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Methustrian Plague

The Methustrian Plague

Found only at the site of SIRE ruins, the Methustrian Plague appears to be a
form of highly advanced retrovirus, akin to that found in the Goem. The
Methustrian Plague causes those who contract it to enter into a state of
full-body cellular suspension. In this state, their body does not age, decay, or
break down in any way. As well, injuries sustained to the suspended body,
short of total destruction, heal within minutes. Once infected, the victims are
themselves not contagious with the Methustrian Plague, as the retrovirus
itself is held in suspension within their bodies. The wax-like sheath that
encompasses the vistim's body does not contain the virus, but appears to be
in some way photosynthetic, processing ambient light to help maintain the
vistim's body. Removal of the sheath results only in much slower healing of
injuries sustained to the suspended body.
The source of the contagion within SIRE ruins still remains a mystery, but it
is a source of concern for archaeologists working in them. Though akin to
the retrovirus found in the Goem, the Methustrian retrovirus seems to
possess currently indeterminate properties that allow it to often thwart even

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Methustrian Plague

mesonic showers from removing it, and the retrovirus also seems to alter the
molecular structure of it's host in a manner that exceeds the capability of
any other known virus. (Though it is theorized that the Hynochian Plague
had similar capabilities, but no samples remain of said crystaline retrovirus.)
Note, however, that the retrovirus does not appear capable of entering any
form of protective garments -it can only infect exposed organic tissue. this
affords some level of protection for those working in SIRE ruins or with
their artifacts.
There are currently victims of the retrovirus who have been thusly
suspended for over 700,000 years, when the first reported cases were
reported. Note that victims of the Methustrian Plague are all now collected
and stored in the Methustrian Quarantine Facility on Y'Mat, the capitol of
the Pan-Galactic Concordance, under the supervision of an intergalactic
team in the hopes of jointly discovering a cure with the pooled resources of
it's member nations.

Game Mechanics: GMs may assign any source for the Methustrian Plague
they like within SIRE ruins, or even on newly obtained SIRE artifacts.
(though there are no recorded instances of a Quondam Companion carrying
the retrovirus.) Once infected, if treated with a mesonic shower within 3
hours or less there is a slim chance of curing the patient. (Even if all traces of
the retrovirus are removed, in most cases the retrovirus somehow recreates
itself within the victim's body even when no tangible trace of the retrovirus
remains.)
If treated within 3 hours: Roll Percentage Dice, on a result of 1 the
retrovirus has been successfully removed and will not recreate itself.
If treated within 2 hours: Roll Percentage Dice, on a result of 1 or 2 the
retrovirus has been successfully removed and will not recreate itself.
If treated within 1 hour: Roll Percentage Dice, on a result of 1, 2 or 3 the
retrovirus has been successfully removed and will not recreate itself.

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Methustrian Plague

The Methustrian Plague effects all races possessing DNA, save for the Goem,
whose own retrovirus appears to prevent their being infected.
GM Hints: the Methustrian Plague is rumoured to have been a failed
attempt by the SIRE to develop a source for true immortality. As well, it is
rumoured that victims of the Methustrian Plague are not in fact
permanently in suspension, but await a set time or stimulus to awaken them
when needed. Neither of these rumours are taken too seriously, but are
nonetheless whispered century after century in the scientific communities.

GM Useage: The Methustrian Plague should not in fact be a prevalent plot


element, and should be used only to add a level of perceivable danger to
adventures that revolve around anything dealing with the SIRE. Since the
chances of a Player's character being permanently(?) removed from the
game if they are exposed are so high, GMs are urged to avoid actually
exposing PCs to the Methustrian Plague. Instead, have the presence of the
Methustrian Plague in your campaign universe be used to add subplots;
when a beloved NPC is exposed, a starport is quarantined when illegal SIRE
artifacts are confiscated to detect if they carry the retrovirus, a cult of
fanatics seeking immortality (members of the Amber-Kind?) try to obtain
samples of the retrovirus in order to infect themselves, etc.

Ad Astra: The New Age RPG and All Materials Herein Copyright 2001 Paul DuBois & Lemming
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