Scarlet Sickness (Disease)
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