This feature would add onto the upcomming hospital/Diseases/Poisons additions by adding some variety on top of a standard 'aquire affliction,apply treatment, release when cured' cycle.
http://www.bay12games.com/forum/eternal_voting.phpHaving a dwarf become afflicted with one of these conditions should be exciting in of itself as you will need to take action to ensure that the disease doesn't increase in severity. Curing these diseases should be harder then average or at least require some action from the user, requiring special procedures or harder to obtain materials.
Suggested example diseases:1)
Class:
Zombie/Werewolf like Infections Traits:This disease is caused due to a flesh injury from an infected creature and causes the dwarve to:
a)[Zombie] become increasingly ill over a period of time based on their toughness. After this period the subject would pass out resulting in the healthcare dwarves either bringing him to his room or hospital or whatever is appropriate.
b)[WereCreature] change into the alternate creature (could be a Werecow for all we know) during a specific month or season.
During the appropriate period of time the dwarf will either go berserk, or turn into a different creature class "zombie dwarf" for example, and would attack his fellow dwarves. Any flesh injuries from this dwarf will result in the same cycle as before.
Cure: Usually in these cases the dwarves would be required to kill their turned comrade but perhaps a rare potion (golden salve) or plant could reverse the effects before they change over. They could keep the infected locked up in their room indefinably or place them in a cage for display. They could also use it in an elaborate trap where he is released into the wilds to ambush unsuspecting goblin sieges.
This will allow for interesting scenarioes such as:
1) quarentine procedures on dwaves with symptoms that may be zombie related but may end up just being a basic fevor.
2) needing to set alarms for dwarves to run to the "panic room" burrow due to zombie infections, only to have an infected dwarf inside turn zombie and wreck havok on the crowed rooms.
3) The 'tough' desision to kill off a dwarve before he turns if it looks like he has become infected.
4) historical events due to a zombie infection wiping out towns or civilizations.
2)
Class:
Parasitic Infections. Traits: These afflictions are caused by some type of contact with a young form of the specific parasite, whether from dirty water, raw meat or other enviromental factors. They could be as simple as a minor inconvienence where a dwarf would need to eat more (tapeworms) or may have some minor stat disability (ring worm). On the far end of things, parasites would become increasingly exotic resulting in disfigurement or even thought control (like the new resident evil games with the parasite taking over the entire body)
Cure: These should be easier to cure using more conventional hospital options but more dangerous types require the same drastic methods as the zombie infection.
There is an awesome thread by Coyote Sans detailing parasitic mushrooms:
http://www.bay12games.com/forum/index.php?topic=38482.0 3)
Class:
Genetic Diseases Traits: these diseases could be relatively minor and would arrive as a trait or preference of the dwarf who carries it. A dwarf could pass these traits along to their children. These could result in minor changes to the behavior or stats of the dwarf, a severe case would be making them allergic to alcohol. Creature specific mutations would fit under this category and would fit with the model of generating super monsters from a variety of templates. This would allow for games where you want all creatures to have a very high level of mutation and see what kind of bizarre immigrants show up each season.
Cure: if it becomes an issue, theres nothing that water and magma can't cure.