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As with all aspects of the game, the Lorien Trust asks all
participants to be aware of other people's feelings. Losing a character
into which you have put a lot of time and creativity can be an upsetting
experience, particularly if it happens suddenly. Please be aware that
someone whose character has just died may be upset and respect their feelings,
particularly if the player is a child.
Fatal Wounds
All beings in the game world are part of the great tapestry of creation.
Every being is a thread within that great weave of existence. All living
beings are a mixture of all the elements that make up Erdreja itself.
Physical existence, outlook and innate magical ability combine to form
an individual's living pattern. A fatal wound is a blow that tears the
threads of a being's pattern. This causes terrible physical wounds at
the point where the fatal was inflicted as the physical parts of the pattern
are damaged. The being's pattern also begins to unravel from that point
resulting in the physical death of the body and the corruption of the
pattern. A location hit by a fatal wound is reduced to -1. Normal armour
cannot stop a fatal wound but is not damaged by it. Normal rules for locations
being unusable apply, although a limb reduced to -1 by a fatal wound will
not bleed. Regardless of the location hit the target will enter their
grace period immediately and will die in ten minutes, when their life
pattern splits apart, unless treated by a healer. Until the pattern corruption
caused by a fatal wound has been removed by a healer using the cure fatal
wound channelling effect, the location affected cannot be healed. The
incantation sanctuary can be used to sustain a person suffering from a
fatal wound.
Lethal Poisons
Lethal poisons cause the target's body to die without causing any location
hits. A person who is affected by a lethal poison of any type will remain
conscious, unless rendered otherwise due to wounds. They will feel ill,
and be aware that something is wrong after half of their grace period
(either five minutes or thirty seconds, depending on the type of poison)
has passed. The poison can be treated at any time prior to the end of
the grace period with a purge poison, a purge all poisons or an alchemical
antidote (the type of poison used determines the cure required).
Character Death
Death occurs if the grace period is completed without the character receiving
healing of any form that can cure the wounds, poison, disease or effect
afflicting them. When a character's pattern departs their body and travels
to whichever of the planes is its home, the character is dead and no power
will ever bring them back as they were. Some necromantic powers can restore
a semblance of life to the character, but they will never be truly alive.
Necromancy will corrupt their pattern, and turn the character into an
unliving. Magic may be used to talk to the pattern for a short time after
death, but once a character's pattern has left their body, that character
is no more.
Recovery
The normal damage recovery rate is as follows. Each body location that
is damaged or at zero recovers one hit for every 24 hours of complete
rest. A location that has been reduced to -1 and treated with bind wounds,
will require a full week to recover to zero, then recovers at the rate
above. Subdue damage is recovered at the rate of one hit for every ten
minutes of complete rest. For more information on subdue damage see below.
Creatures with total body hits will recover three hits per 24 hours of
rest.
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