166 lines
7.2 KiB
Plaintext
166 lines
7.2 KiB
Plaintext
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HOVERING ON DEATH'S DOOR RULES
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"LESS DEATHS, MORE PERMANENT DAMAGE"
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DEATH
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A character has a death point that is equal to the negative of his
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Constitution. Thus a character with a 11 Constitution would have a
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death point of -11. If for any reason a character's hit points goes
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below his death point, the character dies.
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When a character reaches 0 hit points, he becomes unconscious.
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This unconscious state is accompanied by shallow breathing, faint heart
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beat, etc..
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When a character has negative hit points (i.e. below 0), then he
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must make a system shock each round until he dies or his hit points are
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restored to 0 or above. If the system shock is successful, then the
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character still has a chance for survival. If the system shock is
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failed, then the character's Constitution is permanently lowered by 1.
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Because his Constitution is lowered by one, the character's death point
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is raised by 1. Thus the character with 11 Constitution who failed his
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system shock now has a 10 Constitution and a death point of -10.
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Note that if a character's hit points goes below his death point
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because of the loss of Constitution then he is dead. Also, if a
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character's Constitution becomes 0 then the character dies as well.
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Such loss and death are caused from bleeding, shock, convulsions, non-
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respiration, and similar causes.
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The only way to prevent loss and death is to raise the character's
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hit points to 0 or higher though aid. Aid consists of binding the
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wounds (healing proficiency), administering a draught (spirits, healing
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potion, etc.), magical spells (cure light wounds, etc.), or otherwise
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doing whatever is necessary to restore life. This initial healing will
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restore any hit points and can very well restore hit points above 0.
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COMING BACK FROM THE DEATH EXPERIENCE
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When a character recovers from having under 0 hit points, certain
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abilities are temporarily lowered for a number of days equal to the
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lowest number of hit points he had. Thus a character that had hit
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points of -6 before being healed would now suffer the lower ability
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scores for 6 days.
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Strength is temporarily lowered for a number of days equal to the
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lowest number of hit points he had. Thus a character that had hit
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points of -6 before being healed would now suffer a -6 to his Strength.
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Dexterity is temporarily lowered for a number of days equal to the
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lowest number of hit points he had divided by 2. Thus a character that
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had hit points of -6 before being healed would now suffer a -3 to his
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Strength.
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Note that no ability can be lowered less than 1. Also, all
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memorized spells are lost. Finally, all saving throws are made at -1.
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Other than these effects that weaken the character, the character
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can continue on as usual.
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OPTIONAL PERMANENT DAMAGE
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If a character's Constitution is lowered by a fourth of the
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original Constitution, then scarring could result (Table 1). If a
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creature's Constitution is lowered by half of the original
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Constitution, then the loss of a body part could result (Table 2).
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TABLE 1: Scarring
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Roll Area Of Effect
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01-39 Torso
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40-49 Head
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50-59 Arm, left
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60-69 Arm, right
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70-79 Leg, left
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80-89 Leg, right
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90-00 No scar
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TABLE 2: Loss of Body Part
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Roll Area Of Effect
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01-04 Arm, left
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05-09 Arm, right
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10-14 Leg, left
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15-19 Leg, right
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20-29 Foot, left
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30-39 Foot, right
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40-49 Hand, left
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50-59 Hand, right
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60-64 Eye, left
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65-69 Eye, right
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70-74 Ear, left
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75-79 Ear, right
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80-89 Roll on Table 1
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90-00 No loss of body part
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NATURAL HEALING
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Characters heal naturally at a rate of 1 hit point per day of
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rest. Rest is defined as low activity - nothing more strenuous than
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riding a horse or traveling from one place to another. Fighting,
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running in fear, lifting a heavy boulder, or any other physical
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activity, prevents resting, since it strains old wounds and may reopen
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them.
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If a character has complete bed-rest (doing nothing an entire
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day), he can regain 3 hit points for the day. For each complete week of
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bed rest, the character can add any Constitution hit point bonus he
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might have to the base of 21 points (3 points per day) he regained
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during the week.
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In both cases above, the character is assumed to be getting
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adequate food, water, and sleep. If these are lacking, the character
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does not regain any hit points that day.
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ROLE-PLAYING IN THE HERE-AFTER
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What happens to your favorite PC when he dies? You roll a new one!
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I hear you cry, but why must death be the end of role-playing? Almost
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all RPGs have a plethora of religions, from Central American to Norse
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mythologies, each of which stresses an after-life in one form or
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another.
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In the case of the Norse religion the valorous dead where raised
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from the field of battle by Valkyries and carried to Valhalla, where
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they were allowed to fight and drink until the end of the world
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(Ragnorok) after which man would be born anew as a god-like being.
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Many religions stress that after death the soul must undertake a
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perilous journey or quest to reach its final resting place or paradise.
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The soul usually undertakes this journey either with or without
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possessions. Possessions are normally those grave goods buried with the
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deceased, e.g. weapons, food, wine, money, etc. Those buried without
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grave goods or those who were not given a proper burial rite would have
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to undertake this journey naked and unarmed, but would be able to
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improvise such items as needed upon the way. The journey could be a way
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of testing the soul for virtue, bravery, kindness, honesty, etc. Many
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grave goods, especially those of the nobility, included effigies or
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statues to serve the dead on their journey.
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Other religions preached that upon death each soul was placed on
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trial and had to prove itself innocent of crimes such as greed,
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cowardice, dishonesty, etc.. If the soul proved itself innocent it was
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allowed either access to paradise or reincarnation, depending on the
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religion. Guilty souls were either condemned to everlasting hell or
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were completely destroyed.
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Some religions believed that the souls of the evil did not depart
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the world of the living until they had righted their wrongs.
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ROLE-PLAYING IDEAS
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The idea of the quest to find paradise is a good role playing
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theme that only needs the imagination of the DM to flesh it out.
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Another idea for role playing is the discharge of a soul debt. A
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soul debt applies to those beings, usually evil, who have pledged their
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souls to demons or evil deities for power during their lives, or those
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who have been tricked into selling their souls into the service of
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evil. The latter provides the best possibilities for role playing,
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fight of the soul to escape from the nether planes back to their own
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place of eternal rest.
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Many evil beings steal the souls of those they kill e.g. Night-
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hags who sell the souls to evil beings from the lower planes. The theme
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of this could be the escape of the soul from the clutches of these
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beings before they are sold.
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The last role playing theme is probably the most obvious. Yes,
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you've guessed it, the UNDEAD. Things such as good vampires and liches
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fighting their evil contemporaries. PC souls trapped in their bodies
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against their will and trying to gain their eternal rest.
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