Cicada Rabies (3.5e Disease)

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Author: Foxwarrior (talk)
Date Created: 1/27/11
Status: Just started
Editing: Clarity edits only please
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Cicada Rabies
Infection: Cicada bite DC 12 or Eating infected organs DC 3
DC: 12
Incubation : 1d4 days
Damage : Paranoia and hallucinations; see below

If a character successfully saves against infection, they become immune to Cicada Rabies and never run the risk of being infected again.

Every day that the character is infected, they must make a DC 12 Fortitude save or progress one step further along one of the two insanity tracks (chosen by rolling a d2).

Step # Paranoia Track Hallucinations Track
1 The character perceives all slights as intentional. For every 5 hours that the character interacts with another character, there's a 25% chance that an unintentional slight will occur, reducing the infected character's opinion of that character by one step. The character hears footsteps and gets the feeling that they're being watched. This keeps them on their toes, giving them a +4 bonus to Initiative checks. It also makes it hard for them to recognize real threats or focus on things that are actually happening, giving them a -6 penalty to Spot, Listen, Concentration, and Craft checks.
2 The character forgets how to forgive, and recognizes all attempts at increased friendship for what they are: A scheme to lull the character into a false sense of security. The character's attitude towards other characters cannot improve. The character thinks that they are filled with maggots. This doesn't really do anything.
3 The character loses the ability to change their mind in the face of non-conclusive evidence. If something can be thought of in a way that does not require the character to rethink anything, it will. As a side effect, whenever the character attempts a Sense Motive check, they become convinced that the person is lying. The character imagines conversations with other people during lulls in the actual conversations they are having. During these fake conversations, the other people say things which indicate that they are planning to kill the character. Every time the character interacts directly with someone (people in crowds don't count) for long enough time to have a lull in conversation, there's a 25% chance that the character will become convinced that that person is their enemy. This can only trigger once per person per day.
4 Advance one step along the Hallucinations track Advance one step along the Paranoia track
5 Each round, the character must make a DC 12 Will save or coup de grace theirself in the neck. Each round, the character must make a DC 12 Will save or coup de grace theirself in the neck.

Spells such as remove disease can cure Cicada Rabies, but all effects except for the last ones along each track are permanent until removed by a wish or miracle. For example, if remove disease is used on a character who is two steps along the Paranoia track and three steps along the Hallucinations track, they will stop having to make saves against further effects, but they will still be one step along the Paranoia track and two steps along the Hallucinations track.


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Foxwarrior's Homebrew (759 Articles)
Foxwarriorv
AuthorFoxwarrior +
DC12 +
DamageParanoia and hallucinations; see below +
Identifier3.5e Disease +
Incubation1d4 days +
RatingUndiscussed +
SummaryConvinces its victims that murdering their friends is the most logical course of action. +
TitleCicada Rabies +