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The Vast Server Details |
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Death and Dying These systems are components of the Hardcore Ruleset (HCR). When a character takes damage that reduces them to 0 hp, they are disabled. While disabled, a PC receives an 80% movement penalty, is Slowed, and is Cursed with -5 pts to all stats save constitution and charisma. When a character takes damage that reduces them between -1 and -9 hp, he begins to die and falls to the ground as a dying copy of himself. All items not currently equipped on the character, including gold, appear in a Drop Bag next to the corpse. Once a round (6 sec) there is a 10% chance that the PC will stabilize. If he does stabilize, the PC stops bleeding, and if not, the PC takes 1 point of damage. Once stabilized, there is a 10% chance per game hour that the PC will enter recovery, if not, the PC takes 1pt of damage. Once in recovery, the PC has a 10% chance per day of beginning to heal naturally. While in recovery, the PC suffers the exact same penalties as when disabled. If the PC is healed any amount while at -1 to -9, he is automatically brought to a stable state, will take no more damage, and is under the same effects as when in recovery. Once a PC reachs -10 hp, he is dead. All equipped items then move to the PC's Drop Bag, and the character is sent to the Fugue Plane. Note: Due to game limitations, a dying PC will appear as dead. Keep your eye on your party-mates' HP totals to determine if they are actually dead, or can still be saved.
Once on the Fugue Plane, your character is able to move, but not attack anyone, and will stay here until he or she is resurrected (See below). The Fugue Plane is the waiting room of the gods; it is where the dead stay until the proper deity sends an envoy to retrieve their souls.
Back in the world of the living, the character leaves behind a corpse object which may be picked up and carried by any PC. A PC corpse object weighs 130lbs, and may be carried and dropped in any location at any time. Another PC must either bring your PC's death corpse item to an NPC to be raised from the dead, or to find a PC cleric to cast Raise Dead or Resurrection on your character's body. When your PC is raised from the dead, his spirit is pulled by divine magic back from the Fugue Plane to the land of the living. Making friends IC is extremely important on any server that uses this sort of death system. Good friends will make sure your body is safely brought to a cleric.
When resurrected by any means other than directly by a deity (requires DM intervention) or by True Resurrection, the PC loses one level, going to the middle of the previous level. If the PC is level one, he loses half his current xp. There are three types of spells that can be used to bring a PC back from the dead. The three spell options are:
The spell choices that will be available from NPCs depend upon the NPC the body is brought to for revival. The higher level NPCs can cast higher level spells, and having an NPC cast any of these spells will require a donation of gold pieces. The cost varies depending upon the spell being cast, and upon the level of the NPC caster; higher level casters require larger donations. Player characters may raise the dead according to the above three options, but must have a Small Diamond material component to cast the chosen spell.
In Dragon
Dale:
In River Vesper Landing:
A dead character may make a roll (1d100) to see if his deity comes directly to his aid, and brings him back to life. The roll to check for divine intervention resurrection is not an automated process. A DM must be present at the time of the roll, and the player must speak with the DM before making any roll, and be told to make the roll. The PC must be in the Fugue to be eligible for this roll, and cannot roll after being raised by friends in an attempt to regain lost XP. The character must follow a deity or spiritual path to be eligible for a divine intervention check. The DM always has the final say in any matter related to this subject. The DM is not obligated to reveal the exact score required for a success, only whether or not the roll was successful. The percentage chance of success is generally very small. |
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