Difference between revisions of "Morto's Malady"

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==Treatment==
 
==Treatment==
  
Morto’s Malady has no possible or known cure. The best way to survive it is to simply wait out it’s symptoms.
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Morto’s Malady has no possible or known cure. The best way to survive it is to simply wait out it’s symptoms and allow it to fade. The grip of death upon a soul brought back from it can languish for some time, however.
  
 
==Spread==
 
==Spread==
  
Morto’s Malady cannot spread person to person. The only way to acquire it is through revival. To contract Morto’s Malady, the player in question must roll a 1d20 and beat a 14 or higher. Should they roll lower, the infected will become immediately afflicted with the disease. [[Arvora's Ascended|Ascended]] Revivals have a natural resistance to the disease, making their rolls rather different. Those rules can be found [https://www.aethier.co.uk/IPS/index.php?/forums/topic/48313-souls-revivals-and-memory/ here].
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Morto’s Malady cannot spread from person to person. The only way to acquire it is through revival. No matter which way one is revived, the grip of death will take hold upon them with varying levels of severity, depending on how many times they have perished previously.
  
 
==Symptoms==
 
==Symptoms==
  
*'''Upon Revival:''' In the event that someone is resurrected and contract the disease. They are given a window of escape, not feeling a single thing for the first OOC hour. After that, they must continue onto the next stage.
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*'''Upon Revival:''' In the event that someone is resurrected, the following effects take hold immediately, followed by effects that occur over the next few days and weeks, and its Aurum severity is increased depending on how many times the jaws of death have been evaded, no matter which form they are revived in. The first revival by an ascended does not cause Morto's Malady to take root.
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**1st Death = Aurums operate at 60% of their resource capacity, increasing by 20% per day.
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**2nd Death = Aurums operate at 40% of their resource capacity, increasing by 20% per day.
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**3rd Death = Aurums operate at 20% of their resource capacity, increasing by 20% per day.
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**4th Death = Aurums operate at 0% of their resource capacity, increasing by 20% per day.
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**5th Death = Aurums operate at 0% of their resource capacity, increasing by 10% per day.
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**6th Death = Aurums operate at 0% of their resource capacity, and do not increase for five days, after which it increases by 10% per day.
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**7th Death & Onwards = Aurums operate at 0% of their resource capacity, and do not increase for ten days, after which it increases by 10% per day.
  
 
*'''First Sept (1 OOC day):''' The infected feels their body shrivel, tighten and constrict. They grow weaker and slower by a single stage, following the strength and speed chart. Their eyes drain of life, while their body appears sickly and pale. Additionally, the infected must roll a 1d5 to decide their loss of sense.
 
*'''First Sept (1 OOC day):''' The infected feels their body shrivel, tighten and constrict. They grow weaker and slower by a single stage, following the strength and speed chart. Their eyes drain of life, while their body appears sickly and pale. Additionally, the infected must roll a 1d5 to decide their loss of sense.
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**5 = Hearing
 
**5 = Hearing
  
*'''Second Sept (2 OOC Days):''' The infected will find that their aurum has faltered, and a fraction of their pool (aura, shakti, mana, etc.) has been sapped by the disease to power itself.
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*'''Second Sept (2 OOC Days):''' The infected will find that their body has degraded further from the plague, and they grow weaker and slower by two stages, following the strength and speed chart.
**Aura: -3 Aura.
 
**Shakti: -3 Shakti.
 
**Mana: -7 Mana.
 
  
 
*'''First Mense (1 OOC week):''' After time continues with the disease. The infected grow faster, feeling their ability to move as quick as they once could return. However their strength remains lowered.
 
*'''First Mense (1 OOC week):''' After time continues with the disease. The infected grow faster, feeling their ability to move as quick as they once could return. However their strength remains lowered.

Latest revision as of 20:51, 17 April 2021

Morto’s Malady and its origin is an anomaly of sorts, though most believe it came directly from the Plaguebringer’s hand. It was never considered a true disease, but never thought of as a curse. Its orientation to the world lies between the act of Reviving the dead. In the event of a revival, Morto’s grip does not fail to follow in almost all cases. The disease latches onto the soul itself, carrying it to the vessel upon revival. When revived, the disease will quickly infect the being in question, though it is more severe if they posses an Aurum. The infected will find their skin and muscle tightening, making movement difficult, and forcing them to appear almost ghoul-like. Additionally, the infected will lose a single sense, that is entirely random. Finally, should the infected house an aurum in their soul, their pool will be harmed temporarily.

Though Morto’s Malady is not chronic in any way, should one die with it in the time frame the house the disease, they will find the symptoms they held to be permanent.

Treatment

Morto’s Malady has no possible or known cure. The best way to survive it is to simply wait out it’s symptoms and allow it to fade. The grip of death upon a soul brought back from it can languish for some time, however.

Spread

Morto’s Malady cannot spread from person to person. The only way to acquire it is through revival. No matter which way one is revived, the grip of death will take hold upon them with varying levels of severity, depending on how many times they have perished previously.

Symptoms

  • Upon Revival: In the event that someone is resurrected, the following effects take hold immediately, followed by effects that occur over the next few days and weeks, and its Aurum severity is increased depending on how many times the jaws of death have been evaded, no matter which form they are revived in. The first revival by an ascended does not cause Morto's Malady to take root.
    • 1st Death = Aurums operate at 60% of their resource capacity, increasing by 20% per day.
    • 2nd Death = Aurums operate at 40% of their resource capacity, increasing by 20% per day.
    • 3rd Death = Aurums operate at 20% of their resource capacity, increasing by 20% per day.
    • 4th Death = Aurums operate at 0% of their resource capacity, increasing by 20% per day.
    • 5th Death = Aurums operate at 0% of their resource capacity, increasing by 10% per day.
    • 6th Death = Aurums operate at 0% of their resource capacity, and do not increase for five days, after which it increases by 10% per day.
    • 7th Death & Onwards = Aurums operate at 0% of their resource capacity, and do not increase for ten days, after which it increases by 10% per day.
  • First Sept (1 OOC day): The infected feels their body shrivel, tighten and constrict. They grow weaker and slower by a single stage, following the strength and speed chart. Their eyes drain of life, while their body appears sickly and pale. Additionally, the infected must roll a 1d5 to decide their loss of sense.
    • 1 = Touch
    • 2 = Sight
    • 3 = Smell
    • 4 = Taste
    • 5 = Hearing
  • Second Sept (2 OOC Days): The infected will find that their body has degraded further from the plague, and they grow weaker and slower by two stages, following the strength and speed chart.
  • First Mense (1 OOC week): After time continues with the disease. The infected grow faster, feeling their ability to move as quick as they once could return. However their strength remains lowered.
  • Second Mense (2 OOC weeks): After the disease has fully passed through the infected, and they prove their will to survive, they are relieved from the disease, as their pool and strength is restored to their body, along with their missing sense.
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