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Topic: Death (Read 435 times)
Marthammor Duin
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Death
«
on:
June 12, 2009, 01:20:46 pm »
Dying sucks.
It is a very hard thing to accept for a player and as such we have tried to give some things that will help players avoid the huge hits of xp and such that makes this a cruddy thing while still keeping the teeth in dying.
Bleeding and Death
When you are brought down to below 1 hp (0 thru -9), you enter the bleeding stage. As you bleed, you have a chance to self stabilize or a party member can heal you, once again bring you above to 1 hp or above. In this way you are able to avoid death as you are considered unconscious at this point and it is the ability to stay out of shock (continue to lose hp until -10) that determines whether you will recover or die. While you are unconscious, you have no idea what is happening around you.
Items used to stabilize players in the past will no longer function and should be thrown away or removed. These include:
1) Death book
2) Bandages
3) Any of the specialized medical kits that gave a bonus to stabilizing a PC.
Each round, the PC will have a chance to stabilize automatically, if this happens, they will then begin to gain back those negative hp until they get to 1 hp. At this point they are able to stand up and move again.
If a person doesn’t stabilize, or are hit with massive damage or death magic, they will officially die. If the creature that kills them is intelligent (Above 6 INT) it will sneak a little bit of gold from the player to buy itself a drink and toast your journey to the next life.
The following penalties will now apply when death happens. (-10 HP)
1) There is no longer a waiting period when you die. You are instantly and without choice sent to the Fugue. This is because once you die you would have no idea what is occurring in the land of the living. At this point NO penalty - either XP, gold, or items is applied.
- Exception: If you are killed by a creature with above a 6 INT, they might rob you of some gold.
2) A body item will be left behind. This item can be carried back to the Cleric of the Fallen/High Priest or another PC can use a raise dead/resurrection spell to bring the dead person back to life. If this occurs, no penalty is applied to the player.
Note: We plan to add the conversation node to all NPCs clerics over time.
3) Once in the fugue, the PC will receive an item called the Mark of Death. This item is un-droppable and allows the system to keep track of those that have not returned to life. In other words, you can log out, a reset can occur, or all of the above but the system will still see you as dead when you log back in and will return you to the Fugue plane.
4) If there is no one to carry the body back to a temple or to another pc to raise you, the PC can chose to use the portal that is available in the Fugue to return to the land of the living. It is at this time that ONE (and only one) of the following penalties can be chosen by the player that is dead. They will see what the total cost is in either gold, XP, or number of items before they have to select that particular choice. The only exception to this is the item option, the player will know how many items they will lose, but the items are chosen at random from your inventory. Note: equipped items DO have a lesser chance of being lost, but they are not exempt. The only items that are exempt are those that are marked PLOT.
Note: Please do not ask the Staff to mark your expensive items as plot so that it is exempt, they will not comply with your request.
- 250 XP/Level to the Temple
- 500 Gold/Level to the Temple
- 250 XP/Level to where you died
- 500 Gold/Level to where you died
- Random items from your inventory depending on your current level
Levels 1 – 3 are ignored as they do not receive a penalty
Levels 4 – 7 = 2 items
Levels 8 + = 3 items
NOTE: STACKS WILL BE TREATED AS 1 ITEM. THIS CAN NOT BE CHANGED SO YOU HAVE BEEN WARNED.
Exceptions
- Players at level 1, 2, and 3 will not be assessed any penalty at all
- If you do not have the amount of XP (recently leveled perhaps) the system will take as much as it can to return you to the start of your current level
- If you do not have the amount of gold necessary on your person at the time to cover the cost of the gold penalty, the system will NOT give you the option to take gold and you will have to take either the XP or item option or find Sir Eddison in the Fugue to get enough gold to get the option to come up.
There is a Gem Collector named Sid Eddison in the fugue (for now) that will allow you to convert your trade gems to gold if you wish so that you can get enough to pay the gold penalty.
(These penalties are subject to change down the road if the Staff and Playerbase feels it is necessary)
Once you re-spawn via the portal you are return to the temple (House of Tears by default for the time being) and are healed fully
«
Last Edit: February 10, 2010, 02:38:29 pm by moulinous
»
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TSM Junkie (Moulinous)
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Re: Death
«
Reply #1 on:
November 20, 2009, 06:55:07 pm »
Be aware the death system has changed alot. If you have any Bandages or what nots in your bag either trash them or ask a QL to snag them to change out for a potion of heal or something.
Also our bleeding system has changed in that sometimes when you get knocked down from bleeding the thing fighting you might rob some of your gold, eat you, go and rest and heal up himself, or just wander off ignoring you.
To get out of the Fugue you will have several options from gold loss, xp loss, or item loss to get back. To raise someone who is dead you will carry back the body to ANY cleric and ask them to raise the fool.
These options will not all be in till the large update so right now it is JUST xp.
«
Last Edit: February 07, 2010, 02:55:05 am by moulinous
»
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Re: Death
«
Reply #2 on:
November 29, 2009, 10:43:03 pm »
If you do NOT have a deity then your Player when he or she dies will NOT be able to be raised and will find themselves in Eternal Rest MISSING all thier gear and dead till a GM is able to rescue you.
So in other words, that small little cross in the Starter Room NEEDS to be used.
Quote
The Faithless are mortals who do not have a divine patron. This could be because the mortal never worshipped a deity (or rejected outright the worship of any deity), the mortal's divine patron has died, or that their divine patron rejected them for whatever reason. A soul who does worship a deity but did not sufficiently uphold their patron's dogma is instead judged False.
A Faithless soul receives only one sentence when it reaches The City of Judgment on the Fugue Plane: The Wall of The Faithless. The soul is bound onto the wall by a green mould that binds The Faithless (and only The Faithless) to the wall. Over time the soul dissolves into the very substance of the wall.
«
Last Edit: February 07, 2010, 02:55:38 am by moulinous
»
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Re: Death
«
Reply #3 on:
December 02, 2009, 08:07:45 pm »
To determine a valid deity please observe the following guidelines.
Any deity in the Mulhorandi and Faerunian Pantheons may be worshipped by any character (except for Paladins and Clerics- see below).
The Drow(Elf and Half-Elf), Dwarven, Elven(Elf and Half-Elf), Gnomish, Halfling and Half-Orc Pantheons are only available to characters of the various base racial types except as noted: Eilistraee, Moradin, and Corellon are available to Humans.
Here is the list of valid deities; spelling is important if you want to be able to level up.
The format for easy reading is as follows:
Deity name: Domain list (Paladin allowed, Monk allowed)
Faerunian Pantheon
(pg. 234 FRCS)
Akadi: Air, Travel or Trickery (no, yes)
Auril: Air, Evil, Water (no, yes)
Azuth: Magic, Knowledge (yes, yes)
Bane: Destruction, Evil (no, yes)
Beshaba: Evil, Trickery (no, no)
Chauntea: Animal, Earth, Good, Plant, Protection (yes, yes)
Cyric: Destruction, Evil, Trickery (no, no)
Deneir: Good, Knowledge, Protection (yes, yes)
Eldath: Good, Plant, Protection, Water (yes, yes)
Finder Wyvernspur: Animal, Sun (no, no)
Garagos: Destruction, Strength, War (no, no)
Gargauth: Evil, Trickery (no, yes)
Gond: Earth, Fire, Knowledge (yes, yes)
Grumbar: Earth, Water (no, yes)
Gwaeron Windstrom: Animal, Good, Knowledge, Plant, Travel (yes, yes)
Helm: Protection, Strength (yes, yes)
Hoar: Strength, Travel (yes, yes)
Ilmater: Good, Healing, Strength (yes, yes)
Istishia: Destruction, Travel, Water (no, yes)
Jergal: Death, Protection (yes, yes)
Kelemvor: Death, Protection, Travel (yes, yes)
Kossuth: Destruction, Fire (no, yes)
Lathander: Good, Protection, Strength, Sun (yes, yes)
Lliira: Good, Travel (no, no)
Loviatar: Evil, Strength (no, yes)
Lurue: Animal, Good, Healing (no, no)
Malar: Animal, Evil, Strength (no, no)
Mask: Evil, Trickery (no, yes)
Mielikki: Animal, Good, Plant, Travel (yes, yes)
Milil: Good, Knowledge (yes, yes)
Mystra: Good, Knowledge, Magic (yes, yes)
Nobanion: Animal, Good (yes, yes)
Oghma: Knowledge, Travel or Trickery (yes, yes)
Red Knight: Strength, War (yes, yes)
Savras: Knowledge, Magic (yes, yes)
Selune: Good, Protection, Travel (no, no)
Shar: Evil, Knowledge (no, yes)
Sharess: Good, Travel or Trickery (no, no)
Shaundakul: Air, Protection, Travel (no, no)
Shiallia: Animal, Good, Plant (yes, yes)
Siamorphe: Knowledge, Strength (yes, yes)
Silvanus: Animal, Plant, Protection, Water (no, yes)
Sune: Good, Protection (yes, no)
Talona: Destruction, Evil (no, no)
Talos: Destruction, Evil, Fire (no, no)
Tempus: Protection, Strength, War (no, no)
Tiamat: Animal, Evil (no, yes)
Torm: Good, Healing, Protection, Strength (yes, yes)
Tymora: Good, Protection, Travel (no, no)
Tyr: Good, Knowledge, War (yes, yes)
Ubtao: Plant, Protection (no, yes)
Ulutiu: Animal, Protection, Strength (yes, yes)
Umberlee: Destruction, Evil, Water (no, no)
Uthgar: Animal, Strength, War (no, no)
Valkur: Air, Good, Protection (no, no)
Velsharoon: Death, Evil, Magic (no, yes)
Waukeen: Knowledge, Protection, Travel (no, yes)
Mulhorandi Pantheon
(pg.236 FRCS)
Anhur: Good, Strength, War (no, no)
Geb: Earth, Protection (no, yes)
Hathor: Fire, Good (yes, yes)
Horus-Re: Good, Sun (yes, yes)
Isis: Good, Magic, Water (yes, yes)
Nephthys: Good, Protection (no, no)
Osiris: Death, Good, Plant (yes, yes)
Sebek: Animal, Evil, Water (no, yes)
Set: Air, Evil, Magic (no, yes)
Thoth: Knowledge, Magic (no, yes)
Drow Pantheon
(pg.236 FRCS)
Eilistraee: Good, Magic (no, no)
Ghaunadaur: Earth, Evil (no, no)
Kiaransalee: Death, Evil (no, no)
Lolth: Destruction, Evil, Trickery (no, no)
Selvetarm: Evil, War (no, no)
Vhaeraun: Evil, Travel or Trickery (no, no)
Dwarven Pantheon
(pg. 238 FRCS)
Abbathor: Evil, Trickery (no, yes)
Berronar Truesilver: Good, Healing, Protection (yes, yes)
Clangeddin Silverbeard: Good, Strength, War (yes, yes)
Deep Duerra: Evil, War (no, yes)
Dugmaren Brightmantle: Good, Knowledge (no, no)
Dumathoin: Earth, Knowledge, Protection (no, yes)
Gorm Gulthyn: Good, Protection, War (yes, yes)
Haela Brightaxe: Good, War (no, no)
Laduguer: Evil, Magic, Protection (no, yes)
Marthammor Duin: Good, Protection, Travel (yes, yes)
Moradin: Earth, Good, Protection (yes, yes)
Sharindlar: Good, Healing (no, no)
Thard Harr: Animal, Good, Plant (no, no)
Vergadain: Protection, Trickery (no, yes)
Elven Pantheon
(pg. 238 FRCS)
Aerdrie Faenya: Air, Animal, Good (no, no)
Angharradh: Good, Knowledge, Plant, Protection (no, no)
Corellon Larethian: Good, Magic, Protection, War (no, no)
Deep Sashelas: Good, Knowledge, Water (no, no)
Erevan Ilesere: Air, Trickery (no, no)
Fenmarel Mestarine: Animal, Plant, Travel (no, no)
Hanali Celanil: Good, Magic, Protection (no, no)
Labelas Enoreth: Good, Knowledge (no, no)
Rillifane Rallathil: Good, Plant, Protection (no, no)
Sehanine Moonbow: Good, Knowledge, Travel (no, no)
Shevarash: Death, War (no, no)
Solonor Thelandira: Good, Plant, War (no, no)
Gnome Pantheon
(pg. 240 FRCS)
Baervan Wildwanderer: Animal, Good, Plant, Travel (yes, yes)
Baravar Cloakshadow: Good, Protection, Trickery (yes, yes)
Callarduran Smoothhands: Earth, Knowledge (no, yes)
Flandal Steelskin: Good, Strength (yes, yes)
Gaerdal Ironhand: Good, Protection, War (yes, yes)
Garl Glittergold: Good, Protection, Trickery (yes, yes)
Segojan Earthcaller: Earth, Good (yes, yes)
Urdlen: Earth, Evil (no, no)
Halfling Pantheon
(pg. 240 FRCS)
Arvoreen: Good, Protection, War (yes, yes)
Brandobaris: Travel and Trickery (no, yes)
Cyrrollalee: Good, Healing (yes, yes)
Sheela Peryroyl: Air, Plant (no, yes)
Urogalan: Death, Earth, Protection (yes, yes)
Yondalla: Good, Protection (yes, yes)
Orc Pantheon
(pg. 240 FRCS)
Bahgtru: Evil, Strength (no, no)
Gruumsh: Evil, Strength, War (no, no)
Ilneval: Destruction, Evil, War (no, yes)
Luthic: Earth, Evil, Healing (no, yes)
Shargaas: Evil, Trickery (no, no)
Yurtrus: Death, Destruction, Evil (no, yes)
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Re: Death
«
Reply #4 on:
February 07, 2010, 02:55:53 am »
Be aware the death system has changed alot. If you have any Bandages or what nots in your bag either trash them or ask a QL to snag them to change out for a potion of heal or something.
Also our bleeding system has changed in that sometimes when you get knocked down from bleeding the thing fighting you might rob some of your gold, eat you, go and rest and heal up himself, or just wander off ignoring you.
To get out of the Fugue you will have several options from gold loss, xp loss, or item loss to get back. To raise someone who is dead you will carry back the body to ANY cleric and ask them to raise the fool.
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(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
A true adventurer goes forth aimlessly and uncalculating. To meet and greet unknown fate,
Domino Harvey
TSM Junkie (Moulinous)
GameMaster (GM)
Adventurer of the Northern Frontier
Offline
Posts: 2764
Re: Death
«
Reply #5 on:
February 14, 2010, 01:14:35 am »
bump
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(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
A true adventurer goes forth aimlessly and uncalculating. To meet and greet unknown fate,
Domino Harvey
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