Creeping Plague

From The Black Vault
Jump to navigationJump to search

Creeping Plague [Major power, only because it's a horrid thing to have] by Iczer

"Don't come near me. I'm a monster, a monster I tell you"

The character radiate an area of unwellness around him, like a superhuman typhoid mary. The malise he carries is a sort of biokinetic corruption, shattering occasional cells to inflict a smattering of genetic illnesses.

The character infects an area around himself equal to 100 feet per level (Half in a heavily artificial environment like a city). But this radius creeps outward beyaond the character's control. Every month the character stays in a particular spot on a regular basis (typically anywhere he sleeps, but the character can infect both his home AND his workplace at the same time) the radius of effect rolls outward another 200 feet.

People inside the area of effect are hardly affected at all. Every week of living inside this are, a potential victim (who must live at least 8 hours a day in that area) must make a saving throw or contract a mild illness lasting 24-48 hours. (PE based save needing 14+) Anyone who gets infected more than seven times in a 3 month period, contracts a a form of cancer. This is small and probably very hard to detect, but if caught and treated in time can be treated conventionally.

Against newly born organisms however, the effect is far, far worse indeed. Every mother giving birth, from toadstools growing in crap, to young birds, to human mothers, must save for every young born. This save applies only to mothers who have contracted a minor illness from this character at leats once. Any failed save results in the birth of an unnatural thing. The young seems normal, but will posess 1d4+1 mutations that set it apart. Furthermore, if at all possible, the young will not regard thier own mother as legitimate parents, pining and whinning for the character. Worse, despite the hideous mutations, the young are virile and strong, growing 30% faster than normal for it's species with a healthy reproductive rate and a +2 racial PE. If by chance these should concieve a second generation, it will pass on these traits. If the second generation is born within the character's influence, it also recieves a further mutation, an increased growth rate of +10% and an extra PE point. Obviously, the character's presence is felt first in the things that grow and reproduce rapidly. local rat populations become larger and larger (and more varied). Worse, the bonds of loyalty become stronger and stronger, with the Character becoming the beast lord for all chaotic freaks born within his reach.

There is some reciprocative benefit from all of this for the character. He is virtually immune to disease of all sorts, and can expect a lifespan 3-4 times longer than a normal member of his species. He heals at 3 times normal rate and enjoys +1d4PE. If he so desires, he can immunise individuals from his effect while in the womb, an act that requires physically laying on hands on the expectant mother. The character becomes a master to a horde of mishapen freaks eventually, which can be a mixed blessing. Latsly, the character can focus his power into a narrow attack, spraying biokinetic energy at a target. This bolt takes 2 actions to perform and can only be enacted once per melee. The bolt has range of 50 feet per level and inflicts 1D4 damage per level (Half with a save vs disease, 14+) the target of such attack must save again vs disease (14+) or be stricken with temporary symptoms. nausea and dizziness, runing nose and sores appear on a failed, reducing combat bonuses by -2 and reducing attacks per melee by 1 and skill percentages by 15% (as well as the temporary loss of 1 PE point). this disease fades after 48 hours, but if the victim should concieve young, or sire young in that time (or is carrying young at that time) then the child is doomed to mutation.