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Liberi Gothica: Plaguebearer
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==Diseased Body== Diseased Body: You become immune to the effects of diseases, and can use them to your benefit. You are immune to all diseases. In addition, you develop your own, internalized disease when you take this progression: - Pick a TACKS attribute. Every time the victim fails their save to resist the disease, they take 1 damage to that attribute. TACKS damage dealt by a disease does not recover until the disease has been removed. -The incubation period is 4 days. The disease does not spread during incubation. -The Disease Strength is 0. -Symptoms: Pick any two of the following: Fever, Chills, Sores, Sneezing, Headaches, vomiting. These symptoms have no mechanical game effect. -Spread by touch. -Dormant: You can spend 2 Vitality to stop yourself from spreading the disease for up to 1 day. You can end this effect at any time, for an additional 2 Vitality. For the sake of simplicity, when the Disease is changed, everyone who is infected by it has the disease changed to match. When a plaguebearer is killed, everyone infected by her disease is cured. When you take Diseased Body, you get 4 XP worth of Diseased Body progressions. Diseased Body costs 8 XP to learn. Diseased Body Progression: --2 XP: Faster Development: The incubation period is reduced by 1 day. This progression can not reduce the incubation period below 1 day. --2 XP: Slower Development: The incubation period is increased by 1 day. --3 XP: Unbelievable Development: The incubation period is cut in half. Each time you take this progression, it costs 1 more XP. --1 XP: Control: The cost to activate or deactive the dormant state of your disease is now only 1 Vitality. --3 XP: Total Control: Activating and deactivating your disease's dormant state now costs no Vitality. Requires Control. --10 XP: By Air: The disease can be spread through the airways. Anyone within 10 feet of someone with the disease makes a Fortitude check to resist contracting the disease once every ten minutes. --10 XP: By Water: The disease can be spread by sharing drinks. If someone with the disease contacts any body of water, anyone who drinks from that body of water might contract the disease. The disease does not last in the water forever: After 2 weeks, the water is no longer considered to be infected. However, this duration resets each time someone with the disease touches the water. --10 XP: By Vermin: Insects and/or rodents can catch, and spread, the disease, but are either immune to or not killed by its effects. Once such a creature gets the disease from you, the disease infects 1d6 random people each day. Only those with poor hygiene, or who spend a lot of time in filthy areas, will be infected this way. --4 XP: Infectious: The Disease Strength increases by 1. Each time you take this progression, it costs 2 more XP. --10 XP: Debilitating: Pick another TACKS attribute. Your disease also damages that attribute. This progression may only be taken 4 times. You can not take the same TACKS attribute multiple times. --6 XP: Faster Effectiveness: Once the disease finishes incubation, the victim rolls to resist the disease 2 times a day instead of once. Each time you take this progression, they must save an additional time each day. The saves take place evenly throughout the day: twice per day = once every 12 hours; 3 per day = once every 8 hours, and so on. Each time you take this progression, it costs 1 more XP. --2 XP: Lesser Symptoms: Pick another symptom from the following list. You can not pick a symptom the disease already has: Fever, Chills, Sores, Sneezing, Headaches, Vomiting. --6 XP: Major Symptoms: Pick a symptom from the following list. You can not pick a symptom the disease already has: Fatigue [Requires 16 hours of sleep a day to prevent Fatigue] Pain [-1 penalty to all rolls] Terrible Cough [If they try to take 2 actions in a round, they must make a Fortitude check or lose both actions] Boils [Grow all over the body; leave horrid scars when popped; anything touched by a boil is infected by the disease for a day, and can spread it] Depression [Requires a Spirit roll to do anything that requires effort; only one roll per activity.] Shakes [Unable to do anything that requires fine manipulation by themselves, like writing or eating] Night Terrors [Unable to sleep for more than 1 hour without waking up screaming; can get medicines to help them sleep. If they don't, they are always Fatigued.] Hallucinations [See and hear things that are not really there] --10 XP: Lethal Symptoms: Pick a symptom from the following list. If you have multiple Lethal symptoms, you roll for each symptom separately. You can not pick a symptom the disease already has: Liver Failure [Every time the victim fails a Fortitude check to resist the disease, they make another Fortitude check. If they fail that one, their liver gives out, and they die after 4d10 hours.] Dementia [Everyone is an enemy, and the diseased person will attack them if he feels they are threatening him/too close.] Heart Failure [Every time the victim fails a Fortitude check to resist the disease, they make another Fortitude check. If they fail that one, their heart gives out, and they die after 1d10 minutes.] Coma [When the disease lowers a TACKS attribute to 0, the victim enters a coma. They only make a Fortitude check to resist the disease once per month, and they require 2 successful checks in a row to wake up from the coma, and recover from the disease entirely. If they fail 2 checks in a row while in a coma, they die.] Paralysis [Every time the victim fails a Fortitude check to resist the disease, they make another Fortitude check. If they fail that one, they become paralyzed from the waist down for life.] Blindness [Every time the victim fails a Fortitude check to resist the disease, they make another Fortitude check. If they fail that one, they become blind for life.] Deafness [Every time the victim fails a Fortitude check to resist the disease, they make another Fortitude check. If they fail that one, they become deaf for life.] --1 XP: Regression: Remove one of the symptoms from your disease. Your disease must always have at least 1 symptom.
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