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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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