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Healers

Healers are a very specialized group of people. They hold some status in the Temple are usually are respected for their abilities. Characters that heal are not Healers, a Healer will gain his/her title after the following requirements are met:

Skills: Heal, Melody (Or another performance skill that is musically related, dance counts, poetry does not) at 20 ranks or more.

Must have cure capabilities (Humans and cyborgs for example, cannot heal)

Must go to the Temple Healers and learn one of the following spells: Heal, Healing Circle or Regenerate.

Healing and Resurrection

There are a few methods of healing in play:

Magical Healing in Arklain is an act that gives from your own life. It is much like psionic healing.
!cast curewounds # Nick
Replace # by the number you wish to heal the person by.
Replace Nick with the nick of the person you're trying to heal.
Curewounds costs 1 spellpoint no matter how much you heal.
Curewounds costs you the same amount of HP as you heal by.

First Aid: !check Heal
This check can stabilize dying characters, check for disease or poison.
Nurse sick characters back to health (Your heal check replaces their fort check)
Your basic nursing check.

Healing by items: Potions and Oils
Due to the manner that Magical Healing takes place in #Arklain, items are a more popular option, but of course they carry a few hazards of their own.
They are most effectively used after battle since using them requires an action and sometimes gives the foe an attack of opportunity.
They are limited in their application.
They need to be carried.
The more effective they are the more they cost.

Resurrection

Resurrection in #Arklain is somewhat difficult. Only a select few have the spells required to resurrect a fallen character. Most spells result in a loss of level (-1 con score for level 1 characters, characters whose con falls below 0 on such a penalty cannot be revived through these spells.)

Complications for Resurrections:
(Living Creatures only, the following does not apply to Cyborgs, Syn and Constructs)

  • Loss of Level
  • Loss of Con score by 1 (Level 1)
  • Possible loss of Spells
  • Possible loss of Items
  • Complete loss of all Genes (See Items> GeneMaps, Technology and Genes/Tech)
  • Lost genes can only be regained by visiting the labs again (See Genes/Tech)
  • Character cannot be revived by an unwilling spell caster
  • Character can be revived by a Cyborg familiar but familiar must have more than 12 Int

Character revival through divine intervention:

  • Character rolls a number !d #, (# is the number of Gods and Goddesses in Arklain, the Ops/DMs will tell you this number since we welcome the creation of new deities and this will change)
  • If the roll ends in a deity that cannot heal: (EG: Isra cannot heal or revive) then the character will remain dead and begin to decompose in 1d10 hours (Depends on location) unless the character can be taken to a Temple. (See Cities)
  • After the roll (if successful) the character must have someone available that is willing to go to the God or Goddess specified. The deity locations will be listed soon under Maps. They must travel there and request for a resurrection. The journey may take up to 5 days or more.
  • The character suffers the same losses as in a revival by a True Resurrection Spell (modified for Arklain's use). He is revived in 1d6 days, and any items/levels he previously had is kept. But he still loses genes and such
  • A character that is turned to dust can only be revived through divine intervention orTrue Resurrection. And using the spell requires the caster to give up 2500 xp and 1000 gp per cast.

Cyborg and Construct Resurrection

Cyborgs and Constructs can only be resurrected by someone that has the feats that allows their remake. The process takes 1d2 weeks for Cyborgs and 1d6 weeks for Constructs.

  • Cyborgs seeking resurrection must be brought to a person with ConstructCyborg Feat
  • Constructs seeking resurrection must be brought to a person with GeneTech Feat
  • If a person is not available the Cyborg/Construct's brain must be preserved in a Temple. (See Cities)
  • On such preservation they lose all Techs and Genes they gained in life. As well as all items.
  • The item loss may be prevented if a friend succeeds at a Diplomacy check with the Temple Guardians. (!check Diplomacy DC 25)

Syn Resurrection

Syn are fully synthetic (Over 90%, all Cyborgs are 20% mods)

  • Syn seeking resurrection must be brought to a person with both ConstructCyborg Feat and GeneTech Feat. They must also have 15+ ranks in Alchemy in order to construct fake blood.
  • Once resurrected Syn retain any Techs they had in life, but cannot be resurrected again.

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