Hit Points
Your character’s health and the quality of his or
her armor are represented by the use of Hit Points. They are
distributed at check-in according to your class, level and the type
of armor worn. Hit Points represent the amount of damage you can
actually sustain before dying.
There are two types of Hit Points: Armor Points and
Body Points.
Armor Points represent
the additional protection that is gained from armor. These points
are always lost first. The defensive spells Shield and Greater
Shield provide
additional armor points.
Body Points represent
how strong and healthy your body is at that moment. The defensive
spells Bless and Greater
Blessprovide additional Body Points.
When in a battle, Armor Points take damage first and
then Body Points. There are exceptions. Some spells and skills state
that only body or only armor is affected.
You will be given tag representations of armor of
any armor that you purchase in-game. It is the responsibility of
every player to keep track of their current Hit Point total. Body
Points do not regenerate from day to day but you will receive your
full amount of Body Points at the start of each new NERO event.
Damaged Armor tags must be adjusted at the end of
the battle, marking off a number of boxed equal to the number of
times the armor was breached during the battle. Armor tags may not
exceed the physical representation worn. You cannot use a tag
representing 14 points of armor while your phys rep will only
support 6 points.
Life and Death
Knowing the rules in this section can literally make
the difference between life and death. Some of this will be
confusing upon a first reading, as this section makes references to
rules that have not yet been covered. If this is your first reading
of the Wildlands rulebook, get the general idea of this section and
then come back after you’ve read more.
Unconscious: If
you are reduced to exactly zero Body Points, then you are
unconscious. You will regain consciousness (at one Body Point only)
after five minutes. (This is a recent local chapter change to
the NERO rules, and is different than the standard 10 minute count
that previously existed)
You can make no sounds at all while unconscious or
dying. If your party doesn’t notice you lying there, you can’t moan
or say “Well, it looks like I’m unconscious.”
If you wish, your character may opt to stop
struggling to regain consciousness and die. Upon being reduced to
zero Body Points, you can declare that you are “choosing to die”
(This is an out-of-game statement). At that point your Body Point
total drops to -1 and you will begin dying. This option is to allow
you to “choose to die” rather than be captured by an enemy.
Carrying the Incapacitated: To
carry another character or creature who is incapacitated, you must
place a hand near the torso and tell the other player “I am carrying
you”. The recipient must get up and stand in front of you.
Then, hold both hands over their shoulders to indicate you are
carrying them. You must walk at a normal pace. You may
walk forward or ‘drag’ them by walking with them backwards. If
you have Superhuman Strength or you use an Endow or Delayed Endow,
both of you may run together for 10 seconds, without keeping your
hands over their shoulders. Whether walking or running you
must wait for the person playing the body to get up and follow you.
You cannot “tag” them and sprint, claiming that you have the body.
The person must move with you. You cannot carry bodies when in
combat. If a packet, weapon, or other game effect strikes you, or
the body being carried, you must drop the body (if still able to
drop it) that you are carrying until the attacker has moved on, or
has been otherwise disabled. The effect is applied to whomever
it hit, following all normal NERO rules. Likewise, all of the
same rules apply if you use a game effect upon yourself, including
Imprison, healing spells, or gaseous form. (If you cast Imprison
upon yourself or go gaseous, the carried body must be dropped and
hence cannot be included in the effect.) Any items that were
in the hands of the person being dragged are left behind. You
may not carry both items and a body at the same time. You may
however place weapons in their sheaths or within the player’s belt
and then drag the body.
Dying: Any
time you are reduced below zero Body Points, you drop to -1 and no
further, even if the last blow on you did 48 points of damage. Once
you are reduced to -1, then your character is dying, or bleeding
out. You will die unless givenFirst Aid or
curing within one minute. This one minute is referred to as your
“death countdown.”
First Aid takes
a complete uninterrupted minute to be successful. Once First
Aid has begun, the
one minute death countdown freezes. After 10 uninterrupted seconds,
your death countdown starts over again at zero. To properly
give First Aid, the person roleplays the actions of giving First
Aid, followed by a soft statement to the target “Beginning First
Aid”. The person giving First Aid then counts in their head a
full ten count, and then announces quietly to the target “Reset
bleed out count”. He then continues counting in his head to a
full 60 seconds count, and then quietly states to the target
“Stabilize”. (This is a recent local chapter rules change, and
different than the NERO rule.) If you receive another hit at
any time while in this condition, then the aid is considered to be
interrupted and you will continue the death countdown from where it
was interrupted by the First
Aid.
If the First
Aid is completed,
then you will be at zero Body Points (unconscious) and will wake in
five minutes with 1 Body Point. First
Aid is not required
if you are at 0. Curing that brings you to at least 1 Body Point
will immediately bring you to consciousness without the minute
needed for First Aid.
If you are at -1, then for all healing, it only
takes 1 point to reach zero. So, for example, after a Cure
Light Wounds spell,
you would have 4 Body Points. After a Cure
Wounds spell, you
would have 9 Body Points (if you can handle that many!).
Dead: If
you are reduced to -1 and you are not given either First
Aid or some sort of
healing within the one minute period, then you are dead. If you are
given a Killing Blow at
any time, you are dead. All of your active spells, alchemical
substances, and other effects will immediately disappear. The only
things that will remain are Gypsy
Curse, Vampire
Charm, Forget-it-Well, Forget-me-Not, Enslavement, Curse
of Transformation, Euphoria, Love, Paste
of Stickiness, and Physical
Pin/Bind/Web/Confine.
The only thing that can save you now is a Life spell
delivered within five minutes. Even if a Life spell
is given to you, all your active spells, alchemical substances and
other effects (except those listed above) are lost. If the five
minutes pass without aLife spell,
then you must immediately become a spirit and can only be brought
back by a resurrection. Life spells
are extraordinarily rare in Wildlands, and most characters will
never witness the casting of one, much less benefit from one.
Example one: Dreyfus has a total of 14 points
counting his Armor Points, Body Points and all protective spells. He
is in a fierce battle and takes exactly 14 points of damage. He
falls to the ground unconscious. Nobody gives him any curing, so he
awakens in ten minutes with only one Body Point.
Example two: Dreyfus takes 20 points of damage in
the battle and falls to the ground. He is now dying. He begins
counting down in his head the minute before his death. Before he
gets to “60” he is reached by Chelsea the healer who gives him First
Aid. After a complete minute of receiving First
Aid, he will no longer be “dying” and will now merely be
“unconscious.” In five minutes, he will awaken at one Body Point.
Example three: Dreyfus takes 20 points and falls
to the ground. He begins the death countdown but almost immediately
is hit with a Cure
Light Wounds spell
(worth 5 Body Points) from Chelsea. He jumps back up and runs back
into battle. He now has 4 Body Points.
Example four: Dreyfus takes 20 points of damage
and begins the death countdown. A minute goes by and no one gets to
him with First Aid or
any curing. He now begins a five minute countdown in hopes that
someone happens by with a Life spell.
If no Life spell
arrives within the five minutes, he is dead and must be resurrected.
Example five: Darius the fighter is
bleeding out and 35 seconds into his count. Elias the healer
comes over and starts first aid. After 10 seconds Elias says
“reset your bleed out count.” Elias then leaves Darius, thus
stopping first aid. Darius begins his count again at zero.
Elias jumps over to Atropos who is bleeding out and 40 seconds into
his count. 5 seconds into the first aid an enemy hits Elias
which drops Elias to 0 body points. The first aid is
interrupted and Atropos resumes his count at 41.
Note that in even though there was no mention of
reducing armor tags, it is imperative that all armor tags be
adjusted after a battle.
Spirits
When your character dies (after the point at which a Life spell
will no longer work, and your body dissipates), you must become a
spirit. You must put on a white headband and head immediately and
directly to a resurrection juncture to register your death. If you
are unsure as to where to go, ask a marshal.
The spirit is completely invisible to the world
around it and may not interact in any manner with other characters
(no noises, no charades. . .nothing!). Spirits travel only as fast
as the player walks—no running to the resurrection juncture.
The five minute time period for a Life spell
continues to elapse even if you are raised as an undead after being
given a Killing Blow.
If you are raised, you cannot then “choose to die.” If during the
five minute period you are “killed” as the undead and then given a Life spell,
you will reawaken alive but with no knowledge of your time spent as
an undead. If the five minute period expires and you are still an
undead, you will remain an undead until destroyed, at which point
your spirit will immediately head to the resurrection juncture.
For example: Poor Dreyfus falls fighting against
a necromancer and his undead abominations. He is at -1 Body Points.
He lies there for a minute but no one comes to him with First
Aid. (Dreyfus is keeping track of the time.) At the end of the
minute, he is now dead and all of his Spell Protectives gone. The
necromancer sees Dreyfus and then casts a Create
Undead spell on him.
Dreyfus rises as a zombie. He attacks his party, and the battle
lasts more than two minutes. During this period, they throw Life spells
at him, but they have no effect because he is a zombie. Finally,
they knock him back down to zero body points. He is no longer a
zombie and is merely a dead body. Since the five minutes since the
time of his death are not up, a Life spell
will still save Dreyfus, but since the one minute period forFirst
Aid has expired, he
can lo longer be saved by First
Aid or a curing spell.
The countdown did not stop when Dreyfus became a zombie.
Resurrections
Upon entering the resurrection juncture, the spirit
remains unable to interact with characters other than the juncture
spirit, who will handle the details of their resurrection and then
announce to any other players present the name of the character
waiting to be resurrected.
When you show up at the resurrection juncture, the
juncture spirit will update your Death Total and then will ask you
to choose from the Bag of Chance.
If you pick a Death Stone, then your character has
permanently died. At this point, your character’s body reforms
exactly where it dissipated. The body will remain there until
someone finds it, takes it and disposes of it by burial, burning,
etc.
If you pick a Stone that is acceptable for
resurrection, the spirit there will allow you to proceed to
resurrect. Once your draw is complete and your character sheet
has been updated, your spirit then awaits resurrection by another
character. Any living character may attempt to call a spirit back
from death. They must concentrate and call out to the dead spirit.
The individual spirit can require as much coaxing as they desire to
return to life. The dead character’s spirit can see and hear the
person calling them and may choose not to return to life if they do
not trust the person calling them. The resurrecting spirit may not
communicate with the living in any fashion. They may simple choose
to resurrect or wait for someone else to call them.
When the spirit appears at the resurrection
juncture, it appears intact and whole, even if the body had been
hacked to bits and separated. All body parts remaining will
disappear when the resurrection is completed.
It is impossible to tell how someone died from
looking at their spirit. Once the resurrection begins, though, there
is only a spirit, and all of this evidence is no longer discernible.
Determining the method of death at that point is no longer possible.
The spirit will normally go to the closest
resurrection juncture (that your character has previously visited)
to resurrect. A spirit can choose to go to a different juncture than
the closest one if the closest juncture is hostile, but the
character, once resurrected, will not be aware of this decision.
If your character decides to go to another juncture
other than the designated in-game juncture during a weekend event,
you must go to the resurrection point out-of-game to record the
death and let them know what you are planning. You may be required
to stay out-of-game for a period of time to represent the amount of
time it would take for your spirit to travel to the next closest
juncture and for your body to then travel back. This may
preclude you from playing in the rest of that current event.
A newly resurrected character has his or her maximum
Body Points and will awake from resurrection without any game
possessions at all (unless, of course, the character’s friends have
brought the character’s possessions). All remaining spells and
elixirs that were present on the character will be gone, including Vampire
Charm, Enslavement,
Euphoria, Paste of
Stickiness, Physical
Pin/Bind/Web/Confine. Curse of the Wanderer is one of the few
effects that persist through death. Note that the lost
memories from Forget-it poisons
are not restored by resurrection. No other game effect is active
after death.
Each time your character dies, he or she adds another Death to their
Death Total. The more deaths a character takes, the more likely it
is that they will not return from death. Some resurrection junctures
are stronger than others, and characters have a greater chance of
surviving death when resurrecting through them. Unfortunately,
characters have no way to measure the power of individual
resurrection junctures.