Firan Survival Guide: Getting Hurt

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WARNING! The information contained here is based on the state of the game as of this writing. Since FiranMUX is an evolving game the health system is, as with everything, subject to change. Odds are the basics will remain the same, but the details may be tweaked. Also, there are things I don't know about the health systems, and worse yet, things I might be wrong about, so don't put 100% faith in this.

How to get hurt

There are lots of ways a person can potentially get hurt, and these ways cause different amounts and types of damage. The following is a potentially incomplete list of things that may, depending on circumstances, cause a person damage:

  • combat (multiple types)
  • drinking alcohol (nerve damage)
  • swimming (lung trauma)
  • taming an animal (multiple types)
  • botched healing (multiple types)
  • shucking oysters (cut, gash, etc.)
  • auto-thugs (varies)
  • childbirth (varies)
  • GMed scenes (multiple types)
  • poison (varies)
  • milking a cow (multiple types)
  • stray arrow (multiple types)
  • war battlefield (multiple types)
  • butchering meat (cut, gash, etc.)
  • exploring ruins (varies)
  • sex (bruise) - no joke!

Unconsciousness and potential death

As you take more damage you will eventually fall unconscious, and can potentially die. Take too much damage -- at or over 60 points worth in total -- and you'll suffer a permanent injury (or "perm") which will lower one of your attribute points. There are certain areas or times in the game where damage is not lethal. For example, in the combat training center no fights are lethal, though "dying" as determined by the code will result in a permanent injury. The same holds through for combat-oriented festival events.

Theoretically any amount of damage can kill a person. In reality, very very few people die unless their damage is over 30 points, and even then most deaths occur when it gets over 50 or 60 points. People can fall unconscious at any amount of damage -- it's happened at even just a single point -- but usually this happens when they've taken 30 or so points worth. The way it works is that when a person takes damage they automatically perform a shock check, to see if they fall unconscious. If they do, they automatically perform a death check, to see if they die. The way the code is set up you are much more likely to pass out before you're in danger of dying.

For those who like to deal with numbers and stats, the following table describes how unconsciousness and death checks are performed:


Type of Check Stats to Roll Difficulty
Shock Resistance Best and worst of Health, Endurance, and Willpower Base of 3, plus one for every 8 points of total damage taken
Death Resistance Best two of Favor, Passion, Luck, and Willpower Base of 0, plus one for every 10 points of total damage taken
TABLE 2: Shock and Death Rolls

If you go unconscious, you can't do anything except communicate OOCly. No posing of any sort is allowed. Periodic checks are performed automatically to see if you wake up. Currently these checks are performed at 20 and 50 minutes past the hour, in real time. In order to regain consciousness, you must succeed at a shock resistance check based on your current level of damage.


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