Curious Pastimes - Rules: Diseases

Date: 17 Apr 2009
Prolonged contact with the carrier will allow the disease to transfer. For example a brief conversation, standing in close ranks whilst mustering, a loving embrace.

Mildly Contagious

Prolonged close contact with the carrier will allow the disease to transfer. For example sitting in a crowded room or sharing a tent.

Not Contagious

The disease can only be contracted by a single method, contact with victims will not transfer the disease.

The spell Diagnosis will reveal the Diseases Contagion Level. It is important to note that the Contagion Level of a Disease cannot be altered other than through the natural course of the disease. It is only removed upon the curing of a victim, therefore dead victims are still likely to remain contagious in some way.

Example

An adventurer has the misfortune to be mauled by an unknown and unsavory beast. Several minutes later they begin to feel distinctly unwell and weak. The Corporealist with the party doesn't recognise the symptoms as one of the 'Known Diseases' so they cast Diagnosis. The result is that they are told that the adventurer has a Virulence level 7 disease which if left untreated will probably leave the adventurer severely crippled. The disease is Not Contagious (it is only delivered by the creatures claws) so there is no worry about others catching the disease. Seeking to conserve their energy the Corporealist enlists the help of another corporealist with them. The first Corporealist casts Cure Disease and adds another Rank 1 Corporeal card. The disease's Virulence is now reduced to 4, but the adventurer is still ill. The second Corporealist first casts Diagnosis (so they are now aware of the revised Virulence) and then casts Cure Disease adding two Rank 1 Corporeal cards. The disease Virulence is now reduced to 0 and the adventurer is cured. Both Corporealist are now aware of Lurking Beast disease, Virulence Level 7 and that if left untreated permanently paralyses the limbs of it's victims over 24 hours.

Alchemists can of course attempt to produce potions to counter diseases but the requirement for research and brewing makes this approach somewhat slower. However, when they have mastered a potion they are free to make as many doses as they are able. This, of course, could eventually lead to the potential eradication of a particular disease. It is important to note that there is a wide scope for the role-playing of the investigation and discovery of diseases. As a new disease is encountered, there is always the possibility, through further encounters, investigation and research, that it may eventually be included on the Known Disease list.

Known Diseases

Capricious Rot

The exact vector of this disease is unknown but the victim loses 1 hp from one location per hour. This is calculated L arm, L leg, R leg, R arm, body until limbs become immobilised and the body runs out of hits, then they are taken from the unconscious, characters head hits until death. The disease becomes apparent when they first notice a large lesion on part of their body, which will not heal. These wounds cannot be healed until the disease is cured. Once the first outbreak is noticed death will follow when the character reaches zero hits. This disease is Contagious.

Fungus skin

The victim becomes infected with a floral parasite. Over a period of 12 hours the victims skin sprouts small fungal growths all over. After 12 hours the victim will not be able to move. Generally six hours after immobilisation, the victim dies as their body succumbs to the infestation. This disease is Mildly Contagious, whilst the victim is alive, but becomes Highly Contagious when the victim has died.

Grinning Fool

A very subtle disease, which attacks the victims brain. The victim slowly begins to forget their active skills 1 per hour, in the order they are printed on their character card. When all their skills are gone they will then begin to be unable to recognise friends, animals and objects. Eventually as the name suggests they become completely withdrawn and unless somebody takes care of them they will simply sit and starve to death. If cured the victim will regain their skills 1 per hour in the reverse of order that they lost them. This disease is not Contagious.

Magebane

This disease is thought to be magical in nature as it only effects spellcasters. Once infected, the victim will gradually lose their spell casting ability. This manifests itself as the loss of one magic card per hour. The mages power will not return the following sunrise. If the disease is allowed to continue the poor soul will eventually lose all their spellcasting abilities, even if they are later cured. If the victim is to be cured and not lose their spell casting ability then the cure needs to be affected before they lose all their power. If cured within this period spell power (cards) return the following sunrise as normal. This disease is Mildly Contagious.

Trembles

This disease is sometimes also known as Warriors Curse. It effects the muscles of the victim, causing them to shake uncontrollably. As the disease gains strength the shaking will become more violent until eventually the afflicted character will be unable to hold anything in their hands at all. In the final stages of this disease the victim is unable to even walk or talk. Once the symptoms manifest themselves the victim will usually have around 12 hours before becoming completely helpless. This disease is Mildly Contagious.

And so it began......

Date: 26 Jan 2012

Dawn breaks, war looms, the evil Lord is gathering his armies to wage a campaign of destruction upon the free peoples of the world. It is up to I, Sir Maximilan Pegasus to stop him, with my trusted band of adventurers we must gather the enchanted sword of Tek, the Shield of Way-Lem and the amulet of Subsidence and together we shall slay this abomination! “TIME FREEZE” And bam, the fantasy world fades away, the enchanted sword of Tek in my hand is a rubber sword smothered in coloured ribbons with a laminated card cable tied to the hilt, I look down and I’m wearing plastic armour and unflattering heropants, and the magical world of my imagination washes away to reveal a field in Wigan, but you know what? It’s larp and I’m a larper, it’s what I do.
I started larping when I was 17, I’d never role-played before, I’d never played D&D or Warhammer, never played WoW or any form of online game, I’d never even read Lord of the Rings, I feel somewhat privileged that I hadn’t done any of those things, I think it gave me an untainted attitude towards what larp could be, I had no preconceptions about saving the maiden fair, slaying the dragon or smiting the liche, to me it was just a new thing to try.
It was cold, really cold, 10am on a September morning, the rain was battering down and I’d been given a faux fur tunic, a mouldy old sword and been pointed towards a man and told, “You’re monstering, there’s the ref he’ll tell you what to do.” I obeyed, I played wave after wave of zombies, orcs and various line monsters and to be honest, was cold, bored and hungry. That is, until lunchtime, the teams switched sides, I got into the kit I’d scrounged up, as with most first timers, a black trenchcoat. I took the mouldy old sword, stood with my fellow adventurers and it hit me, I’m a god damn hero!
Pow, there it was, a new larper was born.


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