Scarlet Sickness (Disease): Difference between revisions

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'''Symptoms:''' A creature exposed to Scarlet Sickness becomes symptomatic and infectious 1d4 hours after contracting the sickness. Once a creature is infectious, incubated, then it gains the following symptoms at the start of each of the following hours. These effects are cumulative unless noted otherwise.  
'''Symptoms:''' A creature exposed to Scarlet Sickness becomes symptomatic and infectious 1d4 hours after contracting the sickness. Once a creature is infectious, incubated, then it gains the following symptoms at the start of each of the following hours. These effects are cumulative unless noted otherwise.  


* '''Hour 1:''' Sickened
* '''Hour 1:''' Sickened.
* '''Hour 2:''' Fatigued
* '''Hour 2:''' Fatigued.
* '''Hour 3:''' Bleeding (1d4)
* '''Hour 3:''' Bleeding (1d4)
* '''Hour 4:''' Bleeding (1d6) - this replaces the hour 3 symptom
* '''Hour 4:''' Bleeding (1d6) - this replaces the hour 3 symptom.
* '''Hour 5:''' Bleeding (1d8) - this replaces the hour 4 symptom
* '''Hour 5:''' Bleeding (1d8) - this replaces the hour 4 symptom.
* '''Hour 6:''' Bleeding (1d10) - this replaces the hour 5 symptom
* '''Hour 6:''' Bleeding (1d10) - this replaces the hour 5 symptom.
* '''Hour 7:''' Bleeding (1d12) - this replaces the hour 6 symptom
* '''Hour 7:''' Bleeding (1d12) - this replaces the hour 6 symptom.


Creatures that suffer Scarlet Sickness and recover often have terrible laceration scars for the rest of their lives.  
Creatures that suffer Scarlet Sickness and recover often have terrible laceration scars for the rest of their lives.


'''Treatment:''' Treating a creature with the Scarlet Sickness requires a DC 25 INT check (you may add the Medicine skill). If you succeed, then the creature’s symptoms do not progress for the hour. If you treat the same creature two hours in a row and are successful both times, then the creature is cured and is immune to Scarlet Sickness for 6 months.
'''Treatment:''' Treating a creature with the Scarlet Sickness requires a DC 25 INT/Medicine check. If you succeed, then the creature’s symptoms do not progress for the hour. If you successfully treat the same creature two hours in a row, then the creature is cured and is immune to Scarlet Sickness for 6 months.
 
''*Updated to Print 2''

Latest revision as of 14:58, 25 August 2025

Rare Disease

Lethality: High

Transmissibility: High

Infection: A creature might contract Scarlet Sickness if an open wound is exposed to blood from another creature. Once a creature is infected, their blood becomes infectious regardless of if other creatures have open wounds or not.

Outbreak: 1d4 creatures gain Scarlet Sickness.

Contagion: At the end of each day, all creatures exposed to Scarlet Sickness must make a DC 15 END check. On a fail, a creature gains Scarlet Sickness.

Symptoms: A creature exposed to Scarlet Sickness becomes symptomatic and infectious 1d4 hours after contracting the sickness. Once a creature is infectious, incubated, then it gains the following symptoms at the start of each of the following hours. These effects are cumulative unless noted otherwise.

  • Hour 1: Sickened.
  • Hour 2: Fatigued.
  • Hour 3: Bleeding (1d4)
  • Hour 4: Bleeding (1d6) - this replaces the hour 3 symptom.
  • Hour 5: Bleeding (1d8) - this replaces the hour 4 symptom.
  • Hour 6: Bleeding (1d10) - this replaces the hour 5 symptom.
  • Hour 7: Bleeding (1d12) - this replaces the hour 6 symptom.

Creatures that suffer Scarlet Sickness and recover often have terrible laceration scars for the rest of their lives.

Treatment: Treating a creature with the Scarlet Sickness requires a DC 25 INT/Medicine check. If you succeed, then the creature’s symptoms do not progress for the hour. If you successfully treat the same creature two hours in a row, then the creature is cured and is immune to Scarlet Sickness for 6 months.

*Updated to Print 2