Difference between revisions of "Death and Killing"

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Revision as of 10:28, 17 December 2014

Much could happen to an adventurer; only death is certain.

Death

  • Exhausted: When your hit points drop to 0, you become exhausted. Further damage you receive goes to your life points. Exhaustion leads to being slowed and dazed, which affects your ability to act in combat. If you receive healing, you are no longer exhausted.
  • Shock: When you take damage to life points, no matter how, if you do not die you make a saving throw. If you fail, you fall unconscious. You may choose to willingly fail this save.
  • Death: When your life points drop to 0, you die.

Most enemies focus on combatants that are still standing, though some especially wicked creatures may have other uses for the freshly fallen. Modern medicine has advanced a great deal, and services exist for those who suffer critical wounds on the battlefield. Death is the end of every adventurer: keep death in mind at all times.

Foregoing Murder

Most of your opponents on the battlefield deserve no quarter. Should you choose, you can forego slaughter in favor of incapacitating your opponents. It is generally considered polite among mercenaries to capture one another.

In most circumstances when you would kill an enemy, you may choose to incapacitate them instead. Perhaps you need a live specimen for academic interests, or maybe your same mercenary company backed opposing groups without realizing it and would dock your pay if you destroyed company resources.

Keep in mind that all creatures enjoy freedom, and many will engage in extreme behavior if captured.