unobserved
First Post
Keith Baker posted an interesting "potential" use of disease mecahnics on his blog earlier today.
I say potential because he explicitly stated that he was just making up fluff off the top of his head to satisfy a question asked in the comments section of his blog.
Full post along with more detail description can be found here:
http://gloomforge.livejournal.com/11215.html#cutid1
Seems like this mechanic might be useful for a couple more things then just everyday run of the mill diseases, but could be dressed up many different ways.
I say potential because he explicitly stated that he was just making up fluff off the top of his head to satisfy a question asked in the comments section of his blog.
Broken Arm
Level 12 disease
Special: Cannot be cured by the Cure Disease ritual
Endurance improve DC 28, Maintain DC 18
1. The victim is cured.
2. Initial Effect The target can make no use of the injured arm. This will prevent the use of a two-handed weapon or both weapon and shield. The character suffers a -1 penalty on Acrobatics, Athletics, and Thievery checks.
3. The infected break becomes painful. Increase the skill penalty to -2. The victim cannot use the arm.
4. Gangrene begins to set in. The victim cannot use the arm; increase the skill penalty to -4. The victim loses one healing surge that cannot be regained until he is cured; each subsequent failure causes an additional loss. If the victim begins the day with no healing surges, he dies.
Full post along with more detail description can be found here:
http://gloomforge.livejournal.com/11215.html#cutid1
Seems like this mechanic might be useful for a couple more things then just everyday run of the mill diseases, but could be dressed up many different ways.