Another homebrew update? I need to be stopped.
Following the bite of the werewolf (again, you don’t feeeeeeel any different), I think now’s a good time to introduce Ailments. Sickness, disease, and yes, even curses are present in the world of Gamma Terra. If a creature doesn’t want you dead, the nasty stuff it’s host to is more than willing to pick up the slack. But how do these ailments work?
When players are exposed to an ailment – from the bite of a disease-carrying monster, swimming in filthy, radioactive water, or eating poisoned food – they risk contracting that ailment, and need to roll an appropriate save, to determine whether or not they’ve contracted it. If they fail, and become a diseased wretch, they then need to make subsequent saves after each extended rest, to determine whether or not the ailment advances, or regresses along a predetermined disease track.
Rolling on the Ailment track can have one of three outcomes: one, you roll high enough and the ailment improves, eventually regressing all the way to Stage 0, where it’s either cured or dormant; two, you meet the lower DC, that maintains the ailment (neither advancing nor regressing on the tracker); or three, you roll low, and the ailment worsens by one step. With each advance, the ailment becomes more of a determent to the PC, sometimes resulting in the character’s death if it advances to the final stage. If a character reaches this last stage, and it doesn’t result in that character’s death, they can no longer roll against the ailment to try and improve their condition. At that point, the only way to rid themselves of its ill-effects is to find a cure.
Examples of ailments your characters may run across: