QUOTE (bannockburn @ Jun 25 2012, 05:38 PM)

Yeah, good look with cyber/bioware for resistance tests

Magical disease and all that, nothing allowed, not even Cure Disease spells. Ridiculous, really.
Basically, only a troll with VERY high natural body has ANY chance at all to survive and NOT being a ghoul afterwards. I recall something like 8 body tests against a threshold of .. 8 or so. But I might misremember that.

Edit: According to the rules, the ghoul only needs to look at you funny and you're infected.
cyber/bioware isn't bad.
I haven't looked at cyberware, genetech, or nanotech for disease resistance but you can get +10 dice out of bioware.
Pathogenic Defence VI provides +6 dice to toxin/disease resistance checks and costs 30,000.
Nephritic Screen IV provides +4 dice to toxin/disease resistance checks where the speed is greater than 1 minute and costs 20,000.
QUOTE (VykosDarkSoul @ Jun 25 2012, 06:09 PM)

Okay, thats a little different, essentially that means you only need to make 1 test to avoide becoming a ghoul, but you may lose the other essence anyway.
No.
So let's take Mr. Ghoul Exterminator who has the two bioware I listed above. Let's say he's a puny human but he has 6 Body. His total dice pool will be 13 after the penetration of -3.
Day 1: Power 6, 4 hits. -0.1 essence. (-0.1)
Day 2: Power 8, 4 hits. -0.1 essence (-0.2)
Day 3: Power 10, 5 hits. -0.1 essence (-0.3)
Day 4: Power 11, 4 hits. -0.1 essence (-0.4)
Day 5: Power 13, 4 hits. -0.1 essence (-0.5)
Day 6: Power 15, 5 hits. -0.1 essence (-0.6)
Day 7: Power 16, 4 hits. -0.1 essence (-0.7)
Day 8: Power 18, 4 hits. -0.1 essence (-0.

Day 9: Power 20, 5 hits. -0.1 essence (-0.9)
Day 10: Power 21, 4 hits. -0.1 essence (-1.0) *Became a Ghoul*
Day 11: Power 17, 4 hits. -0.1 essence (-1.1)
Day 12: Power 13, 5 hits. -0.1 essence (-1.2)
Day 13: Power 8, 4 hits. -0.1 essence (-1.3)
Day 14: Power 4, 4 hits. *Would have been cured if didn't become a ghoul on Day 10*
Strictly speaking. You're screwed unless you use edge. If you can keep getting edge back great, but let's say 4 edge and using it to explode 6's and add edge. You'd have 17 dice instead of 13 and probably have 6 hits on average with 7 every 3rd day (pulling that figure out).
Day 1: Power 6, 6 hits. *no essence lost* (3 edge remaining)
Day 2: Power 6, 6 hits. *no essence lost* (2 edge remaining)
Day 3: Power 6, 7 hits. *no essence lost* (1 edge remaining)
Day 4: Power 6, 6 hits. *no essence lost* (0 edge remaining)
Day 5: Power 6, 4 hits. -0.1 essence (-0.1)
Day 6: Power 8, 4 hits. -0.1 essence (-0.2)
Day 7: Power 10, 5 hits. -0.1 essence (-0.3)
Day 8: Power 11, 4 hits. -0.1 essence (-0.4)
Day 9: Power 13, 4 hits. -0.1 essence (-0.5)
Day 10: Power 15, 5 hits. -0.1 essence (-0.6)
Day 11: Power 10, 4 hits. -0.1 essence (-0.7)
Day 12: Power 6, 4 hits. -0.1 essence (-0.

Day 13: Power 2, 5 hits. *cured*