HealthAs a game which includes combat and war, players will during the course of their adventures be at various states of health.
Health is most commonly represented as a value; the number of hit points and armor points a character has. The more powerful or healthy a character is due to their level and skills, the more hit points he or she may have. Furthermore, health can be represented by a status of effect such as diseased or paralyzed. These effects may not have a hit point deduction to them, but they do have a certain type of Role-play which is expected from the effect. |
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Healthy |
When a player’s character has a positive hit point total, they are considered alive and measurably healthy. As a character’s hit points are reduced through combat or other means, players are encouraged to role-play the exhaustion or pain of the injuries being incurred. Conversely, as a character is healed by magic or various other means a player is encouraged to role-play their recovery as well. |
Bleeding Out |
If a character is reduced to any number below 1 hit point, they cease to count any hit points lost and instead are placed at the Bleeding Out status. They must immediately start a three (3) minute count. A character that is bleeding out may be healed by any normal means such as basic spells, ointments, or First Aid. They may not drink a potion nor be forced to drink a potion. A Bleeding out player may not move and should either lay down where they lost their hit points or drop to one knee to represent their status. This should always be done in a safe manner, being conscious of one’s surroundings. After a player has counted for three (3) minutes and not received any aid, the player will move on to the next status of injury which is Critically Wounded. |
Critically Wounded |
If a character is reduced to Critically Wounded Status either due to time passing from Bleeding Out status or from a special attack such as a Critical Strike, they are placed at the Critically Wounded status. They must immediately start a three (3) minute count. A character that is critically wounded can be healed by any special means such as a Heal Critical Wounds spell or any curative magic of 6th or higher level, application of certain items, or through First Aid or Triage from a skilled Surgeon. They may not drink a potion nor be forced to drink a potion. A Critically Wounded player may not move and should either lay down where they lost their hit points or drop to one knee to represent their status. This should always be done in a safe manner, being conscious of one’s surroundings. After a player has counted for three (3) minutes and not received any aid, the player will move on to the next status of injury which is Lethally Wounded. |
Lethally Wounded |
If a character is reduced to Lethally Wounded status either due to time passing from Critically Wounded status, or from a special attack such as a Lethal Strike or Assassinate they are placed at the Lethally Wounded status. They must immediately start a three (3) minute count. A character who is Lethally Wounded can be healed by any special means such as a Heal Lethal Wounds spell or any curative magic of 8th or higher level, application of certain items, or through First Aid or Triage from a skilled Surgeon. They may not drink a potion nor be forced to drink a potion. A Lethally Wounded player may not move and should either lay down where they lost their hit points or drop to one knee to represent their status. This should always be done in a safe manner, being conscious of one’s surroundings. After a player has counted for three (3) minutes and not received any aid, the player will move on to the next status of injury which is Dead. |
Dead |
If a character is reduced to Dead Status either due to time passing from Lethally Wounded status or from a special attack such as a Death Spell they are placed at the Dead status. They must immediately start a three (3) minute count. A character that is dead can be revived by any special means such as a Life spell or similar magic of 9th level or the application of certain items by a skilled Surgeon. They may not drink a potion nor be forced to drink a potion. A Dead player may not move and should either lay down where they lost their hit points or drop to one knee to represent their status. This should always be done in a safe manner, being conscious of one’s surroundings. After a player has counted for three (3) minutes and not received any aid, the player has the choice to go out of play, his or her body effectively disappearing, and move to a respawn point in the game. After the 3-minute count, the player may choose to remain in place, however, they may not move from that place, interact with other players or characters, or talk except to staff or a marshal. They can do nothing but sit or lie there waiting for aid. They may choose at any time to dissipate and respawn. Note: There are items and spells which can force a player to dissipate and respawn. Much like a video game they must go out of play, leaving any in game possessions not bonded to the character at the point where their body dissipates. Once at a proper Respawn point, their loss of life will be recorded and if they have any additional lives, a deduction from their total will be made and marked on their life chit. Once the character is resurrected, they lose the previous hour of memory measured from the last point they were at the Healthy status before esurrection but will be at full health. Note: Once a character has lost all its lives, that character ceases to exist, and a player must create another character. These events can be quite dramatic in a player’s tenure with Mythic Adventures and should be handled with great sportsmanship by all involved |
Metabolic / ToxinsThese effects are those which cause a change to the character’s body in a physical manner.
A status effect is Metabolic if it is caused by spells or spell like effects. They may be shielded against by the appropriate Spell or resist. A status affect is a Toxin if it is caused by a Poison spell or Production item (ingested, venom, gas). They may be shielded against by the appropriate spell or resist. |
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Paralyzed |
The character is unable to use his/her body from head to toe. The target may not move nor cast during the duration of this effect. |
Petrified |
The character has been turned to stone and must represent this by being unmoving. A petrified character must begin the same count as if they were bleeding out for their status in case they are returned from stone. If at the end of their count for dead status they are not returned to normal status they will crumble and dissipate as normal. An effect similar to a Shatter spell will render the player to dust and they will crumble and dissipate just as if they had exhausted their dead status count. Note: Not all petrification is permanent but may only last a duration such as five (5) or ten (10) minutes. In this case the character will automatically return to normal status at whatever level of wounded their count has placed them at. |
Cursed |
This status is set by the curse which is placed on the character and may have many different effects |
Slept |
The player must act as if he or she is asleep; they may remain standing if it is unsafe or unwise to lie down. Snoring is sometimes encouraged; sleeping effects can be removed on a ten count most of the time. A sleeping character may be killed on a five count. (i.e. Killing 1, Killing 2, Killing 3, Killing 4, Killing 5) at which points they are reduced to Dead Status. |
Unconscious: |
Similar to being asleep but usually accompanied by some form of physical damage. |
Diseased |
A Diseased character may not have any visible effect, and the disease must be removed in some manner even if the damages it causes are healed. Most disease effects have a limited duration, but not all of them. The specific effects are determined by the disease. |
Nausea |
Nausea will cause a target to be unable to run or attack. They may still defend themselves. |
Mind AffectingThese effects are those which cause a change to the character’s mind in a physical manner. They may be shielded against by the appropriate spell or resist.
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Trance |
This effect places the character in an almost sleep like state in which they may wander as if sleep walking but not interact with any outside force. The character may not wander outside a ten (10) foot radius of where they were initially tranced. A tranced character may be killed on a five count. (i.e. Killing 1, Killing 2, Killing 3, Killing 4, Killing 5) at which points they are reduced to Dead Status. They may not move once the Kill has started. |
Charmed |
This effect places the character under the influence of an outside force. They will be taking orders from that force as if they came from a best friend or respected commanding officer. This will not cause a character to act against its primary nature and cannot be used in such a manner. (i.e. a charmed Knight cannot be made to act in a way which would cause them to lose their Knight status) |
Dominated |
This effect places the character under the complete influence of an outside force. They will be taking orders from that force no matter what they may be, even unto the death. This can cause a character to act against its primary nature. (i.e. a dominated Knight of Valor might be found fighting in defense of an Undead Master.) |
Feared |
This effect will cause a character to move as fast as is safely possible away from the object of their fear. They may not be killed outright by this effect but will not defend themselves normally until the effect has ended (10 Minutes) or they have moved out of sight of the object of their fears. |
Horrified |
This effect will cause a character to move as fast as is safely possible away from the object of their fear. They may not be killed outright by this effect but will not defend themselves normally until the effect has ended (10 Minutes). This effect will last even after they have moved out of sight of the object which horrifies them. |
Terrified |
This effect will cause a character to stand still, shaking in terror of object of their terror. A terrified character may be killed on a five count. (i.e. Killing 1, Killing 2, Killing 3, Killing 4, Killing 5) at which points they are reduced to Dead Status. They will not defend themselves normally until the effect has ended (10 Minutes). This effect will last until the object of their terror moves out of sight or the duration of the terror effect ends. Terror can be restored by the same object if the character does not get out of its area of effect. |