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Bleeding, Death, and Returning PDF  | Print |  E-mail
Written by Grinning Fool   
Wednesday, 14 February 2007
Khalidine's custom system for death and dying is detailed in this article.

Bleeding

In Khalidine, when you reach 0 hit points, you are rendered unconscious and bleeding.

You will initially bleed at the rate of 1hp/round. Each round, you have a base 20% chance of stabilizing. This number will be moved up or down based on your constitution bonus/penalty. (+/-5% per constitution bonus/penalty point).  If you do stabilize, your bleeding will slow to 1hp/game-hour. Every game hour, you will have an additional chance at recovery. This time, if you survive, you will be restored to 1 hit point.  If you wish to resume a fast-bleed, you can give the voice command: .die  This is useful if there is no hope of rescue. 

For one round after you recover, you'll be dazed. Most of the time, nearby enemies will not resume their attack. Note: Using this to your advantage in order to "buff" and kill nearby enemies is considered a minor exploit. If a DM sees it happen, the creatures may not stand idly by while you prepare to kill them.   Your PC will be at full exhaustion after recovering from bleeding, which include -10 to hit and 50% spell failure.

Coming Back to Life

Though the cosots are prohibitive, anybody dead can be recalled to life, so long as enough of their soul remains to return.  When your character dies (she has finished bleeding), she'll meet with the infinitely sad Watcher, the guardian of the Halls of the Dead.  She'll then have a few options. The easiest would be to speak with the Watcher, and ask her to send the PC back. She will return the PC to her bind point, which can be set to to any temple of your PCs god, or one of that god's allies.  

You can wait for someone on Khalidine to find the corpse, and bring it to a priest or priestess for a Raise Dead, Resurrection, or True Resurrection to be cast upon it. Corpses will remain in Khalidine for one week after your death, even through server restarts.  Cleric PCs of appropriate level can also perform these spells (and may often be easier to come by).  However, all clerics must share the costs of recalling a body to life.  They lose 3 CON points until they can rest to recover them,, as well as aquiring soul debt of their own.  Additionally, if you have a Soul Gem, or a Greater Soul Gem you can use that to transport yourself to your bind point.

Beginning at level 4, there are soul debt penalities for returning to life. The penalties will vary depending on the method of your return:

Method of Resurrection XP Debt Cost  XP Debt Cost to Caster
The Watcher
 10% of total XP (PC is restored to full health) n/a
Raise Dead  5% (PC is  restored at -2 to all abilities until next rest, 1 hp) XP Cost * 10%
Soul Gem  as Raise Dead
n/a
Resurrection 2% (PC is restored to full health) XP Cost * 25%
Greater Soul Gem
 as Resurrection
 n/a

 

Soul Debt

Soul debt represents the portion of soul that has been damaged or destroyed.  Soul debt can accrue from  being recalled to life,  from successfully casting a raise/res spell on a dead creature, certain abiltiies and spells, from enchanting items, and due to plot reasons.   Experience points are not directly lost on Khalidine -- therefore, it's impossible for you to ever lose a level.  Any loss is instead added to your Soul Debt.  

When you have soul debt, all experience points received from killing and/or crafting will go to pay off your soul debt. When experience for quests (RP xp or plot xp) is received, it will go 40% to soul debt, and 60% towards gaining a level.  These numbers are subject to change for reasons of game balance.

At this time, soul debt can only be removed "naturally" - by earning enough XP to offset your debt.  Under future consideration is the priest abiltiy to share debt - that is to take soul debt from another, and for NPC priests to offer the same ability.

Corpses

When someone is taken to the Halls of the Dead, they leave their corpse behind. To keep gameplay enjoyable if not entirely realistic, this coprse is indestructable and not lootable.   In order to move a corpse, you can drag it (literally) to the desired location - do so by clicking on the corpse and choosing the option to 'drag'.  If you drag it to a priest/priestess NPC, they can often restore its owner to life (for a fee, of course). You can also directly cast the spells Raise Dead and/or Resurrection on a corpse in order to restore it to life. Note that if the PC is not online, the spell will be wasted.  Corpse locations are saved persistently (across server restarts). If a corpse is moved, its new location is saved. Any corpse 7 days old or more is removed from Khalidine at the next daily server restart.

Death Tokens

A death token is a non-tangible black mark on your soul, representing a part of it that is permanently in the realms of the dead.   These can occur when you die frequently, or if the method of your death is extremely violent (such as a beheading).

After you reach fifth level, you have a chance of receiving a death token each time you die. This chance is calculated a base chance of 2% per level, plus 5% per death since last token.   For example: a level 5 PC has a base chance of base chance 10%.  Now let's say that the PC dies 10 times without receiving a token.   On their 11th death, there is a 65% chance of receiving a token: 10% + 11 deaths @ 5% each.  Once they receive a token, it cannot be removed.  Once your character has accumulated 7 death tokens, he is permantly dead and cannot be returned to life. 

Death Tokens will not be given to any PC prior to 5th level. Death Tokens are given to a PC the moment he or she dies, and not upon raise/res.

<b>An alternate permadeath system is under consideration, and will be published here if adopted.  In short, once a </b>

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Last Updated ( Sunday, 27 January 2008 )
 
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