08-03-2020, 04:38 PM | #1 |
Join Date: Feb 2020
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Contagious Immunity
Working on a character who has the power to be a walking vaccine. Basically once they've been exposed to and become immune to a disease they spread their immunity to those around them. Other people catch that immunity from being in proximity to them, just like they'd catch a cold off them. Those people then also become contagious. How would you guys model this? Some sort of affliction build seems the obvious answer, but I'm unsure of exactly which way to go. Apologies if this has been covered already.
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08-03-2020, 09:46 PM | #2 | |
Join Date: Sep 2004
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Re: Contagious Immunity
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08-03-2020, 11:04 PM | #3 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Contagious Immunity
Affliction (aura +80%, melee reach C -30%, always on -20%, extended duration [permanent] +300%, contagious +20/50% (depending on if you want it mildly contagious or highly contagious, respectively), Advantage: Immunity to disease [acc: only for diseases I've become immune to] +75%) [52.5 or 55.5 cp final cost depending on contagion level]
Then you may want to add area of effect if just being near xim is good enough and direct contact isn't necessary, and/or contact/respiratory/blood agent depending on how the contagion spreads. Onset is typical for pathogens with incubation periods. Immunity to Disease is a 15 cp advantage. Horror has a modifier for Unfazeable that's, "unfazed by horrors you already know but not new and alien ones" which seems roughly equivalent to "immune to diseases you've encountered before but not new or alien ones". It further specifies that immunity includes similar things: i.e. seeing a corpse will grant immunity to fright checks from seeing a zombie. Thus you could extrapolate for immunity to diseases an equivalent scenario of getting a cold makes you immune to all cold viruses, getting the flu once makes you immune to all flu viruses, etc. I don't know if you wanted that level of immunity for your character or the ordinary level that people have of gaining increased resistance bordering on immunity to many of the very specific diseases they've encountered. The modifier for Unfazeable is a -50% modifier so that reduces your characters Immunity to disease to 7.5 cp (round up to 8) if you want it. But I'd use that as the trait in the affliction above, hence the +75% modifier. Note that by RAW Contagion is only for cyclic attacks and makes it so that while infected the individual can infect other people. Presumably this uses the contagion rules in the contagion sidebar of page 443. However, I really can't tell what the difference between a mildly or a highly contagious disease is according to the contagion and illness rules. Regardless, adding it to an affliction mechanically works just fine (the attack does have a lingering duration during which it could contagion) but it isn't RAW and could require an extra +50% cosmic modifier (adding +5 cp to the final cost of the advantage.) Also note that I did all of this with additive modifiers. If you're using multiplicative modifiers the final costs are: 28.75 / 30.25 for mildly or highly contagious, or 31.25 / 32.75 for mildly or highly contagious if you include the extra +50% for using a modifier in a non RAW way that still basically works. |
08-04-2020, 01:01 AM | #4 |
Join Date: Feb 2016
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Re: Contagious Immunity
Immunity to Disease is a 10 CP advantage, but Immunity to a Specific Disease is a 1 CP perk. If you wanted them to be a contagious vaccine for one disease, it would be Affliction (HT; Advantage, Immunity to X Virus +10%; Always On, -10%; Area Effect, 4 yards, +100%; Cyclic, 3 daily cycles, Countered by Normal Hygiene and Sanitation, Highly Contagious, +80%; Emanation, -20%; Extended Duration, Permanent, Counted by Virus Mutation and Virus Engineering, +150%) [41]. Increasing it to Immunity to Disease would only cost +9 CP, though the Extended Duration would be circumvented by Pathogen Engineering and Pathogen Mutation.
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08-04-2020, 05:33 AM | #5 |
Join Date: Feb 2020
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Re: Contagious Immunity
Thanks guys, that covers what I'm looking for exactly. I appreciate the help. Trying to get back into this game after only a decade, and moving to 4E to boot is proving to be a bit more of a challenge than I anticipated.
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08-04-2020, 11:13 AM | #6 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Contagious Immunity
Quote:
I also like adding extra cycles to it. But if you're making it area of effect then you should probably include blood agent, respiratory agent, or contact agent considering the contagion nature of the effects it seems more like a disease and those typically use one of those infection vectors. However, if the ability is always on it should be an Aura not an Emanation. Emanation makes an aoe attack have range 0 without affecting you but does not make it persistent at all. Aura is appropriate for an always on ability, that's what it does. And I definitely think that immunity to disease (acc: only for familiar hazards, -50%) [5] is appropriate. Think of the limitation being applied to the Advantage enhancement instead of to the advantage. |
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08-04-2020, 04:34 PM | #7 |
Join Date: Feb 2016
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Re: Contagious Immunity
You would have to purchase Extended Duration twice with Persistent, as the Affliction and the Persistent each have their separate durations.
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08-04-2020, 06:12 PM | #8 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Contagious Immunity
I don't really see why you should purchase persistent at all. You're not trying to create cloud that lingers in an area. You're trying to create an aura that a person constantly emits. That's Aura, possibly with area of effect.
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08-04-2020, 06:32 PM | #9 |
Join Date: Feb 2016
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Re: Contagious Immunity
Aura cannot have Area Effect though, at least not by RAW, because Melee Attacks cannot have the Area Effect modifier. What you are describing is a Field (Powers, p. 39 gives an example of a field, which can use Area Effect and Emanation or Aura and Melee Attack).
Last edited by AlexanderHowl; 08-04-2020 at 06:37 PM. |
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