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gameplay:health [2018/08/25 20:01]
macthane
gameplay:health [2018/10/13 09:11] (current)
macthane Section: Death Coma, reworded description again
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 ====== Life and Death ====== ====== Life and Death ======
  
-Horizon can be a rough place, Stranger. Many people would like to live in peace, but few can agree on what that should ​look likeGoing your own way can only carry you so far before you end up on someone else's doorstepso the threat of conflict ​is part of daily lifeFew would be caught ​without ​weapon and armorat least by choice. Here we detail ​the grim reality of what it is to live an die on Horizon.+<WRAP center square box 100%> 
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 +Horizon can be a rough place, Stranger. Many dream of a peaceful life, but when sacrifices need to be made, far fewer could agree on who should ​make themUltimatelywe all have the same needs. Everything they have is something you don't, and you can more easily take it than make it yourselfOr vice versa. To live and fight another day, you have to be cautious, ​without ​missing opportunities. You have to be smartwithout drawing attention. You have to choose life, even when that means others may die. Herewe discuss ​the grim reality of life and death on Horizon. 
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-=== Health ===+===== Health ===== 
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 As in many roleplaying and video games, "​Health"​ or "Hit Points"​ are the measure of how much physical punishment or "​damage"​ a Character can receive before they meet their end. As in many roleplaying and video games, "​Health"​ or "Hit Points"​ are the measure of how much physical punishment or "​damage"​ a Character can receive before they meet their end.
 Unlike many other games however, Characters in Horizon have IRIS, the advanced system of nano-machines operating within their bodies at all times. Among its many other functions, IRIS can dramatically improve durability and even bring a character back from beyond conventional death in the right circumstances. Unlike many other games however, Characters in Horizon have IRIS, the advanced system of nano-machines operating within their bodies at all times. Among its many other functions, IRIS can dramatically improve durability and even bring a character back from beyond conventional death in the right circumstances.
-Here are the details:+ 
 +</​WRAP>​
  
   * Every Character has Health, displayed as a number.   * Every Character has Health, displayed as a number.
   * Attacks against that Character cause Damage, which reduces that number.   * Attacks against that Character cause Damage, which reduces that number.
-  * When Health reaches ​zero or less, that Character ​can no longer be played ​until they return to positive Health. This state is called "Death Coma"​. +  * When Health reaches ​or less, that Character ​almost dies -but not quite. Their actions are severly restricted ​until they return to positive Health. This state is called "Death Coma"​. 
-  * When Health ​goes fully negative, the Character suffers True Death and dies permanently. For example, ​a Character with 50 Health ​suffers ​    * True Death at -50 Health. A Character cannot recover from True Death+  * When Health ​becomes ​fully negative, the Character suffers True Death and becomes ​permanently ​unplayable. For a Character with 50 maximum ​Health-50 Health ​would be fully negative
-  * A Character'​s maximum Health can be increased by raising their Resolve (RES) Trait. See the **[[character:​traits|Traits]]** page for details. +  * A Character'​s maximum Health can be increased by raising their Resolve (RES) Trait. See the [[character:​traits|Traits]] page for details. 
-  * Corruption may sometimes trigger during Death Coma as the IRIS asserts itself to preserve an otherwise helpless host**[[gameplay:corruption|Be ready.]]**+  * All Characters regenerate a small amount of Health each day at midnight. The amount recovered can be increased by raising ​the Character'​s Resolve (RES) TraitSee the [[character:traits|Traits]] page for details. 
 +  ​Several additional effects can recover lost Health, including Medical aid from the [[character:​skills|Biology Skill]] and this can be improved with Bio Kits, found in the [[character:​equipment|Equipment]] section.
  
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-=== Death Coma ===+===== Death Coma =====
  
-Death Coma is an artificially induced stasis, during which IRIS attempts to maintain the host's vital functions, to the exclusion of all else. In this state, IRIS can initiate accelerated regeneration using the body's Stamina reserves, speeding recovery from the Death Coma into normal consciousness. Additionally,​ IRIS has been known to force movement in the host's unconscious body to remove it from imminent environmental danger, such as fire or drowning, though this puts massive strain on the body's Stamina and cannot be sustained long. IRIS also lacks the sensory awareness to tell friend from foe if others are nearby, and will generally ignore other people or animals unless pain is detected, at which point minimum movement to a safe distance will be performed. It should be noted that, at the best of times this will be a painfully slow movement: do not run heedlessly into danger expecting to wake up safe in a nearby town.+<WRAP center square box 100%>
  
-  ​* Death Coma is initiated ​when a Character ​has zero or less Health. +Death Coma is an artificially induced stasis, during which IRIS attempts to maintain the host's vital functions, to the exclusion of all else. In this state, IRIS can initiate accelerated regeneration using the body's Stamina reserves, speeding recovery from the Death Coma into normal consciousness. Additionally,​ IRIS has been known to force movement in the host's unconscious body to remove it from imminent danger, such as fire or drowning, though this puts massive strain on the host and cannot be sustained long. IRIS also lacks the sensory awareness to tell friend from foe if others are nearby, and will generally ignore other people or animals unless pain is detected, at which point minimum movement to a safe distance will be performed. It should be noted that, at the best of times this will be a painfully slow movement: do not run heedlessly into danger expecting to wake up safely in a nearby town. 
-  * In this state, a Character may benefit from Accelerated Healing. This provides their Natural Healing amount once each hourinstead of only once per dayThis effect ends immediately, ​once positive Health is achieved. Natural Healing ​is increased by the Resolve (RES) TraitSee the [[character:​traits|Traits]] page for details+ 
-  * Each time a Character activates ​Accelerated Healingthey lose Stamina. +</​WRAP>​ 
-  * A Character may also crawl or slowly swim away from imminent ​environmental ​danger, ​at the Director'​s discretionFor each meter traveled, the Character ​loses 2 Stamina. + 
-  * At any point during ​Death Coma, including the moment it begins, ​Character'​s ​Corruption ​may triggeroffering ​the opportunity to temporarily ignore Death Coma if they Embrace Corruption. The form this Corruption takes is at the Director'​s discretion, but only the Player can choose if they Embrace it or not. Should they refuse, they enter or remain in Death Coma as normal. ​Should they accept however, then they **must** find a way to obey their corrupted impulse with no resistance possible. This continues until they willfully submit to the Death Coma they have delayed or ignoredFor every round of combat, or every 1 minute spent out of combat, the Character'Corruption ​rating increases by 1until Death Coma resumes +  ​* Death Coma is initiated ​by a Character's IRIS when they have 0 or less Health. 
-  * Remember that a Character who exceeds **XXX** ​Corruption ​at any time becomes feral and cannot return to a playable state(Make a new Character)+  * Characters in Death Coma benefit from Accelerated Healing, ​but grow weaker as time passesOnce immediately ​after Death Coma begins and subsequently each day at midnightmake an Endurance testAdd the Score of the test to your Natural Healing ​and gain the total as HealthLose 10 Stamina whenever this occurs
 +  * Characters who have 0 Stamina or less when the Accelerated Healing ​test would normally be made do not heal. Each day at midnight ​they lose Health and Stamina. ​The Health lost is 10 - Resolve (RES). The Stamina lost is 10 - Instinct (INS) 
 +  * A Character may also crawl or slowly swim away from imminent danger, ​as their IRIS attempts to preserve ​the hostIf the Director deems movement possible, the Character ​may move up to their Agility (AGI) Trait in meters each round. They lose 1 Stamina ​for each meter traveled.  
 +  * As you enter Death Coma, you may choose ​Final Act. Any action you take is considered Embracing ​Corruption, ​but the specific ​form Corruption takes will reflect your choice of action ​as normal. ​Each round you continue ​to Embrace Corruption, ​Death Coma is delayed, you lose 10 Stamina and your Corruption increases until you either submit ​or go FeralWhen you accept your fate, or if you don't wish to Embrace ​Corruption, ​take no further action and enter Death Coma as normalFor more details on Embracing ​Corruption, see the [[gameplay:​corruption|Corruption]] Page.
  
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-=== True Death ===+==== True Death ====
  
-True Death is the end of a Character's existence. Having been pushed beyond even the IRIS' ability to survive, there is literally too little left of mind or body to continue. A Character that suffers True Death is well and truly gone.+<WRAP center square box 100%> 
 + 
 +True Death is the final end of a Character. Having been pushed beyond even the IRIS' ability to preserve them, there is literally too little left of mind or body to salvage any continued existence. A Character that suffers True Death is well and truly gone and Horizon must turn to new figureheads with their hopes and fears. In dark places, it is whispered that Characters who spite the gods of Horizon have been known to suffer such a fate spontaneously and seemingly without explanation. If true, one can only wonder what sordid games are played beyond the 4th dimensional wall, that the sanctity of life itself becomes a mere plaything. A novelty to be discarded at one's momentary inconvenience. Best not to tempt fate, Stranger. 
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   * True Death occurs when a Character'​s Health is fully negative. For example, a Character with max 50 Health who reaches -50 Health.   * True Death occurs when a Character'​s Health is fully negative. For example, a Character with max 50 Health who reaches -50 Health.
   * Even if this happens just before some other effect comes into play that could have prevented it, the Character'​s Health cannot at any time be fully negative, or they will suffer True Death.   * Even if this happens just before some other effect comes into play that could have prevented it, the Character'​s Health cannot at any time be fully negative, or they will suffer True Death.
   * The Director may inflict True Death on any Character at any time, should they deem the Player'​s behavior sufficiently inappropriate,​ though having a good reason is very highly recommended.   * The Director may inflict True Death on any Character at any time, should they deem the Player'​s behavior sufficiently inappropriate,​ though having a good reason is very highly recommended.
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