Death, Preservation, and Re-embodiment

Death is always optional at TamerlaneRP. For many, the act of dying or being re-embodied can enhance their role-play and take it into a fun and unexpected direction.


 

There are two major death effects:



 

1. Stat deterioration due to lack of oxygen to the brain following “death”
2. Soul departure from the body.


 

At this point, you have the option to play an undead. (Ghost or Zombie; Vampire if you died by Vampire.).
  Sustain life spells from a Scholar, herbal preservation from a Ranger, liquid potions and tinctures from an Alchemist, or preservation from a Cleric, Druid, or other healer (if you are lucky enough to have one on the battlefield with you) can halt the death process at any point. If you are healed before soul departure, you will be alive and fully functional.
  If the soul has left the body before healing to prevent death, you will be considered in a coma unless preservation spells or herbs have been used.
  If you are in a death coma, you will need to visit a Cleric, Druid, or other healer to re-embody. Your friends will need to role-play taking you to the Druid Grove. You are dead and in a coma, you obviously can’t walk or teleport yourself!
  Recovery time at the Alchemist's Center will be required. You will roll percentile dice (D100) to determine how many days you will need to recover.


 
 

Re-embodiment



 

There is a downside to being re-embodied; you will have some permanent “issue." You can either use the chart in the sidebar of this article for your die rolls, or in Second Life, you can roll on the free dice HUD that you can pick up on the SL Marketplace. The Comprehensive Dice HUD (CDH) by Alkaia Exonar You can also contact a GM to help you. Please consult this chart regardless.
  The issues are designed to continue enhancing role-play.
  A Cleric or Druid will perform a Life-Giving spell to bring you back. You must roll on your percentile dice hud or our dice bot in Discord under 40 to become re-embodied. If you fail, you can try again the next day. However, for each day you have to try to re-embody, you will have to add another “issue”.
  Once you are re-embodied, you will be in a coma but alive. You will need to rest for a while to re-coop your strength, as mentioned above. We will roleplay moving you from the Cleric's Garden to the Alchemist's Center.


 

Permanent Issues


 

It's all fun and games until someone loses an eye!


Now the fun part.. your new Permanent Issue, aka, the Flaw of death. Roll 1d10 on your choice of dice roller to find yours on this chart. If none of these flaws fit your character, you may be permitted to work with Bri, Andy J, or Cas to create one that will better suit your character.



 

01 - Absent-Minded – You have a hard time paying attention to things not immediately threatening you.



 

02 - Blood-guilt – You have been dead once! You feel guilty about causing death or major injury to anyone and go into a depression after doing that.



 

03 - Magic Allergy – You have a severe allergy to magic. You have a 50 percent chance to drop to the ground in convulsions while casting or having it cast at or around you. During your convulsions, you cannot perform any actions. (Lasts for 10 minutes). The 50% chance is rolled on percentile dice.



 

04 - Muddled Mind (Scholars only) – You tend to jumble things in your mind when you are casting spells. Your spells may turn out to be something different than what you were trying to cast.



 

05 - Pain Intolerant - You fear pain... Sometimes, the thought of pain makes you want to pass out. You will often surrender under pain, and you will almost always disclose any information you possess under the threat of torture. (To prevent a passing out, you must roll 40 or above on your chosen die roller; to prevent spilling information during torture or the threat of, you must roll 60 or better.)



 

06 - Paranoia – You are convinced everyone is out to get you. This may keep you awake at night in order to prevent that proverbial “dagger in the back."



 

07 - Split personality – You have from one to three additional personalities. Your physical attributes do not change. Your non-physical attributes can all be different, as can their professions. You are unaware when each personality changes, but you must keep track of your experience for each “self." You will need a trigger point for change! Submit that to Bri McMahon for record-keeping.



 

08 - Cotard Delusion – One of the main symptoms of Cotard delusion is nihilism. Nihilism is the belief that nothing has any value or meaning. It can also include the belief that nothing truly exists. People with Cotard delusion feel as if they're dead or rotting away.



 

09 - Solipsism – You have feelings of loneliness, detachment, and indifference to the outside world. You think that knowledge of anything outside one's mind is unsure; the external world and other minds cannot be known and might not exist outside the mind.



 

10 - Easily Startled - Upon being reawakened, the shock to your system was so great that any loud unexpected noise can cause you to drop to the floor and curl up into a fetal position. Yes, even during the middle of combat.


 

Roll Percentile For Recovery Days!


 
Roll it, and good luck!

 

Roll your new flaw!


 
Roll it, and good luck!

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