Scarlet Fever

Revision as of 10:46, 17 February 2025 by Andi (talk | contribs) (Created page with "__NOAUTOLINKS__ ''Rare Disease'' ''Lethality: Low'' ''Transmissibility: High'' '''Infection and Contagion:''' A creature that consumes tainted water might become infected with Scarlet Fever. Make a +6 attack against their FORT. On a hit, they become infected and become symptomatic 2d12 hours later. If another creature spends more than 1 minute within 10 ft of a symptomatic creature, make this same attack against that creature as well. '''Outbreak:''' If a creature in...")
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Rare Disease

Lethality: Low

Transmissibility: High

Infection and Contagion: A creature that consumes tainted water might become infected with Scarlet Fever. Make a +6 attack against their FORT. On a hit, they become infected and become symptomatic 2d12 hours later. If another creature spends more than 1 minute within 10 ft of a symptomatic creature, make this same attack against that creature as well.

Outbreak: If a creature infected with Scarlet Fever is in an urban area not completely quarantined, and if any creature that visits the infected creature does not take stringent safety precautions, such as wearing a plague mask and washing their hands and face with soap after the interaction, then +3d10 creatures contract the Scarlet Fever.

Symptoms: A symptomatic creature suffers the following effects at the start of each day. These symptoms are cumulative.

  • Day 1: Demoralized
  • Day 2: All creatures more than 30 ft away are Concealed
  • Day 3: Gain Fatigue
  • Day 4: All creatures are Concealed
  • Day 5: Shaken
  • Day 6: Gain Fatigue
  • Day 7: Blinded
  • Day 8: Remove Shaken condition
  • Day 9: Remove Demoralized condition

Upon reaching Day 7, the creature begins to physically heal, except for its eyes, which are permanently impaired. The creature is Blinded for the remainder of its life or until healed by divine magic that restores HP or otherwise heals a target. Such divine magic must be cast at 100 or more SP or be a ritual with the Divine Power 24 prerequisite.

Treatment: A creature may receive treatment to prevent blindness if they have not yet been afflicted by the Blinded condition as a result of this disease. Treating an infected creature requires a DC 18 INT/Medicine check. On a success, an infected creature skips Day 7’s symptoms, proceeding to day 8 instead.