Okay, we can do that.
Hypothetical scenario: Pachinko Mike is kicking ghoul ass in his Mitsuhama EE suit, whose full chemical seal protects him from infection as he plows through the critters with his handy assault rifle. After all is said and done, Mike pops off the hood to smoke a cigar. One of the ghouls has a bit of life left in him and tries to sneak up on Mike, but Mike catches the movement at the last minute and pops the cannibal in the head - sending blood and brains all over him, including in his mouth.
Uh-oh Mike. The GM decides you've been infected from your contact. Time to start rolling.
Twenty-four hours after his initial exposure, Mike feels like crap. Now, because he's a burly adept, he has Magic 6, an effective Body of 9, and defensive systems Natural Immunity 6 (adept power) and Pathogenic Defense 6 (implant). HMHVV-III has a Power of 8 and Penetration -6. The Penetration reduces the bonus dice from his protective systems, so he only receives (6 + 6 - 6) 6 dice from his Natural Immunity and Pathogenic Defense. Rolling his (9 + 6) 15 dice, he rolls well and scores 7 hits - enough to reduce the Power to 1, but not to eliminate it entirely, so he suffers the effects of the disease: Pain, Nausea, and 0.1 Essence loss, which brings Mike's Essence down to 5.2.
In his second day of infection, the remaining power from the previous day (Power 1) is added to the Power of the disease, so the effective power of the disease is (8 + 1) 9. Again rolling his (9 + 6) 15 dice, Mike is again lucky as hell and rolls seven successes, reducing the Power to 2 - but again, that's not enough to eliminate it entirely, so he suffers the effects of the disease: Pain, Nausea, and 0.1 Essence loss, which brings Mike's Essence down to 5.1.
Coming on the third day of infection, Mike goes to see a shaman friend of his, who correctly diagnoses the disease and casts a Cure Disease spell. The magician takes a penalty for the Essence loss Mike has already suffered from implants and disease (-1 modifier to the spellcasting test), but she gets 5 net hits, which Mike can add to his test. The Power of the disease is now (8 + 2) 10, and Mike rolls (9 + 6 + 5) 20 dice, but only scores 6 hits, reducing its Power to 4, and he again suffers the effects of the disease: Pain, Nausea, and 0.1 Essence loss, which brings Mike's Essence down to 5.0.
Getting worried, Mike dips into his savings and buys three doses of Rock Lizard Blood from his shaman friend, a magical compound with a duration of (Essence + 6) hours that offers Immunity to Disease, which grants him (Magic x 2) extra dice on his test for today; for good measure he has the shaman cast Cure Disease on him again, this time getting 4 net hits. So when it's time for him to make his fourth test, the disease has a Power of (8 + 4) 12 and Mike is rolling (9 + 6 + 4 + 12) 31 dice. Mike gets 13 successes, reducing the Power to 0 for that test, and has twenty-four hours of relief from the effects of the virus - but it's still in his system.
On the fifth day, with no more Rock Lizard Blood, Mike again shells out for a Cure Disease spell, which this time renders 6 net hits. The Power of the disease is reset at 8, and Mike is rolling (9 + 6 + 6) 21 dice, but he doesn't roll any successes and suffers the full effects of the disease: Pain, Nausea, and 0.1 Essence loss - which drops his Essence to 4.9, and worse causes him to lose a point of Magic and a point of adept powers - in this case, 4 ranks of Natural Immunity! Things aren't looking good for Mike.
Day six after infection, Mike is desperately looking for a solution, but not coming up with much luck. The Power of the disease is (8 +

16, and Mike can't hope to beat it, so he burns a point of Edge to pass the test and buy himself a little breathing space.
Day seven after infection, Mike has called in some favors, and now his shaman friend and her friends have gathered around to ritual-cast a Cure Disease spell on him, which comes up with a whopping 12 net hits. The Power of the disease is 8, and he rolls (9 + 2 + 12) 23 dice, just getting 7 hits and reducing the Power to 1. He suffers the usual round of Pain, Nausea, and Essence loss - his Essence is now at 4.8, and he's lost 0.5 Essence to the disease.
Day eight, Mike gets a call from a street doc who hooks him up with a Nephritic screen (rating 4) on short notice. Although it costs 0.4 Essence (bringing him down to 4.4), it offers 4 additional dice to protecting against the disease. The Power of the disease is (8 + 1) 9, and Mike rolls (9 + 6) 15 dice, scoring 6 successes. More Pain, more Nausea, more Essence loss - he's now at 4.3, and he's lost 0.6 Essence to the disease.
At the start of the ninth day, Mike's street docs starts him on a treatment of o-cells (rating 3). O-cells reduce the Power of the virus, which today has a Power of (8 + 3 - 3) 8. Mike rolls (9 + 6) 15 dice, scoring 5 successes. The familiar drill of Pain, Nausea, and Essence loss - he's now at 4.2, and he's lost 0.7 Essence to the disease.
Day ten, the street doc and shaman get together to try and drive this thing from Mike's system with O-cells (rating 3) and a Cure Disease spell (5 net hits). The Power of the disease is (8 + 3 - 3) 8, and Mike is rolling (9 + 6 + 5) 20 dice; he scores seven hits. His two friends can only look on as Mike suffers more Pain, more Nausea, and Essence loss - he's now at 4.1, and he's lost 0.8 Essence to the disease.
That said, it's not all bad news for Mike. The initial period of the disease is over, he's now made the ten required tests, and the Power of the disease will no longer accumulate.
Day eleven, the street doc administers another round of O-cells (rating 3), and the shaman tries another Cure Disease spell (8 net hits - yay overcasting). The Power of the disease is (8 - 3) 5, and Mike is rolling (9 + 6 +

23 dice. Mike's GM lets the long-suffering player trade 4 dice in for a hit, and Mike easily gets more hits than he needs to reduce the disease's Power to zero. To everyone's relief, Mike sleeps quietly without the need for pain killers or anti-nausea drugs, and blood tests show the virus is gone from his system.
Of course, for his trouble Mike has lost 0.8 Essence to the disease. If he suffers another 0.2 Essence loss to HMHVV-III again, he's going to become a ghoul.