Liminal Horror - The Rot
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STR: 6 DEX: 6 CTRL: 12 HP: 5
Grab (d4)
Toxic Bile (d6 Stress)
∆ Caustic Spores: When the Rot suffers any physical damage, the sores on its body erupt, spraying fluid onto those in its immediate proximity. (d4 Stress, blast)
∆ Decompose: When the Rot deals Critical Damage, their infection spreads to their victim. On top of the Wound, the victim must make a CTRL Save or take Fallout.
The Rot is an otherworldly pestilence. It hijacks its victims, flooding them with euphoria so they ignore their symptoms while their body decays before them. Those that fully succumb to the virus become shambling masses of bloated, rotting flesh, seeking to spread ruin.
EUPHORIA
The greatest weapon of the virus is its psychoactive properties. Its initial effects are subtle, pumping the victim with endorphins so that they don’t notice the symptoms. As the virus progresses, these effects get more severe. The victim will often assert that they’re fine, even if their body is rotting right in front of them. By the time the euphoria wears off, the victim is already doomed to become a vector for the virus.
CREEPING FALLOUT: PESTILENCE
When an Investigator is infected by the Rot, they will not feel the full effect of the symptoms, even if they’re glaringly obvious to those around them. After being infected, each time they would typically take Fallout, instead the symptoms worsen.
∆ Burning: A dangerously high fever begins to simmer. It comes with feelings of elation.
∆ Buboes: The lymph nodes swell and fill with pus. It comes with feelings of courage.
∆ Bloat: The limbs and torso begin to swell. It comes with feelings of strength.
∆ Necrosis: Flesh begins to blacken and die. It begins at the extremities and works its way inward. The smell of decay soon becomes overwhelming.
∆ Vector: The mind entirely overtaken by the virus. The victim becomes a shambling, rotting mass searching for means of spreading the pestilence.
TREATMENT
The virus mutates and adapts at an alarming rate. It is incredibly resistant to treatment and can seemingly predict a treatment before it's administered, almost as if it possesses an intelligence. Even with early medical intervention, the chance of survival is less than 50%, which drastically decreases the longer the virus incubates.
RESONANT ARTIFACT
There is a recorded affinity between The Rot and the Resonant Artifact known as the Syringe (Deluxe Edition, page 232). The nature of their relationship is unclear, but the similarity in abilities to spread disease cannot be ignored.
SYRINGE
A dingy barrel and plunger with a large and rather dull looking hypodermic needle.
› Activation: Insert the needle into the bloodstream and pull the plunger.
› Effect: Using the syringe allows you to remove a disease or affliction from someone, curing them. The resulting liquid carrying the disease is unstable and must then be injected into another. If the disease is not injected into a new host within d12 hours the disease will be passed on to the user instead.
Art by Carlos Sánchez Polo (Dood)
STR: 6 DEX: 6 CTRL: 12 HP: 5
Grab (d4)
Toxic Bile (d6 Stress)
∆ Caustic Spores: When the Rot suffers any physical damage, the sores on its body erupt, spraying fluid onto those in its immediate proximity. (d4 Stress, blast)
∆ Decompose: When the Rot deals Critical Damage, their infection spreads to their victim. On top of the Wound, the victim must make a CTRL Save or take Fallout.
The Rot is an otherworldly pestilence. It hijacks its victims, flooding them with euphoria so they ignore their symptoms while their body decays before them. Those that fully succumb to the virus become shambling masses of bloated, rotting flesh, seeking to spread ruin.
EUPHORIA
The greatest weapon of the virus is its psychoactive properties. Its initial effects are subtle, pumping the victim with endorphins so that they don’t notice the symptoms. As the virus progresses, these effects get more severe. The victim will often assert that they’re fine, even if their body is rotting right in front of them. By the time the euphoria wears off, the victim is already doomed to become a vector for the virus.
CREEPING FALLOUT: PESTILENCE
When an Investigator is infected by the Rot, they will not feel the full effect of the symptoms, even if they’re glaringly obvious to those around them. After being infected, each time they would typically take Fallout, instead the symptoms worsen.
∆ Burning: A dangerously high fever begins to simmer. It comes with feelings of elation.
∆ Buboes: The lymph nodes swell and fill with pus. It comes with feelings of courage.
∆ Bloat: The limbs and torso begin to swell. It comes with feelings of strength.
∆ Necrosis: Flesh begins to blacken and die. It begins at the extremities and works its way inward. The smell of decay soon becomes overwhelming.
∆ Vector: The mind entirely overtaken by the virus. The victim becomes a shambling, rotting mass searching for means of spreading the pestilence.
TREATMENT
The virus mutates and adapts at an alarming rate. It is incredibly resistant to treatment and can seemingly predict a treatment before it's administered, almost as if it possesses an intelligence. Even with early medical intervention, the chance of survival is less than 50%, which drastically decreases the longer the virus incubates.
RESONANT ARTIFACT
There is a recorded affinity between The Rot and the Resonant Artifact known as the Syringe (Deluxe Edition, page 232). The nature of their relationship is unclear, but the similarity in abilities to spread disease cannot be ignored.
SYRINGE
A dingy barrel and plunger with a large and rather dull looking hypodermic needle.
› Activation: Insert the needle into the bloodstream and pull the plunger.
› Effect: Using the syringe allows you to remove a disease or affliction from someone, curing them. The resulting liquid carrying the disease is unstable and must then be injected into another. If the disease is not injected into a new host within d12 hours the disease will be passed on to the user instead.
Art by Carlos Sánchez Polo (Dood)
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