Diseases and Poisons in Proxima Alatheia | World Anvil

Diseases and Poisons

Overview

Diseases and Poisons can have effects on a character long after initial exposure. This deterioration in physical or mental health is often represented by what is called a “progression track.”   Diseases and poisons each have default progression tracks whose steps have specific rules consequences. Some specific afflictions have their own unique progression tracks defined in their stat blocks. Before an individual is subjected to an affliction, he or she is considered healthy in terms of the affliction’s progression track, if any. When a creature is initially targeted by an affliction, that creature must succeed at a saving throw to avoid its effects; if it fails, it is subject to the affliction.   If the affliction has a progression track, the afflicted creature is no longer considered healthy and immediately gains the effects of the first step on its progression track for the type of affliction, unless otherwise noted. A truly deadly affliction might cause the victim to start further along a progression track than normal.  

Disease

Diseases follow 1 of 2 tracks: Physical or Mental. Each disease lists its own cure method. Diseases may be contracted by breathing it in or being exposed to exotic particles or having wounds exposed and infected.   List of Diseases  

Physical Track

The physical track progresses on the following stages:
Healthy --> Latent --> Symptomatic --> Impaired --> Debilitated --> Comatose --> Dead  
Latent
During the latent stage, the infected creature shows no symptoms but may be able to pass on the disease based on the Contagious section of the affliction  
Symptomatic
The creature begins showing signs of the disease which are documented in the Symptoms section. Any affects listed in this stage are in play while the creature is symptomatic.  
Impaired
Not only does the creature have the symptoms listed in the previous stage, it begins to wear itself out. When entering this stage, and until the disease is cured, the afflicted creature has disadvantage on attack rolls and ability checks.  
Debilitated
The creature's maximum movement speed is reduced to 5ft and follows the same conditions of the previous stage. Diseases that impose this stage are near sending the infected creature to their grave.  
Comatose
The creature falls unconscious and cannot be awoken while the disease is still active and they remain in this stage.  
Death
The creature dies.

Mental Track

The mental track progresses on the following stages:
Healthy --> Latent --> Symptomatic --> Confused --> Befuddled --> Comatose --> Dead  
Latent
During the latent stage, the infected creature shows no symptoms but may be able to pass on the disease under the conditions listed in this stage.  
Symptomatic
The creature begins showing signs of the disease which are documented in this stage. Any affects listed in this stage are in play while the creature is symptomatic.  
Confused
Not only does the creature have the symptoms listed in the previous stage, it begins to wear itself out. It cannot add its Intelligence or Wisdom bonuses to ability checks or saving throws. It also has disadvanatge on concentration checks and attack rolls.  
Befuddled
The creature still suffers the effects of the previous stage except that now it cannot add any bonuses to Intelligence or Wisdom related rolls or concentration checks.   Additionally, the creature has a hard time recognizing friend from foe and in combat the creature must roll a d6 at the start of its turns. On a 1 it wastes it's turn doing nothing. On a 2 the creature confuses friend and foe that until the start of its next turn. If the closest creature to it that it can see is an ally, it considers it a foe, and vice versa.  
Comatose
The creature falls unconscious and cannot be awoken while the disease is still active and they remain in this stage.  
Death
The creature dies.  
 
 

Poison

While many creatures have a natural venom that inflicts damage and can be overcome naturally, there are several powerful and potent substances with varying affects. Each poison has listed methods of entering its victims. A creature must make the saving throw listed on the poison when it first is exposed and then again according to the frequency listed.   Poisons have various tracks based on what aspect / stat it targets. Each stage applies the previous stage's affects as well as its own. Poisons are ranked in potency on a scale of 1-5.  

Constitution Track

The constitution track progresses on the following stages:
Healthy --> Weakened --> Impaired --> Debilitated --> Unconscious --> Dead  
Weakened
During the weakened stage, the infected creature suffers the Poisoned Condition (disadvantage on Ability and Attack Rolls).  
Impaired
The affected creature continues to suffer the Poisoned condition and has a -2 penalty to Strength and Dexterity checks.  
Debilitated
In addition to all previous conditions, for each action / attack performed, the creatures loses 1HP. Additionally any ability or attack the imparied creature has that requires a saving throw has the DC lowered by 2.  
Unconscious
The creature falls unconscious and cannot be awoken while the poison is still active and they remain in this stage.  
Death
The creature dies.

Mental Track

The mental track progresses on the following stages:
Healthy --> Latent --> Impaired --> Confused --> Befuddled --> Comatose --> Dead  
Latent
During the latent stage, the infected creature suffers the Poisoned Condition (disadvantage on Ability and Attack Rolls).  
Impaired
In addition to existing penalties and statuses, the affected creature has a -2 penalty to Wisdom and Intelligence checks.  
Confused
A confused creature suffers all previous conditions and cannot add its Intelligence or Wisdom bonuses to ability checks or saving throws. Also, any ability or attack the imparied creature has that requires a saving throw has the DC lowered by 2.  
Befuddled
A creature who is befuddled suffers all previous conditions and can no longer maintain concentration on spells or abilities. Befuddles creatures also have a hard time moving. For every 10ft of movement, if the creature still has movement speed then roll 1d12. On a 11-12 the creature moves 5ft (using its movement) in a random direction rolling 1d4 to determine the direction with 1 being forward with directions moving clockwise.  
Comatose
The creature falls unconscious and cannot be awoken while the disease is still active and they remain in this stage.  
Death
The creature dies.  
  List of Poisons

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