Touch of Death

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The Southern Wilds is a land corrupted by many things, including twisted magic, infernal power, connections to the lands of the dead, and more. Because of this corruption, the land has become a dangerous, unpredictable place - made all the more dangerous by the Touch of Death, a form of spiritual and physical sickness.

Contents

How You Get It

  • Being struck by harmful or debilitating Necromancy for 5 or more Successes.
  • Being struck by an Undead's natural attacks for 5 or more Wounds.
  • Being injured while within the Southern Wilds.
  • Being within the Southern Wilds in the presence of powerful Necromancy or Infernalism.

While within the Southern Wilds, any injury can cause a character to risk being infected with the Touch of Death. These injuries do not need to inflict any Wounds, but if the injury is enough to leave an open wound, it is enough to risk infection.

Mechanics

Touch of Death

  • Wounds: Potency (Essence)
  • Onset: 1 Hour
  • Degrade: Never

The Potency of this infection is equal to one of the following criteria:

  • If the character was struck by an undead or necromantic attack, the Potency of the infection is equal to the Potency of the Spell, or the Successes of the attack.
  • If the character sustained an injury within the Southern Wilds, the Potency is equal is 1, +1 for each time the character sustains an injury. If the character does not get the injury treated, the Potency is increased by one for every hour the character leaves it untreated.
  • If the character is simply within the Southern Wilds, the character gains one level of Potency every day.

Damage

For every level of Potency, the character suffers a loses a number of points of Essence every hour equal to the Potency of the infection. If this reduces the character's Essence to 0, the character begins to show signs of disfigurement. The character from that point on loses points from their Attributes, the Potency divided between the Attributes evenly. If this kills the character (by reducing any Attribute to 0), the character rises as an undead within an hour.

Protection

Escudo acts as a protection against the Touch of Death. One unit of Escudo will absorb the first 24 Potency worth of infection before becoming useless. Each additional unit of Escudo worn by the character is half as effective as the one before it (round down), thus carrying a lot of Escudo, while helpful, is not as effective as some people might expect.

Cure

The Touch of Death is notoriously hard to cure, and can only be cured by magic or faith. The Difficulty of curing Touch of Death is equal to twice the current Potency of the infection. Each success will reduce the Potency by one. Because Touch of Death is a magical infection, however, the cure does require the use of a number of units of Escudo equal to the Potency of the infection. The number of units of Escudo which are not expended is equal to the successes of the roll.

Knowledge

  • Knowing of Touch of Death is a Mental + Lore (Difficulty 6) roll. Appropriate subskill is required usually Southern Wilds or Necromancy.
  • Recognizing that someone is infected is a Mental + Medicine (Difficulty 8) roll.
  • Knowing Escudo can slow / prevent infection is a Mental + Lore (Difficulty 8) roll. Appropriate subskills required.
  • -2 Difficulty if the character is from Anansie or from Anaitha.
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