Page 747 - Extreme Proaction

5th May 2016, 6:00 AM
Extreme Proaction
Average Rating: 5 (2 votes)
<<First Latest>>

Author Notes:

Newbiespud 5th May 2016, 6:00 AM edit delete
If you want to inspire dread and maybe even panic in a group of players, just suggest the barest possibility that they're in the presence of a supernatural sickness or disease. It's ire well-deserved; diseases in tabletop games are rough.

They don't see a lot of extended use in most games. A few one-shots or isolated locations, maybe, but rarely across a larger campaign. Those are only trotted out when the setting or the DM want to drive the point home of how dangerous a place is... by subjecting you to a debilitating, long-lasting status effect that you can do almost nothing to avoid, suppress, or otherwise deal with. It's not exactly fun.


Digo Dragon 5th May 2016, 6:08 AM edit delete reply
Digo Dragon
One of my early D&D 3.5 campaigns had the PCs visit a town that was under a magical disease. The players noticed that the town's church seemed to have protective properties against the disease, pointing to a supernatural source.

So the players took over the church and kicked out anyone ill from there. The church became their "CDC headquarters" so they could figure out the source of the disease. Pretty hilarious to watch them all quarantine themselves like that. The party eventually found the magical source in a cave outside town and destroyed the offending altar that was conjuring the illness. People then recovered slowly.

Never did anything with the disease again... but you know, a campaign focused on a supernatural disease might be interesting. Like the Corprus disease plot of Morrowind.
Pablo360 5th May 2016, 10:38 AM edit delete reply
I haven't technically played a single session of any RPG ever yet, but I do have a plan for when I start hosting sessions to make some sort of digression (at least) that deals with a strange disease killing people who go to a small town, but not the people in that town.

Since none of the people I'll likely GM this for will probably ever read this comic, I'll just spell it out: Basically, there's poison in the potatoes, which are a staple of the village's diet. The local farm has something in the soil that makes the potatoes poisonous; it produces enough potatoes to be a staple of the town's diet, but not enough that potatoes are being exported. The people who live in that town were brought up on potatoes, so they basically have immunity, but people who visit will likely die very quickly if they eat the potatoes (or drink the poitín (read: 80-180 proof potato liquor developed IRL by, surprise surprise, the Irish)).

It's not exactly supposed to be a main plot, but I hope that at least one party member gets the idea to use the potatoes to poison the BBEG in an attempt to "subvert the DM's plans". Which, of course, means that I'll have a spud-based TPK on my hands instead.

Wait... spud...
Digo Dragon 5th May 2016, 11:48 AM edit delete reply
Digo Dragon
*Snerk* Nice.
Dragonflight 5th May 2016, 12:38 PM edit delete reply
I ran a heavily modified 3.5 D&D game set in the Calandia game setting (tossed out the city-state trash, and built up the whole world instead.) The PC's began dealing with an army of kobolds, goblins, gnolls and trolls, all training under the influence of a Gnoll leader with a magical mace given to him by the dark god of tyranny.
Basically the mace would raise any of his physical stats by +1 for each creature he killed, up to a maximum of 25. BUT... For every day he *didn't* kill someone, he LOST a randomly determined physical stat, all the way down to 0, at which point he would die. So he was well-motivated. He had recruited mercs from the Imperial Legion to teach his demihuman army how to function like an actual *army*, and they were getting pretty scary.

The PC's had encountered a plague in a nearby city, and over the course of a few days, managed to find and cleanse an old church in the poor quarter. They got a bunch of clerics together and consecrated the place, imbuing it with a Cure Disease effect. Saving the town got easier. But the plague had spread farther. So they also went on a quest to discover a magical curative candle which would also cure the disease. While obtaining ingredients, they stumbled across this demihuman army, and realized the disease had been set specifically to weaken the human forces before the assault.

Not willing to let bygones be bygones, the saurial member of the PC party convinced the enemy army that he wanted to join up, and in the dead of night, he spread contaminated clothing around the demihuman army. They got sick, and started to die off. This made the gnoll leader understandably worried. Not only was his army dying off, but if he didn't have a large number of people to kill regularly, he'd die too. So he committed to the assault. But with his forces also weakened, neither had a clear advantage, and the PC's were able to lead the Imperials to a win.
Evilbob 5th May 2016, 5:09 PM edit delete reply
A campaign focused on diseases and stuff that the CDC does DOES sound fun! Although, let's be honest here... it doesn't have to be supernatural to be interesting. Real diseases are pretty scarily interesting enough.
jdb1984 6th May 2016, 8:14 AM edit delete reply
There is a board game where you and the other players are working together to try and cure mysterious new diseases before they overwelm the world. I think it was called Pandemic
Random Person 6th May 2016, 3:53 PM edit delete reply
Ah yes. There is a version were between sessions of Pandemic one of the disease can mutate and maybe become incurable. We named the diseases after video games. Pokemon just won't die.
ANW 5th May 2016, 7:05 AM edit delete reply
This is the reason why I believe that someone on the party should have medical professional training. When it comes to poison cuts slashes or burns, a healer's good enough. But with viruses and sickness, that's not enough.

Anyone here played a doctor before? And I don't mean the evil scientist type.
Or been in a situation where you wish you was one?
Digo Dragon 5th May 2016, 7:31 AM edit delete reply
Digo Dragon
*Points to his avatar*

Doctor Wagon, wasteland physician and surgeon in a Fallout Equestria campaign. He's patched up many ponies suffering from all sorts of wounds and ailments. He can even fix crippled limbs with just whatever random junk he has lying around. Hasn't the resources to cure drug addictions just yet though.

Definitely a good pony to have on your side. ^^
Evilbob 5th May 2016, 5:29 PM edit delete reply
Let's be honest here, guy. If it was a virus, even in RL its kinda hard to provide curative treatment, unless you just happen to be lucky enough to be dealing with a patient who happens to have one of those viruses more susceptible to the rather limited antivirals we do have available.

I mean, when you have immunomodulator drugs like Iniquimod and IFN-alpha (upregulate immune functions) or have to block viral DNA replication with nucleotide/nucleoside analogues such as Ganciclovir (hint: a lot of chemotherapy drugs are nucleotide/nucleoside analogues)... you're pretty far up the creek without a paddle.

It's probably a good thing that we tend to ignore diseases in RPs. It would otherwise get pretty hairy pretty quickly.
aylatrigger 5th May 2016, 8:32 AM edit delete reply
Honorable mention for being a GM that made the party wish they had a doctor?

...They fought a Necromancer, who was really multiclassed Priest/Monk/Anti-Paladin. You know how Anti-Paladins can carry diseases and not be affected by them? Well it turns out the Necromancer was actually a scientist studying diseases, particularly ones you might find near corpses or soon to be ones. I made a huge list and figured out what all the effects would be on them. They had to pay quite a bit to remove them all.

Oh, but I did have one doctor before. Not an evil mad scientist, but one who was studying a cheaper way to do resurrection. A lawful neutral dread necromancer.
Specter 5th May 2016, 9:06 AM edit delete reply
Kind of.

In my first 'modern setting' campaign in Equestria, I found the team needing a doctor so that we wouldn't need to take so much bed rest between every mission (get healed, or suffer penalties in the field if you aren't healed up at the start of the mission). The rest of my team is happy that I was a doctor for one reason (and it wasn't the multitude of bad rolls made to fix their wounds), but instead I had a PHD, and was able to prescribe them their own meds that, otherwise stolen, would have been next to impossible to get.

At least I wasn't lawfully aligned.
aerion111 5th May 2016, 12:10 PM edit delete reply
Yeah, but the game didn't last long enough to make use of the doctor-ness.
It was a GURPS-based post-apoc setting, where robots took over and were still hunting free humans, so my character was a traveling doctor that went from hidden village to hidden village. Without doctors around, there's usually some poor kid, or even the occasional adult, that have spent a while fighting an illness or injury they can't quite cure.

Oh, actually, I've played another doctor, now that I think about it, and he DID use his skills (briefly) before the game ended!
In Traveler, I made a doctor that, through random chance, got pretty decent skills at the computer too.
And since this was a game that'd involve a lot of arriving at strange new planets, shake hands with a lot of strange new people, and then spend a week or two in an enclosed metal box in space...
Disease was a very big concern, even if we never caught any (we didn't even land on our second planet before it ended)
So, I had everyone wear special monitoring arm-bands so I could easily see changes in their bodies (mechanically, it gave me a big bonus to diagnosing them because I had practically perfect information about the symptoms)
It was expensive, but the ship's trader, who was also in charge of general budgets, gave me a sizable budget.
Part of the routine, on top of being the ship doctor and computer expert, was checking everyone's arm-band on a regular basis (especially right after leaving a planet) and give them whatever orders I needed ('take these supplements', 'cut back on the saturated fats', and so on)
The crew, in theory, were among the healthiest people in the entire galaxy, given they had the flesh-and-blood equivalent of a robo-doc who constantly monitored their vitals and corrected even the tiniest deviation, because he didn't have anything better to do :P
I kind of wish I got to see it actually pay off if we ever encountered a genuine threat (like an infectious disease or some such), though.
Or just see some conflict with the rest of the crew once they got tired of my 'doctors orders'
Winged Cat 5th May 2016, 12:10 PM edit delete reply
Playing one now. A cleric who's part magic psychologist. Given that the campaign involves exposure to otherworldly horrors that drive people insane on sight, this is quite a useful thing.

(D&D 5E. Using aasimar as written up in the DMG, which gets one free Lesser Restoration per day at 3rd level. Lesser Restoration can cure madness, as well as disease and poison. As of now, it hasn't been that many days since he got to 3rd level, and unless I've miscounted, this "throwaway maybe-useful spell slot" has been used in more than half of those days. That's on top of RP, but there's no time for fully talking out one's problems when running away from a kaiju demon lord who is at most slowed down by the city between you and him. Being a cleric, Lesser Restoration is also one of the spells he can cast from his normal spell slots. He is quite prepared to spend all his daily slots on that and Cure Wounds if he has to.)

Said cleric has also had to roll to diagnose, mid-combat, what exactly was wrong with certain other combatants, which information affected the party's tactics. And now we're in a city of industry, with smoke and soot everywhere; I wouldn't be surprised if there's some environmental condition he'll have to remedy if we stay there long.
Greenhornet 5th May 2016, 12:39 PM edit delete reply
Kind of. Some years ago, I had rolled up (Secretly) a witch as a "revenge character". Witches were pretty new and the GM almost nixed it, but gave in just before I thought I would have to offer a bribe.
The witch had some healing ability and points in herbal medicine. My plan was to pass her off as "a healer who might secretly be a cleric" and lull them into a false sense of security before going full "wicked witch of the west" on them.
It was to be my last character with that group (For obvious reasons), but we broke up before the game resumed.
AximusLokar 5th May 2016, 7:43 AM edit delete reply
I had a DM try to do a 'commoners become adventurers' campaign, spent 4+ sessions going through the month-long day-at-a-time training and random events for each player. The less said of the apparently rampant swarm of pickpocketers the better, but he also managed to roll(allegedly) a week in which five separate diseases hit various members of the party. Some of them did Con damage. Most of them had DCs in the high teens and required 2-3 consecutive saves to cure. We were Lv0 commoners, that wasn't happening. He had to introduce health care to avoid a slow and unavoidable total party wipe.

Needless to say this was not a DM who understood encounter design.
Digo Dragon 5th May 2016, 8:45 AM edit delete reply
Digo Dragon
"He had to introduce health care..."

I found this line pretty funny in the context of a typical D&D campaign setting. Though, depending on the health care infrastructure, a disease could overwhelm the system.

Like, thinking of the Shadowrun setting, one viral infection could be difficult to prevent when you consider all the street doctor "chop shops" around a given urban city. The low level of clean clinics could breed infections real quick and suddenly the city is quarantined by some megacorporation looking into what the disease is and how to profit off a cure.

Hmm, now there's another genre for the campaign idea I mentioned earlier.
Godzfirefly 5th May 2016, 10:50 AM edit delete reply
One of the more interesting campaigns I played in involved (among other things) a plague spreading across the kingdom in advance of an invading army. Because of our level and classes, the PCs were largely immune to the disease, but two or three sessions were devoted to offering medical assistance to villages in exchange for an increased enlistment rate for the king's army.

It was working pretty well until the enemy started sending envoys promising to provide the cure in exchange for loyalty to the invaders. Even the villages with leaders that wanted to resist the invaders were hard-pressed to turn down that offer.
Evilbob 5th May 2016, 5:12 PM edit delete reply
... If healthcare is a concept that needs introduction, things are pretty f***ed up...
AximusLokar 6th May 2016, 4:55 AM edit delete reply
You have no idea.

One party member got robbed seven times before the end of the month(to say nothing of the other party members who got robbed merely 2~4 times each).

The economy was so messed up that half the party sold their starting houses to move into the forming guildhall, abandoned all pretense of a day job, and used the excess profits to buy multiple magic items.

Three party members ended up having some level of demonic possession, although to be fair one character started demonically possessed as their background and actually became slightly less possessed by the time actual adventuring rolled around.

And as a capstone, the first actual battle that wasn't either 'Lv20 retired wizard barkeep, do not mess with my NPC' or 'Lv0 commoners like you used to be, don't bother rolling attacks' featured a statue with a constant-effect Dominate Person gaze attack with a nigh-impossible-for-our-level Will save(which turned two of the six party members who looked at the statue to make knowledge checks into enemies before initiative was rolled), a Lv4 Antipaladin who could (and pretty much did) wipe the entire party(and all the dominated hostages) with a single Channel Negative Energy, and threw one final disease at the Lv1 paladin with some blood thrown in her face.

It was the point at which the DM was uproariously laughing about the antipaladin performing a coup de grace on the fighter after our own wizard's Sleep spell knocked us unconscious, and him pitching a fit when we called him on all of this stuff, that I checked out and burned all points of contact between myself and this guy.
ChakatFirepaw 6th May 2016, 3:55 PM edit delete reply
<blockquote>I found this line pretty funny in the context of a typical D&D campaign setting. Though, depending on the health care infrastructure, a disease could overwhelm the system.</blockquote>

It's actually pretty easy to overwhelm the ability to magically cure diseases, (at least with 3.x or earlier). Even a massive city like Waterdeep could only expect to sustain 200-300 Remove Disease spells per day at most, (that's including paladins, druids and even evil clerics). A typical city is only going to be able to muster a few dozen.

So unless you catch it very early, or are able to institute a complete and successful quarantine, (much easier said than done, IRL quarantines rarely do better than to slow things down a bit and often do no good at all), people are going to be contracting the disease faster than you can magically cure it.
Grub 7th May 2016, 5:33 AM edit delete reply
Actually, false. You can create a magical item that cures infinite diseases a day, at least in Pathfinder. From there, it goes from 300 a day to, let's see... 6 seconds to a round, so 10 rounds per minute.... Assuming that in a emergency, the item would be used in shifts, meaning it'd be used basically every single round that's 36000 diseases cured a day.

Eeeeeeeyup. And that's only with one infinite-disease-curing magical item.

Now what would be a interesting plot point is if a bustling city got all of their infinite-disease-cures stolen or destroyed and suddenly plague.
ZamuelNow 5th May 2016, 8:21 AM edit delete reply
I've attempted to run disease campaigns but as mysteries. The problem is that mysteries are fundamentally difficult in RPGs. Players have to pick up clues without running into red herrings or completely overlooking that there are clues. One thing I will say is that it helps to not directly make the players sick since you can slow build the terror without there being instant paranoia about their own characters. Also, both attempts were play-by-post so I don't know if that helps or hurts things.
Digo Dragon 5th May 2016, 8:47 AM edit delete reply
Digo Dragon
I personally think PbP can help a mystery scenario if your posting history is searchable. Players can scroll back through the adventure and look up something posted they might have forgotten.
bluehelpinghorse 5th May 2016, 10:18 AM edit delete reply
Yeah, i'm in a mystery pbp campaign right now, and not having it live really has helped me keep everything straight. I even made a mind map of all the information we gathered, which allowed me to reference eveything we know at once. At the end of one scenario, i used the information to argue my side against an npc, and it became such a critical success that ended the mystery.
ChrisTheS 5th May 2016, 8:29 AM edit delete reply
I once infected one of my Eberron players with slow-acting mummy rot to counter the fact that the character was dealing so much damage that encounters were becoming mere formalities (but I couldn't increase the difficulty of encounters because then it would steamroll everyone else in the party). Later the campaign shifted to trekking through Xen'drik to try to find a cure.

And then that player started a new job that meant he wasn't able to show up to game for weeks on end, so the disease became a convenient excuse for why he wasn't there.

And then 4e came out and I resolved never to run 3e again. Except nobody else but me wanted to play 4e. So we've pretty much only played games other than D&D since then.
Thud 5th May 2016, 9:04 AM edit delete reply
I feel your pain brother.
AximusLokar 6th May 2016, 4:58 AM edit delete reply
So few people appreciated that edition. Even I can't play it anymore, but that has less to do with the system(which I loved) and more to do with them turning it into a subscription service.
j-eagle12212012 5th May 2016, 9:31 AM edit delete reply
*Mostly Spoiler Free Review*

No Second Prances


Omg Glimglam and Trixie are friends this is the best thing ever ^_^

(End Fangirling)

So the first friendship lesson episode for Starlight Glimmer and this one is simple
Make a new friend
We get to see all sorts of background characters in this episode
But the big draw of this episode was the return of Trixie

It really is an episode you must watch

To avoid spoilers to the best of my ability I will point out 4 things...

1) surprise appearance from specific background characters
2) lore building
3) Depiction of attempted suicide and turning to religon at the lowest moment
4) Kelly Shoridan and Kathleen Barr did an amazing job in this episode.

I look forward to more episodes like this one.
Shipping has intensified
And Starlight Glimmer is best Mane 7 ^_^

Onto the next episode

Jurririg (hitbox)
Jamie (irl)
albedoequals1 5th May 2016, 9:46 AM edit delete reply
Don't you just hate it when the GM has a plan to sabotage the players, but they immediately see through it and take an action that nips it in the bud? The only option then is to declare by GM fiat that "no, you can't do that" which will make them mad when it turns out they were right.
Godzfirefly 5th May 2016, 10:54 AM edit delete reply
Or, you could simply switch gears and have the PC's actions have consequences that get them deeper into trouble than they already were going to be...mwahahahaha.

Seriously, though. Good GMs don't need rails to keep the story on point. They just need a quick mind and a lot of flexibility.
Digo Dragon 5th May 2016, 11:52 AM edit delete reply
Digo Dragon
I sometimes find a player who comes to a wrong conclusion, but there is an idea in it that works better than what I came up with. So, I tend to quietly steal the idea for my own and the player thinks they were actually right about something. It's Win-Win.
Winged Cat 5th May 2016, 12:18 PM edit delete reply
There's a trope or two for that.
Winged Cat 5th May 2016, 12:15 PM edit delete reply
As mentioned before, I as GM love it when my players pull that. Often, their aversion generates better plot than I'd come up with. (Sometimes, I don't even seriously plan for what happens if the complication goes "right" because I'm so certain the PCs will foil it.)
Digo Dragon 5th May 2016, 1:49 PM edit delete reply
Digo Dragon
They're good tropes when used well because it makes things a bit easier and more enjoyable for everyone. :D

Though lately when a player comments that a particular enemy encounter seemed a bit too easy, I might say "In accordance with the prophesy" which gets me looks. ;)
Lovenought 5th May 2016, 10:06 AM edit delete reply
Twilight has the right idea. Clearly she comes from the Madagascar school of disease control.
Pablo360 5th May 2016, 10:29 AM edit delete reply
By extension, that means the GM should rig the die rolls so that she's the first one to become infected.

Either that, or she should have penguins build a plane to Kenya. It depends on what exactly you're referencing.
Atarlost 5th May 2016, 10:11 AM edit delete reply
Reminds me of a discussion I had with my brother-in-law. We concluded that it is never beneficial for a RPG to have long term disease rules. They're never fun and they don't present an interesting challenge.

If something doesn't act on the encounter timescale it's just a frustration generator rather with no tactical interest.

The campaign role doesn't need rules. You will die in six months if you don't find a cure for mcguffinitis. No need for an unpleasant death spiral of random duration.
Godzfirefly 5th May 2016, 10:58 AM edit delete reply
It is definitely true that it's more fun to have diseases affect NPCs than it is to have diseases affect PCs.

That said, sometimes it's nice to have a nice magical plague affect a PC here or there to motivate them and allow the GM to input random story-line effects into the game.

"Oh, by the way, you begin coughing uncontrollably at the end of the battle. This goes on for the next 20 minutes. You cough up 200 gp worth of magical components and an artifact with an unknown symbol."
Masterweaver 5th May 2016, 6:14 PM edit delete reply
[A magic book containing "Vomit Technology"]

"I don't feel good..." Applebloom moaned.

"I can't imagine why," deadpanned Silver Spoon. "I mean, you've only barfed up five cellular phones, three cybernetic prostheses, six toasters of various configurations and manner of matching the definition, one death ray like you'd find on top of a mad scientist's secret mountain base, two hovercraft, a mind-linked suit of mobile infantry armor suitable for your brother, an interstellar tank, a solar collection array that's built for orbit, and four space shuttles complete with booster rockets."

From a fic. Makes slightly more sense in context.
The MunchKING 6th May 2016, 7:49 AM edit delete reply
The MunchKING
Spoony suggests that diseases can be used to keep players grounded, help them think about the game world like a real world, and all that.
setokayba 5th May 2016, 10:16 AM edit delete reply
And with the Quarantine, the story is broken again as the others not get ill..
Winged Cat 5th May 2016, 12:19 PM edit delete reply
Unless it's already spread.
aerion111 5th May 2016, 12:24 PM edit delete reply
Only if the GM doesn't think on his feet.
It'd be very easy to have everyone react as if she's insane. Because she is.
Twilight heard some coughing, and now she wants to practically imprison someone... Just have them roll their eyes and go 'it's just a cough... It's no big deal'
If she uses force, for one there's room for another plot-line right there (the plot-line of the PCs abusing their physical and magical might at a paranoid whim)
And for another, given the coughing was the first mention (rather than it being brought up before like in the show), he could have been one of several already-infected ponies (as in, they've no reason to expect it not to have spread) so just let them quarantine him and continue as normal.
Digo Dragon 5th May 2016, 11:53 AM edit delete reply
Digo Dragon
Huh... why is Bonbon in that last panel? She's not a pegasus.
Winged Cat 5th May 2016, 12:21 PM edit delete reply
Neither is Twilight. Other ponies can help out: cheer on their friends, if nothing more substantive.
aerion111 5th May 2016, 12:26 PM edit delete reply
Not just what Winged said, but remember who 'Bon, Bonbon' is :P
She needed a crowd to blend into, and the biggest one was at the fields.
Digo Dragon 5th May 2016, 1:51 PM edit delete reply
Digo Dragon
I guess that makes sense, since BonBon is a secret agent.

Twi is there obviously for her super-organizational skills. :3
Helix 5th May 2016, 12:30 PM edit delete reply
Heh, this past Tuesday my players fought a were-polar-bear and one contracted the curse/disease. The only way they had to fight it was by taking shots of wolfsbane to grant a new saving throw. Wolfsbane is also a pretty potent Constitution poison.

So three doses later he finally shakes the lycanthropy and is sitting there with 1 con left...

Most terrifying encounter I've ever had where all the PCs are just sitting at a kitchen table. Everyone was on the edge of their seat.
Rooker 5th May 2016, 1:01 PM edit delete reply
We're playing Hoard of the Dragon Queen and accidentally resulted in an "evil" campaign group. We're actually being relatively heroic, but we're also helping ourselves to whatever the DM lets us take.

We have a Deep Gnome Death Cleric who is attempting to become a Lich and specializes in diseases and poison. The party also includes a Necromancer Wizard and an Oathbreaker Paladin. For those of you keeping count, that's three people who are going to be casting Animate Dead a lot throughout this game. So the Cleric is trying to develop super diseases and keeps using his spells to practice. The population of Greenest was cut down by almost half when he sickened the tent being used to care for the injured.
We just reached 5th level and the Cleric can now Animate Dead! The Wizard (Me) is working on learning it asap while researching finding the Necronomicon and the Paladin now has access to 2nd Level spells. Our plan is to kill most, if not all, of the NPCs that we can find and instead of having an alliance for an army we're planning to storm the Dragon Cult's headquarters with a legion of undead.
Evilbob 5th May 2016, 5:06 PM edit delete reply
Hate to break it to you, Twi. But if he's been coughing already and he did have something, it's probably too late now.

You'd have to pretty much quarantine everybody he's had in contact with together... including you...
Tempest Sparta 5th May 2016, 10:24 PM edit delete reply
Anyone notice that comic 747 is talking about wingpower?
Winged Cat 6th May 2016, 12:48 AM edit delete reply
Most likely, 757, 767, and 777 will be on this same arc too. We'll see if wingpower still comes up by the time we reach them.
Someone 6th May 2016, 12:21 PM edit delete reply
Well, in the Polish RPG "Neuroshima", one of the traits picked at character creation is a persistent disease that you have to take meds for (Unless you have a relevant feat that allows you to not have one), so there's one opportunity during which diseases are used on a wider scale
Akouma 6th May 2016, 6:38 PM edit delete reply
Reminds me of diseases in Darkest Dungeon. Every character has a (bad) disease resist stat that is just their percentage change to not catch any given incoming disease. These range from the innocuous or even beneficial (ones that give you a penalty in a stat you don't really hinge on, and a bonus to a stat you do) to the Black Plague which basically says that character is worthless until cured. Honestly the one I hate the most is the one that all it does is reduce your disease resist stat by 40. Most classes in the game have a base disease resist of lower than that, with the exception of the Leper. He's so diseased it's actually a superpower.
Specter 7th May 2016, 5:26 AM edit delete reply

That is going to be a penalty flag on Twilight Sparkle for taking down Thunderlane before the hike. That's some impressive speed for a wizard, I'll give her that much, but a penalty is a penalty. Let's see what the ref has to say about it.