them by surprise, they can be exposed by anyone that they can’t see directly or hear.