The Omni Plague
Before the Fall, someone built a weapon designed to do one thing perfectly: sever the bond between the living and the Infection. A self-replicating viral agent, engineered to strip away the regenerative, protective, and resurrectional capabilities that define post-Fall existence. It was supposed to have been destroyed centuries ago, sealed in containment facilities beneath the ruins of a world that no longer remembered what it had buried. But the wasteland does not forget, and the seals do not hold forever.
The Omni Plague is the original doomsday pathogen. When containment chambers rupture, the air fills with particulate that permanently suppresses all Infection-based function across a zone measured in miles. Black crystalline growths shimmer with deep red light, spiraling hundreds of feet into the air from the outbreak's point zero. Grey ash-like dust hangs in the atmosphere. The water runs with a deep red shimmer that carries the Plague downstream, infecting everything it touches. Within the zone, even the strongest Lineages lose access to healing, resistance, and resilience. Wounds that would normally clot remain open. Limbs refuse to mend. The Morgues fall silent. And death, for the first time in living memory, means exactly what it used to mean.
The disease strips the Infection away in stages. Upon entering the zone without a full Helscape Suit and Deathmask, the process begins. Stage 1 sets the Maximum Infection Pool to one, meaning a single death is permanent, and Resolve cannot be regained by any means. Stage 2 halves all healing. Stage 3 extends Mangled Limb recovery to an hour unattended and multiplies Bleeding Mark duration fivefold. By Stage 4, the body behaves as if human in the most fragile sense of the word: every point of Body regained above the first takes five minutes to settle, and any wound during recovery resets the process entirely. Stage 5 is final death. No Mortis scene. No zombie. No post-death interaction. The corpse, if not burned immediately, becomes a new outbreak point.
There is no cure. No purification, no medical procedure, no act of faith can remove the Omni Plague from a carrier or an area. The only treatment is time outside the zone: three full days per stage of regression, measured in real time. Dying at any stage, regardless of how much Infection a character possesses, is permanent and absolute. Dying near a Morgue while carrying any stage of the disease risks contaminating that Morgue, potentially creating a new point zero and dooming the surrounding settlement to a slow, inevitable loss as the Plague expands outward over months. There is no removing the Omni Plague from an area. There is only surviving long enough to leave.
The Zombies and Infected Raiders within the zone are changed. Blackened fluid bleeds from their mouths, eyes, and wounds. Their drives are overwritten with a single compulsion: move outward from the zone's edge and attack Lineages beyond its borders, carrying the disease with them. They crumble into inert black dust roughly ten miles from the boundary, but within that range they are relentless, adding the Plague to every bite and erupting with it at the moment of their death. The Omni Plague is not simply a disease. It is the reemergence of humanity's oldest fear, the truth that the wasteland has spent centuries learning to deny: that death can be real, permanent, and without appeal. When the Morgues fall silent, the silence is the most terrifying sound the wasteland has ever heard.
The Aysea knows the Omni Plague less as a local mechanic than as the disaster that closed a rival to the north. When the Plague broke out at Dominus Columbia, the buried city sealed its gates and collapsed as a trade port, and across the Aysea that quarantine is now treated as a hard containment line that has to hold rather than a disruption to be waited out. The practical fallout was a change in where goods move. Vessels that once would have docked at Dominus Columbia now put in at the Aysea instead, using the Stack's Empire Boardwalk as a first stop before continuing up toward the Hill or down through the Sound toward Old York. The Stack leaned into the windfall, renaming the waterfront to pull traffic and coin toward itself, which is a fair measure of how the region works: one settlement's world-ending catastrophe is another settlement's busy season.
The Omni Plague is the original doomsday pathogen. When containment chambers rupture, the air fills with particulate that permanently suppresses all Infection-based function across a zone measured in miles. Black crystalline growths shimmer with deep red light, spiraling hundreds of feet into the air from the outbreak's point zero. Grey ash-like dust hangs in the atmosphere. The water runs with a deep red shimmer that carries the Plague downstream, infecting everything it touches. Within the zone, even the strongest Lineages lose access to healing, resistance, and resilience. Wounds that would normally clot remain open. Limbs refuse to mend. The Morgues fall silent. And death, for the first time in living memory, means exactly what it used to mean.
The disease strips the Infection away in stages. Upon entering the zone without a full Helscape Suit and Deathmask, the process begins. Stage 1 sets the Maximum Infection Pool to one, meaning a single death is permanent, and Resolve cannot be regained by any means. Stage 2 halves all healing. Stage 3 extends Mangled Limb recovery to an hour unattended and multiplies Bleeding Mark duration fivefold. By Stage 4, the body behaves as if human in the most fragile sense of the word: every point of Body regained above the first takes five minutes to settle, and any wound during recovery resets the process entirely. Stage 5 is final death. No Mortis scene. No zombie. No post-death interaction. The corpse, if not burned immediately, becomes a new outbreak point.
There is no cure. No purification, no medical procedure, no act of faith can remove the Omni Plague from a carrier or an area. The only treatment is time outside the zone: three full days per stage of regression, measured in real time. Dying at any stage, regardless of how much Infection a character possesses, is permanent and absolute. Dying near a Morgue while carrying any stage of the disease risks contaminating that Morgue, potentially creating a new point zero and dooming the surrounding settlement to a slow, inevitable loss as the Plague expands outward over months. There is no removing the Omni Plague from an area. There is only surviving long enough to leave.
The Zombies and Infected Raiders within the zone are changed. Blackened fluid bleeds from their mouths, eyes, and wounds. Their drives are overwritten with a single compulsion: move outward from the zone's edge and attack Lineages beyond its borders, carrying the disease with them. They crumble into inert black dust roughly ten miles from the boundary, but within that range they are relentless, adding the Plague to every bite and erupting with it at the moment of their death. The Omni Plague is not simply a disease. It is the reemergence of humanity's oldest fear, the truth that the wasteland has spent centuries learning to deny: that death can be real, permanent, and without appeal. When the Morgues fall silent, the silence is the most terrifying sound the wasteland has ever heard.
The Aysea knows the Omni Plague less as a local mechanic than as the disaster that closed a rival to the north. When the Plague broke out at Dominus Columbia, the buried city sealed its gates and collapsed as a trade port, and across the Aysea that quarantine is now treated as a hard containment line that has to hold rather than a disruption to be waited out. The practical fallout was a change in where goods move. Vessels that once would have docked at Dominus Columbia now put in at the Aysea instead, using the Stack's Empire Boardwalk as a first stop before continuing up toward the Hill or down through the Sound toward Old York. The Stack leaned into the windfall, renaming the waterfront to pull traffic and coin toward itself, which is a fair measure of how the region works: one settlement's world-ending catastrophe is another settlement's busy season.
The ancient pre-Fall bioweapon that severs the bond between host and Infection. Within its zone, death is permanent, Morgues fall silent, and the fundamental truth of the setting is overwritten. The most catastrophic disease in existence.
Disease Grade
Apocalypse Grade
Transmission
Airborne particulate / Zone of Mechanics
Zone Size
Miles in diameter
Protection
Full Helscape Suit + Deathmask
Any Death
Permanent (no Mortis, no resurrection)
Treatment
Time outside zone only (3 days per stage)
Immunity
Critters, Natural Born Raiders
