Unusual Gamma Terra Diseases
NAME: Birdbone (Ex)
INFECTION DC: 20
INCUBATION: 1d4 days then 1 week
DAMAGE: Weakness in joints, persistent but mild fever, weak bones
This disease, which is caused by contact with avian detritus, is difficult to catch. This is a benefit, because the disease causes permanent debilitation.
1d4 days after contact, the sufferer begins to feel weak in the joints and develops a low grade fever. If the disease isn’t cured in this time, it causes a permanent 1d6 Dex damage. At this time his bones become fairly brittle and will break easily.
If the user takes more than 10 points of damage from any source, a bone is broken in the hit location (except for the spine, which is oddly immune). A broken arm results in a -4 penalty when attacking or performing any action involving a skill or ability score based check. Shields cannot be used with a broken arm effectively and only provide half their bonus when fighting defensively or using total defense (otherwise they provide no bonus at all). A leg reduces movement by 10′ and prevents any faster land-based movement. Broken ribs cause a temporary loss of 1d4 Con. A cracked skull results in the temporary loss of 1 Int point. Without advanced medical assistance or mutational healing, a broken limb will take 3d4+2 weeks to heal.
NAME: Filth Sickness (Ex)
INFECTION DC: 12
INCUBATION: 1d3 days
DAMAGE: Cough, nausea, weakness in legs and back, fever
Fairly common, Filth Sickness comes from wounds brought about by accident or injury. The victim must make a FORT save vs DC 12 or in 1d3 days suffer 1d3 Dex and 1d3 Con loss. Once per week the victim may make an additional FORT save and, if successful, gains back one point in either Dex or Con. Failure doesn’t result in any additional loss. The disease is burnt out once all Dex and Con points have been restored.
Name: Furred Hate (Ex)
Infection DC: 20 (Injury)
Incubation: 1-6 days
Damage: See Text
This incredibly odd disease is spread by various blood-thirsty insects such as fleas, ticks and mosquitoes. Anyone infected by it will give off an odor that all non-sapient animals consider incredibly offensive and rage inspiring.
The character suffers an inherent -6 penalty to all Animal Empathy, Handle Animal, and Ride checks, and must always treat those skills as cross-class skills if he wishes to improve them. Any wild animals encountered will have their reactions toward your character shifted one column into the negative, and animals that are already hostile will gleefully ignore anyone else nearby in their haste to hurl themselves upon your character. Lastly, any animal attacking your character gains a +1 morale bonus to its attack and damage rolls.
Furred Hate will burn itself out in roughly six months. However, if the character becomes infected with dysentery the disease is eliminated from the body when the dysentery ends.
NAME: Glow-Eye (Ex)
INFECTION DC: 15
INCUBATION: 1d8 days
DAMAGE: Blindness, minor CON damage
A very strange disease, Glow-Eye first gives and then takes away. 1d8 days after being infected by the virus, the victim will gain the Heightened Sense (Sight) mutation. 1d10 days after that, the victim will then gain the Infravision mutation. 1d10 days later the victim will have the Ultravision mutation and begin to have intense headaches centered around the eyes. 1d10 days after that the victim will permanently lose the ability to see after his eyes swell and explode. This causes 1 permanent point of CON damage and thanks to the blindness he takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.
NAME: Lung Rot (Ex)
INFECTION DC: 24 (Inhaled)
INCUBATION: 3 hours
DAMAGE: Whenever under stress (combat, shouting, wounded), the player may cough up blood dealing 1d4 damage (1 on D4).
Lung Rot commonly afflicts to those who frequently inhale poisonous fumes or suffer massive exposure at once. It is exceedingly common in areas the Ancients used chemical weapons.
Like asthma, if breath rate increased too far above normal at the GM’s discretion, the character’s lungs may bleed and force them to cough up a significant quantity of blood. Due to it being more of an internal wound rather than a disease, only powerful technology or mutations can reverse the damage. Otherwise the disease is permanent.
Name: Mutie Flu (Ex)
Infection DC: 22 for all non-mutant players, 12 for all mutant players. (Inhaled or Ingested)
Incubation: 1-5 days for mutant players, 1-2 days for non-mutant players.
Damage: See Text
To an average mutant, the Mutie Flu is no big deal; some sniffles here, and a little nausea there, etc. For anything that’s not a mutant, it’s one hot ass mess. Cramps, diarrhea, vomiting, overall nausea, runny nose, watery eyes and nosebleeds. Don’t be around a sick mutant, because to mutants this flu will only have a -1 on skill checks, but to non-mutants it gives a -2 check on all saves and skill checks.
With relation to this disease, a mutant is any character or NPC that has any mutation with a Mp score (beneficial or detrimental).
NAME: Scritch (Ex)
INFECTION DC: 12 (Injury)
INCUBATION: 1-4 days
DAMAGE: Nauseated or exhausted, possible confused (convulsions)
Scritch is sometimes called Cat Scratch Fever; common among those clawed by feline creatures and causes flu-like symptoms. In serious cases, the afflicted becomes confused and may convulse.
If one fails their check by more than 5 points they become exhausted instead of nauseated and suffers confusion (convulsing instead of the normal percentage of useless activity during confusion).
If one fails their check by more than 10 points they grow a light covering of fur at the point of injury which will grow at a rate of 1cm per day until either the disease is cured or the character is completely covered in fur (at which point they are considered to have the Body Change mutation but do not gain the bonus Mp from it). If the disease is cured the fur simply falls out.
NAME: Skinner (Ex)
INFECTION DC: 16 (Contact)
INCUBATION: 1-4 days
DAMAGE: 1D6 Permanent Con and Str
Considered to be one of the most deadly diseases on Gamma Terra, most persons that come down with Skinner prefer to commit suicide rather than endure its torment. The disease is caused by an unknown virus that some say is a curse placed by the Ancients on their long dead foes. Still others say it comes from the stars and is sapient.
When stricken with Skinner, the victim’s skin will bulge and the bulge will move around slowly and painfully, seemingly of its own accord. After 1d4 days the movement will stop, the bulge will harden and burst in what could only be described as the skin and muscle itself excruciatingly ripping away and jumping off of the victim in a bloody, puss-filled spray. 2cm of skin and muscle will be lost per point of Con lost in this way.
Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage. Every failed save results in an additional 1d6 Con/Str and flesh loss.
The disease is especially virulent in that anyone that comes in contact with the bodily fluids of the victim, especially when the bulge bursts, must make a save to avoid catching the disease.
Name: Tec-less (Ex)
Infection DC: 14 (Contact)
Incubation: 1-4 days
Damage: See Text
Tec-less is one of the strangest diseases to appear in Gamma Terra. It does no actual damage to the victim of the disease, instead taking away their ability to use any type of technology.
After 1d4 days and a mild fever, the victim simply forgets how technology works. He will still know, for example, what a pistol is and what it does, but if given one will fidget with it and look it over, unable to make it work. Even if shown again and again how to use the pistol, it will simply not work for them except for random accident (such as accidentally squeezing the trigger).
This translates to a -15 on all skill rolls involving any technology more advanced than the Middle Ages, including anything involving gunpowder. He also loses access to any feats that involve technology as well.
After 2d6 days the infection simply disappears, and the victim automatically regains all feats and no longer has his skill penalty.
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