Infectious Bug Bite Rules

About a month ago I ran a session set in a swamp infested with biting, disease-carrying insects. If you stopped moving, bugs converged and you got bit. The more you got bit, the higher your chances of catching a disease.

The idea was to throw my players into a miserable, tense downward spiral towards fever and delirium with each bite yet still have them be able to keep moving. Here's how it worked:

- Bite roll: Every time the party stops moving (for an encounter, to rest, etc) have each player roll 1d6 to determine how many times they get bit. If they've failed a check/save or are being incautious and taking a long time have them roll 1d12 instead. Bites stick around and build up until they get some sort of treatment.

- Fever roll: After a player gets bit once, have them roll 1d20+(# of bites) at each encounter in addition to the bite roll. On a 16 or higher they contract a disease and start suffering from a fever and delirium. (-1 to saves, checks, and initiative rolls for each bite.)

- Players can decrease their chances of being bitten (give themselves a negative mod to their bite roll) by taking anti-bug precautions like:

  • Covering exposed flesh in mud (-1)
  • Using bug repellents (-3)
  • A physical barrier, like mosquito netting or a beekeeper's suit (-5, you can't completely escape mosquitoes)
  • Creatures with natural armor or protective traits (ex: flaming hair that acts like a bug zapper) get -2 or whatever feels right
  • Creatures without blood, a circulatory system, or flesh are immune to bug bites

- If you get bit 15 times you collapse into a feverish stupor. The rest of the party needs to cool you down quick or find some way to cure you. You might say something embarrassing in your delirious ravings. Or something useful. Or true prophecy. Mostly just nonsense tho.

Ravings (d100):
 1 - 60   Nonsense
61 - 70   Embarrassing (heartfelt)
71 - 80   Embarrassing
81 - 95   Useful epiphany
96 - 100  Prophecy

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