Your death will occur either at the end of the hour, or at a time within that hour of your choosing. You should use this time to finalise your affairs and say your goodbyes before you die. Upon returning to Camelot (or immediately, if you suffered a Mortal Wound in Camelot) you will no longer be able to use any of your skills. Once you have suffered the Wound you can (and should, if you don't want to be crawling around on the floor) be brought up by healing as usual (the rules for bleeding out still apply) but will still have suffered a Mortal Wound and as such will only have 1 hit for the duration of the hour (even counting armour bonuses). When you reach the end of your Death Count (or are EXECUTED), you will take a Mortal Wound and will die at the end of an hour from the moment you receive it. calling REPEL on someone carrying someone else is a valid way to get them to drop them) A “carried” character is not affected by effects that only target the person carrying them (i.e. While bleeding out you may be “carried” by another character moving slowly and with appropriate roleplay with both hands but do not touch another person without their permission - telling them you are dragging them is sufficient. You may not use any of your skills during this time, but may be affected by effect calls, including YOU LOT calls. You may make noises and call for help, you may drag yourself to safer locations along the ground or move slowly supported by someone else (who should only be making physical contact with your permission). You are not necessarily unconscious while bleeding out. When you reach the end of your Death Count, you will suffer a Mortal Wound. This is your Death Count and will be 1 minute for every maximum hit you have (so 3 minutes by default, 6 minutes if you have the Stout skill, and 1 minute fewer for every unit of Blood you've sacrificed in the last 12 hours). ![]() When you reach 0 hits, you should fall over on the floor and begin counting.
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