12 hours is the interval so you test again each time until you beat it or die! The first interval is still a few hours away and will hit you all pretty much together (with varying results as per your previous rolls). Will post more in a bit
Okay. that's useful, thanks.
So that makes this drug unique to the core rules, which is totally fine with me - all for exotic and cool threats.
But without the core rules to lean on, I'm left with more game mechanics questions (feel free not to answer if we just don't know because of the newness of this mutated drug!):
* I may be misspeaking when I said this ongoing effect is outside the core rules. If we have to make ongoing tests on the basis it is still in our systems, then this could fall under the Concentration rules. In that case, each subsequent test is against a +1 on the Power (so next test will be against 14, and so on). Is this the case?
Whether this is that rule or not, it still leaves the following questions.
* Is Jack right that we can't heal any stun damage from this until it is cured?
* When we hit the 12-hour mark, we all get really sick at the same time for nine seconds, then are left with our Stun damage.
Then we make another test. Is that test a new one needing 13 (or 14) hits?
* Or is it like an extended test and we add new successes to our old successes until we get it from 13 to 0?
* When we first rolled, we got to add the ratings of protective devices (per core rules). Will we get that again on subsequent rolls?
* Will wound mods count against the resistance test?
@Team - based on this ruling and a more careful study of the rules, just sitting in the safehouse and waiting this thing out is not going to work - it's going to just keep getting worse.
So if we have to take active measures, now is the time to do it, while we still have a few hours.
Not later.
Aria suggested that going to a street doc for treatment would risk having the contact flip on us.
But my street doc here in London (we used her place on the last run) is Loyalty 4...worth a shot?
If that doesn't work, then I think we make a run some place that has the stuff we need.
If a Johnson came to us and said we had three hours to steal some drugs from a big hospital or pharaceutical repository, we wouldn't blink.
So I say one option is doing it now, before we are actually saddled with all these huge mods.
Because depending on the answers to the questions above, and based on the dice probabilities, if we just sit here we are simply going to get sicker and sicker until we die.