The Game Master's Codex/Curses, Diseases & Special Conditions

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Curses

Diseases

Special Conditions

There are some conditions which have an outsized and more involved impact on your character. Whether these come from disease, ancient magics or nanobots in your bloodstream, these conditions may grant you new abilities or limit your power.

Vampirism

When a Humanoid, Evolved or Beast, dies with vampire blood in their system, they will awaken 2d12 hours later as a Vampire Sire. While a Vampire Sire, the transformation is not complete. There are three possible outcomes during this stage: the creature will not be strong enough to survive the transformation and will die, the creature will survive the transformation and complete the journey into becoming a vampire, or the creature will be cured. Curing after the transformation is complete is nearly impossible, and generally requires some form of divine intervention. A Vampire Sire, while still difficult, can potentially be cured by a ritual described below.

While a Vampire Sire, the creature has a Vampirism Score, which starts at 0. The creature must make a DC 15 FOR saving throw every 10 days; on a successful save, the Vampirism Score is increased by 1, on a failure it is decreased by 1. If the Vampirism Score reaches 10, the transformation completes and the creature becomes a vampire. If the Vampirism Score reaches -10, then creature dies. Additionally, for every point below zero, the creature receives a temporary -1 modifier to one of their ability scores (out of STR, DEX, FOR, WIL). The creature can choose which of their stores this applies to, and it can be applied to the same ability more than once. Rolling a natural 20, increases the score by 2 and rolling a natural 1 decreases the score by 2.

While a Vampire Sire, the creature is not yet compelled to drink blood. However, they do develop a ravenous appetite. Consuming the blood of a vampire, will decrease the likelihood of dying during the process, however even one dose of vampire blood will create a dependance. Once the first dose of vampire blood has been ingested, the Vampirism Score which causes death decreases to -25, however to increase the Vampire Score, how requires the Vampire Sire to succeed by 5 or more (dirty 20 or higher). If Vampire Spawn does not feed on vampire blood for more than 10 days, the DC for the FOR saving throw increases to 20, until they feed on vampire blood again.

Cure

The cure for vampirism, which must be administered while the creature is still a Vampire Sire, requires three main ingredients: the flower of the Vitrulian plant, the bark of a tree grown in the Outer Planes and the blood of the vampire which sired the creature. The flower will wilt and die, losing its potency, 50 days after is has been plucked, the bark loses its potency after being out of the plane in which it was grown for more than 100 days and the blood of the vampire which sired the creature loses its potency for the ritual 300 days after it has either been extracted, or the vampire died.

Lycanthopy