DRNJ Local Mechanics


Like many chapters within the Dystopia Rising Live Larp network, Dystopia Rising New Jersey has a number of local mechanics players may want to be aware of before attending our games. These mechanics and policies are only in effect at DRNJ.



Local Policies

  • Players may choose to alter the roleplay of any fracture, or drop any number of fractures, at the start or end of a New Jersey event. This is to ensure that players do not have to continue to roleplay a fracture that has become uncomfortable for them.

  • Certain Local items from the Massachusetts and Pennsylvania chapters may be used in New Jersey. Please check in with a director or view the list at the post office before the event so they can be aware of what is in play.

  • Players may use agricultural skills outside of a designated agricultural zone so long as they are engaging in active roleplay with an area of real-life vegetation. Plants without leaves in winter are okay.

  • New characters may utilize their starting build to purchase skills before entering play.

  • In severe heat, armor coverage minimums may be reduced for the duration of a particular event. This will be announced before the event and during opening announcements should it occur.

  • Basic Medical, as written, does not tell you the number of fractures a patient has, only that they have one. The answer is either Yes or No.

  • Starter Equipment may not be augmented.

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Local Threat Skills

DRNJ has a number of local threats you will only see here. They have specific calls that you may not recognize, and we’ve outlined all of them for you below.

  • Absorb -Upon witnessing a Target use any skill, the creature with this ability may call “Absorb”. The creature is now able to utilize that skill. If the creature using this skill is a zombie, the user cannot use it to gain the ability to speak, drive vehicles, or otherwise engage in activities that require strain intelligence.

  • Reshape - Upon witnessing a Target use an ability from any melee or unarmed weapon, the creature with this ability may call “Reshape.” The creature is now able to utilize that ability one time.

  • Lift Off -A creature with this ability may call “Lift Off: 5 foot radius Stun.” The creature using this ability is now in the air and can only be attacked by ranged weapons until it lands.

  • Inspire - A raider with this ability may call ”By my voice, all other Raiders INSPIRE! Immune to Status Effects, Damage Reduction 60 seconds!”. They will call “immune” to all status effects (stun, blinding, mangle, etc.) and all damage will be reduced by 10 to a minimum of 1 for 60 seconds. After 60 seconds, the raiders immediately go into bleedout. Cannot use skills while under this effect.

  • Eviscerate - A Zed with this ability may add X Damage Murder, No avoid to a successful strike.

  • Reveal - At will, the threat can call “By My Voice, Reveal Lineage!”. All nearby Lineage must call out what Lineage they, audibly, for the threat to hear. This skill is commonly seen on threats with the Adapt skill.

  • Adapt - Every X seconds, the threat calls “Adapt: Lineage!”, replacing “Lineage” with a nearby Lineage enemy. Until the next Adapt call, the threat deals Bane of the declared Lineage. Each Adapt -must- switch to a new targeted Lineage unless no other kinds of Lineage are nearby.

  • Billow - “Stage X, X disease” Zed uses its pores to blow out a cloud of a disease unique to that zed. Check the post office for notes on the progression of the disease, and the guide on scene will explain the mechanics for the stage you have now acquired - note, Casted Characters should not make any attempt to actually blow on a lead character, that is icky.

  • Psionic Command (X) (Level) (Time) - If the phrase “(Level) Psionic command, do X (Level is the level of mental endurance required to spend 5 mind to resist) (Where X is a short command that the LC is required to follow at the best of their ability). This skill allows a abberant creature to essentially influence the actions of a strain for a set amount of time.

  • Isolate - A threat may call the skill “Isolate” This skill is resisted by having the Proficient Mental Endurance skill purchased, and expending the mind for a basic mental endurance. The Isolation effect is a anomaly effect that removes a lineage’s ability to perceive the living, and only see the undead or those under the Infect skill (see below). You may still see them out of character, and safe combat practices should be followed. This effect ends after 1 minute. You may still see Fulldead and any lineages affected by Blue Hue Goo. This effect’s full details need to be uncovered by players via research, trial and error.

  • Frenzy - Affected players attack all targets nearby. Negated by a master level of Mental Endurance at 5 mind, Mind Killers are Immune. While under the effect of this skill, you are not killing blow active against other Lead Characters.

  • Consume - Player sinks into the Gravemind via the same mechanics / roleplay of a death brew. Guide on scene will instruct player on what happens next. Negated by basic Mental Endurance.

  • Come With Me - Like a consume call, except this one can only be negated by having Master Mental Endurance and Spending 10 mind. A Mind Killer may reduce the cost by half, down to 5 mind.

  • Infect - An undead with this ability may strike a player with a brawling or ranged attack and declare Downsurge - “Infect”. if the strike against the lineage is successful, on the lineage’s next bleedout (or the next 12s, whatever is shorter), the lineage will pause their bleedout timer 1 minute into their bleedout, and stand up, healing 1/2 of their body. Upon standing up, the lineage has the following modifiers. You cannot become re-infected for one hour. This effect’s full details need to be uncovered by players via research, trial and error.

  • The LC’s Bleedout timer is paused until this effect ends.

  • The LC does not gain the Keyword - Undead during this time.

  • The LC may use any ranged, melee or brawling weapons on your character

  • The LC may not use other items (including but not limited to gizmos, injectables, brews, meals, etc) while under the Infect mechanic.

  • Re-entering bleed out by losing the temporary 1/2 Body removes the "Infect" downsurge.

  • The LC is compelled to attack any nearby Lineage targets, Fulldead excluded.

  • Upon losing your restored body, the LC will re-enter bleedout with the amount of time left when the original timer was paused.

  • Being healed while in bleed-out, but before the 1 minute timer, does not remove the Infect downsurge. The effect will delay its activation until your next bleedout.

  • An LC cannot be affected by the "Infect" downsurge more than once per hour.

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Local Threats

At DRNJ our local threats coming in three flavors: zombies, raiders, and creatures. You can scroll down to read through them all, or click on the below links to jump directly to that section.

Zombies

Raiders

Creatures

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Local Zombies

The Collector

  • If there is one creature that the people of Hayven and Leeds don’t want to meet in the darkness, it would most certainly be the Collector. A grotesque zombie with a skeletal head and rows of sharp, bloody teeth, it moves so stealthily in the night that you may not even notice its presence. But that’s not what makes it terrifying. If tales are to be believed, the Collector doesn’t only watch your every move… it Learns. Take care with the powers you demonstrate while you move through the woods at night, or you may just find them used against you.

Smolders

  • What’s worse than a zombie and a fire? A zombie on fire, of course. These highly dangerous zed have begun to form around Hayven and the Barrens from areas where the Mortus Amaranthine crosses through deposits of flammable minerals. They come out smoldering under what’s left of their charred skin, and burst into larger flames as they’re attacked. Luckily, they burn out pretty quickly- but they can dole out some serious punishment in the meantime. You’re better off keeping your distance from them if at all possible.

Claymores

  • These terrifying abominations are what happens when science goes too far. They started off as Smolders once upon a time, but have been heavily augmented with metal armor and grotesquely reinforced bones. Worse still, their insides have been filled with deadly shrapnel- bad news when they start to burn and explode. They’re excellent killing machines, which one can only imagine was the whole point of them. Who would do such a thing? There are many mad scientists in the area more than capable, but so far, none have claimed responsibility. The locals have taken to calling them Claymores, however, for… obvious reasons.

Death’s Herald

  • This undead creature is the apex hunter in the Pine Barons, moving as quick as a Gorehound, yet has the instinct to utilize the lesser predators to soften up its prey before going in for one decisive lethal strike. Not much is known about the Zombie, and not many are willing or skilled enough to study one up close.

Brain’Ead

  • This zombie was too aberrant for its own good in its past life. In death, it flings devastating aberrant abilities in combat, with some rumored to be able to even change a strains perception of friend or foe.

The Radio Dead

  • These undead have a ravenous taste for the scrap used to build infrastructure, and their arrival is foreshadowed by interference through the local radio station.

Unearthed Tomb

  • Angels fear to tread. More information on this threat will be available post research, trial and error.

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Local Raiders

Plague Raiders

  • While many enemies have been hated or feared by the people of Hayven and Leeds, few have evoked the same dread as one Theodore Ripley. And there is good reason for this: Ripley created not just mechanical weapons, but living ones that will haunt the Barrens for generations to come. He engineered his own twisted form of Bad Brain, and even went as far as to create his own grotesque clan of raiders. These Plague Raiders, as they’ve been dubbed, stalk the forest and seek to infect as many people with Ripley’s Compulsive Bad Brain as they possibly can. Armed with syringes and wicked weaponry, they’re an infectious threat like few others in the wasteland. And while Ripley himself seems to have disappeared off the map in recent times, it’s clear that the Plague Raiders are here to stay.

Alpha Raiders

  • The Sawney, a local clan of warriors who communicate only through whistles and clicks, are a threat to Leeds' new residents all on their own. But an unfortunate run-in with Ripley’s mutated Bad Brain has created something far more dangerous: The Alpha Raiders. These raiders follow patterns of behavior that are reminiscent of their previous Lineage lives- hunting in groups, following a clan hierarchy, and whistling to each other. The mutations from the Bad Brain have made them even stronger and more resilient in battle, and if you look closely enough, you may be able to spot a bit of their old Sawney war paint behind the masks they now wear. It’s not advised to get that close, however- it may be the last thing you do.

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Creatures & Other Local Threats

The Sons of Leeds

  • The Glowing Man. The Shadow Man. The Leeds Devil. These names float around the Barrens, frequently spoken with fear. But who, or what, are they? For years, it was thought that they were a pack of restless cryptids, guarding the Barrens against outsiders… for a price. Recently, though, the truth has come to light. The thirteen sons are not creatures, but Lineages, physically altered by the voluntary experiments of one Mama Leeds. They once clashed violently with the people of Hayven, but with a treaty in place and respect shown for Mama, they have become tentative allies. You may still not want to bump into them in the night, terrifying as they are, but at least now you’re likely to survive the experience. Just try to be nice, and don’t bad mouth their mother.

The Black Swans

  • Have you ever woken suddenly from a nightmare so vivid that you swear, for a moment, that you see the object of your terror moving out of the corner of your eye? Have you ever laid awake for hours, too scared to move, too scared to breathe, in case you saw it again? Have you ever slept with a lantern lit because you were too afraid to close your eyes without it? If you’re lucky enough that the answer is no, then you should pray that you never come across one of the Black Swans- or that answer will swiftly change. 

  • Some say that the Black Swans are assassins. Some say they’re only nightmares. Still others say they’re boogeymen that traverse the Gravemind like we do the surface, or that they’re twisted creatures fused to the masks they wear. Maybe they’re all of the above, or none of them. A few even whisper that they serve a man in the shadows, though to what end, few can say. They can all agree on two things, though: Don’t go out alone at night, and don’t go to sleep.

The White Deer

  • Though many horrors inhabit the Barrens, not all of its denizens are so unpleasant. The White Deer, native to Artemis Valley, are a welcome sight to the locals and visitors alike. Many in the Barrens see them as good omens, or even elusive protectors who watch over lost children. They seem to be far more intelligent than your average deer, and have no fear of Lineages- the Undead, though, they will hunt with impunity. The white deer are rumored to have been a pet project of an old member of Arclight Station, though exactly who isn’t well known. Whatever their origin, these gentle creatures stand as fierce defenders of Artemis Valley, the Barrens, and those who live and visit there.

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Local Items & Blueprints

While playing in New Jersey, you may encounter some items that aren’t part of the typical blueprint, herb, or scrap catalogs. You can find all the details about them here.

Local Herb

Local Blueprints

Local Items

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Local Herb

Local Named Herb: Wild Turkey Grass

  • A grassy herb that can be used in the creation of local brews, such as the Good Stuff and the ‘Merican Spirit. Its flavor is particularly enjoyed by Landsmen.

Local Named Herb: Oasis Moss

  • A highly irradiated plant that has previously overtaken large parts of the Barrens and Hayven. It thrives off of radiation, and spreads dangerously fast when exposed to high heat and open flame. Most of the moss has receded at this time, but some can still be found in remote areas. When harvested, it can sometimes be useful for creating esoteric items.

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Local Blueprints

Note: Unless stated otherwise, all blueprints utilize the standard artisan or culinary mind and time cost per level.

Gizmo: Landsmen Keg

Requires Proficient Artisan to craft.

Expiration: 3 Months

Phys Rep: MUST be some sort of a keg or large drink dispenser.

1x Tool Steel Alloy, 3x High Grade Lumber, 1x Natural Fiber

Mind and time to craft: 15 Mind, 30 minutes 

Can be attached to a pre-existing Still using Basic Artisan with 5 minutes of roleplay. Allows the creation of special Local Brews.

Ingested Brew: The Good Stuff

Requires Artisanal Cuisiner to Craft at a still with a Landsman Keg attached.

Expiration: 3 Months

This brew takes 5 minutes to ingest, and lasts until the next 12s or until the effect is used. The next time the user enters Bleed Out, they may move in a very slow stagger rather than dragging themselves across the ground. Potent inebriation. Tastes delicious.

Basic: 1x Prairie Wild Rye, 3x Basic Herb. Creates 1 serving.

Proficient: 1x Prairie Wild Rye, 3x Uncommon Herb. Creates 2 servings.

Master: 1x Prairie Wild Rye, 2x Rare Herb. Creates 3 servings. 

Ingested Brew: The Merican Spirit

Requires Artisanal Cuisiner to Craft at a still with a Landsman Keg attached.

Expiration: 1 Month

Basic: 1x Wild Turkey Grass, 1x Basic Herb

Creates 1 serving of the Merican Spirit, which allows the drinker to benefit from the Landsman advantage for the next 30 minutes. Mild inebriation.

Proficient: 1x Wild Turkey Grass, 1x Uncommon Herb

Creates 3 servings of the Merican Spirit, which allows the drinker to benefit from the Landsman advantage for the next 30 minutes. Potent inebriation.

Master: 1x Wild Turkey Grass, 1x Lemon grass, 1x Rare Herb

Creates 5 servings of the Merican Spirit, which allows the drinker to benefit from the Landsman advantage for the next 30 minutes. Additionally, the drinker is able to benefit from Landsman brews for the next 30 minutes. You’re SUPER drunk.

Thrown Weapon: Roughhouse Room Wrecker

Requires Basic Artisan to Craft

Expiration: 3 Months

5x Hooch, 1x Natural Fiber

These materials create a batch of 5. These weapons may be thrown one at a time, and upon contact with any Target, they explode and do 5 body damage to the Target and two other creatures within 5 feet of them.

Single Use Injectable: Azkamani Pride

Expiration: 6 Months

Basic: 1 Foxglove, 1 Infection Material, 1 Oasis Moss

Upsurge +1 Melee Damage for the next 5 minutes. Damage must be verbally called. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 10 minutes.

Proficient: Basic Ingredients, +1 Wasteland Yew, 1 Oasis Moss

Upsurge +2 Melee Damage for the next 5 minutes. Damage must be verbally called. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 20 minutes. These effects replace the Basic effects.

Master: Proficient Ingredients, +1 Jimsonweed, 1 Oasis Moss

Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes. These effects replace the Basic and Proficient effects.

Achievement: Artisanal Cuisiner - May add the following herbs during the creation of a Azkamani Pride Syringe (Master level) to replace the effects of the injection with the following effects. May only add one of the following effects per injection.

1 Chervil, 1 Milk Thistle, 1 Ragweed: Devoted Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, the LC may use Interfere and take the redirected damage to their armor instead of body, even if they have not learned the skill yet. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Anise, 1 Fennel, 1 Wormwood: Elitariat Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, the LC may use Blinding twice (2x) without spending the mind points for it, even if they have not learned the skill yet. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Calendula, 1 Rosemary, 1 Witch Hazel: Evolved Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, the LC may use Mangle Limb, as per Proficient Malicious, twice (2x) without spending the points for it, even if they have not learned the skill yet. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Dill, 1 Marjoram, 1 Parsley: Gorger Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, The LC will need only 15 seconds to use their Lineage advantage and will gain 2 body for each stack of 15 seconds (maximum 10 uses for 20 body) that they roleplay consuming the flesh or blood of a dead lineage or raider. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Burnet, 1 Prairie Wildrye, 1 Cicely: Landsmen Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, the LC may use Break (2x) without spending the mind points for it, even if they have not learned the skill yet. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Bay Leaf, 1 Turmeric, 1 Valerian: Mutant Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. LC may declare “No Effect, Azkamani Pride” when exposed to any sources of Radiation or Bad Brain for the duration of the drug. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Peppermint, 1 Peppermint, 1 Caraway: Nomad Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, the LC may use the Balance skill twice (2x) without spending the mind points for it, even if they have not learned the skill yet. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

1 Hibiscus, 1 Sage, 1 Thyme: Townie Only - Upsurge +3 Melee Damage for the next 5 minutes. Damage must be verbally called. For the duration of the drug, the LC may use any weapon in their possession at one level higher than their current skill level for the purposes of using the weapon’s activated abilities, up to a maximum of Master. This does not include PFA abilities. After the Upsurge expires, the LC will be exhausted and unable to use any skills for the next 30 minutes.

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Local Non-Craftable Items

Augment: Railroad Whetstone

Expiration: 3 Months

This augment is given out to new players and cannot be crafted. It is player locked, and cannot be used by anyone but the player whose item number is on this card. This augment can be applied through 15 minutes of Roleplay to any melee weapon. The player who owns the card may spend 1 mind to swing 5 damage on the next strike.

The Leeds Stag Beetles

Red Stag Beetle -

The Red Leeds Stag Beetles produce a concentrated adrenaline secretion which causes them to be much more aggressive than the other variants. By applying this secretion to one's tongue it can provide a burst of energy for combat. Once per Twelves, a Lineage can apply Red Beetle secretion to their tongue which causes the next Combat skill they use to cost 5 less Mind, to a minimum of 1 Mind. 

A Lineage can eat the Red Stag Beetle to increase their physical capabilities. This causes all physical damage from all base melee or ranged strikes to do an additional 3 damage for the next 30 minutes. After 30 minutes, the adrenaline wears off and causes the character to be unable to run or move quickly for the next hour. All combat strikes should be roleplayed sluggishly and slowly until this effect ends. Using this effect destroys the Stag Beetle.

Purple Stag Beetle -

The Purple Stag Beetle produces a secretion that enhances non-anomaly based mental prowess. They're clever beetles that can often be seen herding prey into traps with others of their kind. A Lineage can apply this secretion behind their ears and under their eyes once per Twelves to cause the next Civilized skill they use to either cost 5 less Mind to a minimum of 1 Mind or take 5 less minutes, player choice.

A Lineage can eat the Purple Stag Beetle to gain increased intelligence beyond their normal capacities. For the next hour, the User can aid another Target character using an Artisan, Agricultural, or Culinary skill to reduce the time by 10 minutes per 5 Mind spent. The User must roleplay offering insight, advice, or other assistance to the Target the entire time they are using the rushed skill. This time cannot be reduced below 30 seconds.  After the effect ends, the Strain that consumed the beetle loses the ability to speak for the next 30 minutes. Using this effect destroys the Stag Beetle.

Green Stag Beetle -

The Green Stag Beetles produces a secretion that hardens their carapace and increases their endurance. Once per Twelves, a Lineage can apply Green Beetle secretion to their joints and chest which causes the next Wasteland skill they use to cost 5 less Mind, to a minimum of 1 Mind.

A Lineage can eat the Green Stag Beetle to provide a burst of endurance and a coolness of mind that hones their survival instincts to a peak. For the next hour, the next Injectable the User has applied to them costs 0 Resolve to use and the user is immune to all Fear calls. After the hour, the User must roleplay increased agitation and aggression for the next hour and is unable to use any Stealth skills. Using this effect destroys the Stag Beetle.

Black Stag Beetle -

The Black Stag Beetle emits a secretion that, when inhaled through the nose, amplifies the brain’s ability to generate psionic energy. Once per Twelves, a Lineage can remove some of this secretion and roleplay dabbing it beneath their nose to cause the first Anomaly skill they use to cost 5 less Mind, to a minimum of 1 Mind.

A Lineage can eat the Black Stag Beetle to increase their Anomaly abilities. This causes all Anomaly skills to cost 5 less mind for the next 30 minutes, to a minimum of 1 Mind. After those 30 minutes, the secretion burns its way through the stomach wall and deals 30 unavoidable Body damage to the person that ate it and causes the user to be unable to use Anomaly skills for an hour. Using this effect destroys the Stag Beetle.

Local Flora

Dead Mysterious Flower -

When container it is in is first opened; 10ft Radius Knockout 30 seconds. After that, ZoM around 5ft around the flower causing anyone inside of it to become drowsy.

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Local Diseases

DRNJ has two current diseases you may run into with mechanics unique to our chapter. Snag the details on them below.

Compulsive Bad Brain

Radiation Poisoning

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Compulsive Bad Brain

Transmission Vector:

  • Infected Raider Bite, Infected Raider Blood, Fluid-to-fluid transfer between Infected to Victim, Infected Lineage Blood (If any Medical skills except for Check Status are used on infected Lineage without gloves and a mask), Infected Lineage Bite (At Stages 3 and up. Victim must be in Bleed Out and bitten for Disease to transmit.)

Note: Tainted are immune, and cannot contract this disease. If a tainted comes into contact and would have been infected, they should RP effects of compulsive bad brain for fifteen minutes before their immune system eliminates it.

Stages of Illness:

Stage 1:

  • Nervousness, anxiety, occasional outbursts of anger. Compulsion to spread the disease to other Lineages once per twelves. Compulsion can be resisted by Basic Mental Endurance for 1 Mind.

Stage 2:

  • Nervousness, anxiety, uncontrolled moments or spurts of anger and irrationality. Compulsion to spread the disease to other Lineages twice per twelves. Compulsion can be resisted by Basic Mental Endurance.

Stage 3:

  • Paranoia, anxiety, uncontrolled anger, and incoherence; slur your words or speak in a guttural fashion. Compulsion to spread the disease to other Lineages three times per twelves. Compulsion can be resisted by Basic Mental Endurance.

Stage 4:

  • Occasional violent outbursts that do not differentiate friend or foe; urge to eat flesh. incoherence; slur your words or speak in a guttural fashion. Compulsion to spread the disease to other Lineages five times per twelves. Compulsion can be resisted by Basic Mental Endurance at double mind cost.

Stage 5:

  • Uncontrollable constant violent outbursts that do not differentiate friend or foe. Uncontrollable urge to eat flesh. Character gains the Cannibalize ability. Compulsion to spread the disease to other Lineages. If uncured within the first month, character death/transformation into a Raider. (Note; this stage lasts one month. If not cured, the character transforms into a Raider and permanently dies at the end of that game.)

Duration Between Stages:

  • 1 month.

Return from Mortis Amaranthine Cures Disease:

  • Yes

Research:

  • Requires Lore: Raider and at least Basic Medical to research

  • Disease cure is known, treatment will cure patients.

Resolution:

  • Stage identifiable with Basic Medical Skill.

  • Treated at Stage 1 with Basic Medical Skill, 10 Mind points, 20 minutes role-playing draining fluid from the back of the brain.

  • Treated at Stage 2 with Basic Medical Skill, 10 Mind points, 20 minutes role-playing draining fluid from the back of the brain and the kidneys. Requires 1x Infectious Material.

  • Treated at Stage 3-4 with Proficient Medical Skill, 15 Mind points, 20 minutes role-playing blood transfusion and draining fluid from the brain and kidneys. Requires 3x Infectious Material.

  • Treated at Stage 5 with Master Medical Skill, 30 Mind points, 30 minutes of surgery completely cutting out infected parts of the brain and kidneys and replacing them with new Infectious Material, and spending 5x Infectious Material and 1x Superior Necroinfluencer.

If Using a Tainted Blood Donor:

  • The treatment for stages 1-4 using a Tainted blood donor reduces the mind cost by 5. If you are treating stage 5, it instead reduces the mind cost by 10.

PFA Interactions:

  • Grave Robber: Does not require Infectious Material to cure any stage. 

  • Grave Robber: IF USING A TAINTED BLOOD DONOR (Tainted takes 5 Body Damage)

The treatment gains the benefits of both the use of a Tainted blood donor (reduced mind), and of a Grave Robber (no Infectious Material). In addition, the time for the procedure is reduced by 10 minutes.


Radiation Poisoning

Note: Disease symptoms are up to the comfort levels of the player. You can RP one or all of the symptoms to a stage, depending on your consent level.

Transmission Vector: Radiation exposure (if the exposure is sufficient to cause or increase the level of this disease, it will be stated in the field.)

Stages of Illness:

Stage 1:

  • Mild Nausea, headache, wet cough, disorientation. Lose 5 Mind Points at the turning of the 12s.

Stage 2:

  • Nausea, blood-specked vomiting, splitting headaches, dizzy spells, disorientation. Lose 10 Mind Points at the turning of the 12s.

Stage 3: 

  • Nausea, bloody vomiting, splitting headaches, dizzy spells, disorientation, development of blisters and sores. Lose 15 Mind Points at the turning of the 12s.

Stage 4:

  • Nausea, bloody vomiting, splitting headaches, dizzy spells, disorientation, bleeding blisters and sores all over the body, hair loss. Lose 20 Mind Points at the turning of the 12s.

Stage 5:

  • Nausea, bloody vomiting, splitting headaches, dizzy spells, disorientation, bleeding blisters and sores all over the body, massive hair loss. Lose 25 Mind Points at the turning of the 12s. If not cured within 2 months, results in character death.

Duration Between Stages:

  • Stage does not increase with time, but rather with each new exposure to a source of Radiation Poisoning.

Research:

  • Players have a long history and knowledge of this disease and already both know how to identify it and, with one research session, how to cure it. The moment someone identifies the disease, that player will have access to the cure.

Resolution:

  • Identifiable with Basic Medical Skill.

  • Treated at Stage 1 with Basic Medical Skill, 5 Mind Points and 15 minutes roleplaying either a blood transfusion or purging the radiation from their system, both with forced hydration afterwards.

  • Treated at Stage 2- 3 with Basic Medical Skill, 10 Mind Points and  20 minutes roleplaying either a painful blood transfusion or purging the radiation from their system, both with forced hydration afterwards.

  • Treated at Stage 4 with Proficient Medical Skill, 15 Mind Points and 20 minutes roleplaying either a painful blood transfusion or purging the radiation from their system, both with forced hydration and applying salves and ointments to the sores after the initial procedure.

  • Treatment at Stage 5 with Master Medical Skill, 20 Mind Points, 1 Red Mist Syringe and 30 minutes roleplaying an excruciating full blood transfusion or purging the radiation from their system followed by injecting the Red Mist or forcing the patient to ingest the contents of the Injectable and a follow up of deep cleaning out sores and forced hydration.

Return from Mortis Amaranthine Cures Disease:

  • Yes

PFA Interactions:

  • Free Radical: Each Twelves, instead of losing Mind you may instead lose the same amount of Body as you expunge the radiation from your body by warping your own flesh and forcing it out. A Free Radical may also spend 1 Resolve to negate an exposure to a source of Radiation that would cause Radiation Sickness.

  • Grave Robber: Grave Robbers may use their advanced medical knowledge to more easily fix Radiation Poisoning. A Grave Robber may cure any stage of Radiation Poisoning if they have access to a recently deceased Lineage body. By using replacement parts from the recently deceased Lineage body, a Grave Robber may spend 5 Mind to cure any level of Radiation Poisoning without any other materials necessary. This procedure takes 10 minutes to perform. 

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