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Do you find this information useful? |
Indifferent. I don't care either way, but will still follow these guidelines for the sake of the RP. |
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14% |
[ 1 ] |
Yes. I appreciate being able to learn the side effects of possible injuries to my characters. |
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85% |
[ 6 ] |
No. I don't think that this thread is necessary for the RP at all. [Tell us why.] |
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0% |
[ 0 ] |
Undecided. It seems a little confusing and/or excessive. [Tell us why.] |
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0% |
[ 0 ] |
None of these. I will post here with my issues or concerns. |
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0% |
[ 0 ] |
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Total Votes : 7 |
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Posted: Mon Apr 14, 2008 9:53 am
OHGOD! I JUST GOT STABBED IN THE JUGULAR! This has become required reading, because fighting has become even more common in the RP. You are required to post in this thread, acknowledging that you have read over this information.
Please, read it if you ever plan on subjecting your character to physical injury within the RP. Especially if it's even remotely serious. See the below posts for information on several injuries that your character(s) can sustain during battle. Keep the effects in mind, because fantasy setting or not our characters can't get one of their organs ripped out and keep right on fighting like nothing ever happened.
There can, and probably will be additions to this thread, as more information is found. If there is something specific that you'd like to see here, post and let me know and I will do my best to find and provide it.Previous Updates July 31st; Decided to add this section, since this thread is going to be required reading from this moment on. Updates to Questions & Objections, along with a brief addition to the Current Handicaps post. I'm also working on Magic Use & Associated Organs/Extremities. Added a poll, share with me your thoughts. Post One; Intro Post Two; Effects of Shock Post Three; Head Injuries Post Four; Neck Injuries Post Five; Torso & Organ Injuries Post Six; Limb Injuries Post Seven; Magic & Associated Organs/Extremities Post Eight; Characters with Special Abilities Post Nine; Questions & Objections Post Ten; Characters Currently with Handicaps
[Current information provided by this web site, along with additions by Hitsuzen and other guild members.]
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Posted: Mon Apr 14, 2008 9:55 am
Shock A great many injuries will induce hypovolemic shock, a complex set of reactions evolved to compensate for loss of blood pressure. In shock, blood is diverted from skin and muscles to vital organs, and platelet aggregation is increased. Note that septic shock has essentially the same symptoms.
Mild to Moderate Shock: 10%-25% of blood lost. The patient will be pale, have rapid, shallow breathing and have a high heart rate, will sweat and will feel quite weak. He will be thirsty, his extremities will be cool and his senses will start to cloud. Even the most stout of heroes will start to feel a rising panic from purely physiologic hormonal reactions.
Severe Shock: (30%-50% of blood lost). Platelet aggregation in the lungs will lead to respiratory failure. Failure of cellular processes will lead to sequential systems failure, frequently starting with the heart and kidney. Basically you stop breathing, your heart stops, everything else fails and you die. This can take anywhere from hours to days after the initial injury.
Sepsis: Fever, shock, decreasing mental status can easily lead to death if untreated. A common problem especially with poor medical care in the days and weeks after injury.
Unconsciousness: What makes you fall unconscious is either direct injury to the brain, or inability to feed it enough blood or oxygen. If you lose all blood supply to the brain you fall unconscious in seconds. Massive hemorrhage can lead blood pressure to drop fast enough that unconsciousness follows in seconds to minutes. If you lose oxygen supply, you fall unconscious in 4-30 minutes, depending upon how restricted your air supply is. Poisoning as from sepsis can also cause unconsciousness.
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Posted: Mon Apr 14, 2008 10:03 am
Head Face: All sort of bones can be broken in the face; the face plate, sinuses, cheekbones, the orbits of the eye, and of course, the nose. There are a wide variety of possible symptoms, but severe facial injury usually results in progressive swelling, resulting in difficulty breathing, inhalation of blood, frequently eventually (1 hour) completely closing off the airways, resulting in suffocation. There may also be numbness or paralysis in some part of the face. Facial injuries can also lead to extreme hemorrhage and shock.
Jaw: A broken jaw is associated with numbness, bleeding from tooth sockets, fractured or missing teeth, inability to close the jaw properly (teeth don't come together right), pain on moving the jaw, and sometimes with bleeding from the ear. Fractures of the jaw also allow the tongue and other soft tissues to intrude into the airway, leading to suffocation.
Scalp: Scalp wounds bleed copiously, making it a major source of hemorrhage and shock. They may also be incidental to damage to the skull.
Skull: Skull fractures in different places have rather different effects, but symptoms include one or more of the following; a mixture of blood and cerebrospinal fluid leaking from the ears, nose, or throat, blood in the whites of the eyes, loss of the sense of smell, loss of vision in one eye, a dilated, fixed pupil, a worsening in the patients level of consciousness. These last symptoms are indicative of pressure on the brain, caused either by swelling of the brain or bleeding into the skull. Swelling of the brain can cause serious damage or possibly death on its own, but has the advantage that its self-limiting (and in a modern setting, usually controllable with drugs). On the other hand, hemorrhage will almost always lead to continued degradation and death if left untreated. The patient may have a headache localized at the injury. He may be lucid for a period after the injury, but this will rarely be a period of normalcy. He will usually feel drowsy, and may thereafter slip into a coma. The patient will lose one set of reflexes after another. He may gradually lose the use of one of his arms or legs, or become completely paralyzed on one side of the body. This will happen gradually as pressure increases starting with a slurring of speech and clumsiness. His breathing may become uneven, and some part or all of his body may begin shaking uncontrollably (seizure activity.)
The time course for these degradations can be hours or days and the condition can worsen dramatically in minutes.
Even the most minor head injury will result in the character being stunned for a little while.
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Posted: Mon Apr 14, 2008 10:05 am
Neck There are a lot of important things passing through the neck, including the spinal cord, larynx and trachea, phrenic nerve, brachial plexus, carotid artery, jugular vein, cranial nerves, esophagus and pharynx, thyroid gland, and stellate ganglion. Of course, many of these may be damaged simultaneously. Possible symptoms for damage to each of these are listed below. Not all will necessarily be present.
Brachial Plexus: Numbness and/or partial paralysis in an arm.
Carotid Artery: Decreased level of consciousness, heavy bleeding (which may compress the trachea causing difficulty breathing), and hypovolemic shock.
Cranial Nerves: Inability to shrug a shoulder or rotate chin to opposite shoulder, paralysis of the tongue, hoarseness, and difficulty in swallowing.
Jugular Vein: Heavy bleeding, hypovolemic shock.
Larynx and Trachea: Spitting blood, a sucking neck wound, hoarseness, difficulty breathing, high pitched, noisy respiration.
Esophagus and Pharynx: Difficulty swallowing, bloody saliva, sucking neck wound.
Spinal Cord: Partial or total paralysis.
Stellate Ganglion: Dilated pupil.
Thyroid Gland, Phrenic Nerve: No special short term effects. Also, damage to the muscles in the neck will mean that the patient is unable to hold his head upright.
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Posted: Mon Apr 14, 2008 10:08 am
Body Torso & Organs Trauma that is inflicted on the chest can result in damage to the chest wall, lungs, trachea, major bronchi, oesophagus, thoracic duct, heart, diaphragm, mediastinal vessels, and spinal cord. Any combination of these injuries may occur.
Abdominal and Pelvic Injuries: The principal immediate danger resulting from abdominal and pelvic trauma is profound hemodynamic instability resulting from injury to the spleen, pancreas, liver, kidney, or tributaries of the aorta. Most abdominal injuries result in poorly localized and non specific pain, nausea and reflex vomiting. In general blunt injuries to the abdomen are more dangerous than penetrating injuries.
Aorta and Arteries: With modern medical care, 85% of patients with multiple aortic ruptures will die at the scene, 20% of the survivors die within six hours, and 72% of the remainder will die within a week. Massive hemothorax and loss of blood pressure are the most common symptoms for penetrating injury. However for blunt injury initial manifestations are pain behind the sternum or between the shoulder blades, difficulty in swallowing, hoarseness, and difficulty breathing, leading to a left hemothorax and increasing levels of shock.
Blood Vessels: Injury to major blood vessels in the abdomen may cut off the blood supply for the legs, making it impossible to stand in very short order. Depending upon where they're damaged, they make drain into the upper legs, causing extreme swelling.
Collar Bone or Shoulder Blade Fractures: Until it's splinted; pain in moving at all, inability to use the arm effectively, pain in attempting to use the arm. Can't really be fatal.
Diaphragm: A penetrating chest wound at or below the level of the n****e is likely to enter the chest, pierce the diaphragm, and enter the abdominal cavity. Since the diaphragm is the muscle you use to breathe, injury to the diaphragm results in respiratory distress, often associated with hemothorax, pneumothorax and shock.
Flail Chest: The ribs or the sternum are broken in such a way that breathing moves air from one part of the lungs to another, rather than in and out. This will usually result in unconsciousness from low oxygen in fifteen minutes to an hour, but not death.
Heart: Damage to the heart may result in massive blood loss, heart failure, and death in short order. However, less severe injuries can result in bleeding into the pericardial sack. When this fills up with blood it will put pressure on the heart, making it more difficult to beat, lowering blood pressure. The patient will initially feel very tired, leading to increasing stages of shock shortly.
Intestines: Abdominal pain and peritonitis. Peritonitis is an inflammation of the tissue that lines the abdominal cavity. Starting a day or so after the injury, it will lead to severe abdominal pain and distention, fever, vomiting, thirst, and if left untreated death in a week or two. It is easily treatable. Injury to the duodenum leads to more severe symptoms (severe abdominal tenderness in the upper right quadrant, sever vomiting), rise of fever within hours, and may have hemodynamic instability with time. Note that evisceration isn't automatically fatal. In the absence of major hemorrhage, especially if the intestines aren't otherwise damaged, but that with poor medical care sepsis will probably be a killer.
Pelvis Fracture: Besides making it impossible to stand, it is likely to cut one of the major blood vessels leading into the legs. Pelvis fractures are commonly associated with massive hemorrhage.
Pulmonary Parenchyma: Lacerations of the lungs may cause pneumothorax as well as bleeding into the lungs. Contusions (blunt damage) will cause swelling of interstitial tissues and bleeding into the small airways. In either case, the patient will have difficulty breathing and will probably be coughing blood or exhaling blood. If this is severe enough low oxygen may lead to unconsciousness and death.
Rib Fractures: The main symptom of rib fractures is that it hurts to breathe which will make exertion difficult. The amount it hurts depends on how many ribs are broken (a broken sternum is especially painful). Beyond this unless the patient has flail chest, hemothorax, the ribs have damaged the lung, or the ribs are displaced to such an extent that their motion damages surrounding tissue, the ribs will probably be held in place by the surrounding muscle and are largely ignorable.
Spleen or Liver: Abdominal pain in the upper left (spleen) or upper right (liver) quadrant, severe haemorrhage rapidly leading to increasing shock and death. The mortality rate without intervention is near 100% for splenic injuries and almost as high for blunt injuries of the liver. Sepsis (inflammation or infection) is a major postoperative complication for liver injuries. Splenic rupture can also occur up to two weeks after the initial injury, as an initial clot dissolves, or the splenic capsule ruptures under pressure of an initially small haemorrhage.
Stomach Muscles: Damage to the stomach muscles will make it difficult or impossible to stand.
Sucking Wounds: A person inhales by moving a muscle called the diaphragm, creating a vacuum in the chest, which pulls air in through the mouth down into the lungs. However if there is a hole in the chest wall, air can enter through that hole instead, preventing air from entering the lungs. The patient will feel short of breath, air will visibly be being sucked in through the hole in the chest wall. The resulting low oxygen will usually result in unconsciousness in fifteen minutes to an hour, but is unlikely to be fatal on a short time scale.
Tension Pneumothorax: Sometimes, a hole in the chest wall acts as a one way valve, letting air in, but not out again. Sometimes the lung is punctured without the chest wall being punctured ( from a broken rib, for instance ). Alternatively if a wound that punctured both the chest wall and the lung is treated with a tight compress, air will still escape from the lung but not from the chest cavity. In these cases the increasing air pressure in the chest cavity will cause hyperinflation of the chest, preventing the patient from breathing. The patient will have rapid, shallow breathing. He will fall unconscious from low oxygen in fifteen minutes or so, and will probably suffocate if left untreated. Tension Hemothorax is a similar problem but in this case it results from blood filling up the chest cavity. The patient will probably be suffering from shock, as well as suffocation. This will usually result from multiple rib fractures damaging internal tissues. Frequently seen together with tension pneumothorax.
Urinary Tract: Abdominal pain, back or flank pain, inability to void or blood in the urine. Some kidney injuries will result in massive haemorrhage, but others will not. In the long term, damage to the kidney may lead to renal failure (this can also be caused by shock and sepsis.) The course of renal failure can last weeks to months. This is fatal more than 50% of the time.
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Posted: Mon Apr 14, 2008 10:10 am
Extremities Arms and Legs: Minor damage will make the extremity painful or difficult to use; major damage will make it impossible to use. Major blood vessels may be damaged, leading to heavy hemorrhage. Joints can be dislocated, bones broken, muscles and tendons cut. Note that damage to the shoulder blades or clavicles will make the arm nigh on unusable.
Tail: I'm going to take a guess and say that aside from your expected pain, the balance of your character will be thrown off something awful if its rendered useless. After all, that's all that the majority of the current characters' tails are good for. There may be a couple of exceptions to this.
Wings: I might add more to this section later dealing with wing injury, but I would be left to hope that anyone with a winged character would be aware that if one or both of their wings are injured moderately they cannot fly.
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Posted: Mon Apr 14, 2008 10:11 am
Magic Use & Associated Organs/Extremities UNDER CONSTRUCTION! Even if a section looks complete, don't be too sure. This will be removed once all are finished. Everyone knows that our characters have the ability to use magic, assuming that they are trained in that department. However, despite such a powerful ability, they are far from invincible. Below are the weak points for each respective type of magic. Along with that, general things that would effect magic use no matter the type. Also be aware of the typical result of injury to each specific part of the body in addition to how it will effect your character's magical abilities.Universal Handicaps If your character has not slept at least six hours within the last 24-hour period, it is guaranteed that excessive magic use or even one very powerful spell will result in the user passing out from exhaustion.
At least one full-sized meal is required within a 24-hour period, in order to avoid the same result as above. That being said, excessive magic use will result in burning off most (if not all) of their food energy and leave them hungry and weak.
While the the arms are not associated specifically with all types of magic, unless your character has been trained not to rely on them for calling upon their power in battle (unlikely, and impossible for those depending on the hands) any injury or breakage would make their spells weaker or generally their magic more difficult to manipulate. For example, fire users might throw fireballs, but without use of their arms they cannot accomplish this and must think of something different. The gestures of the body and limbs during spell casting are very important for most magic users, therefore the inability to rely on this makes their use of magic very difficult to impossible for some.Air Magic If your character holds power in this type of magic, they are depending on the Head and Lungs.Water Magic If your character holds power in this type of magic, they are depending on the Hands and Arms.
Water magic will only hold half of its power in a dry, high temperature environment. Within a desert, for example. Also, if this area contains no plant life from which additional water can be drawn, it only holds one fourth of its power. Excessive use will draw water from the body of the user or those around (not by choice, the user is first, those surrounding thereafter if the user is reckless), risking dehydration.
A fire magic spell cast against a water magic spell will always result in a scalding explosion of water droplets and steam. This in turn has the high chance to cause serious burns to the users and anyone around, whether you meant for it to or not.Earth Magic If your character holds power in this type of magic, they are depending on the Legs and Feet.
Earth magic users must be on the ground in order to use their magic. It can be used within a building, but the user must be on the lowest floor, so that the wood beneath their feet is the only thing between them and the earth. The same goes for stone or clay flooring.
Additional to above, no matter how powerful an earth user might be, they must be upright to use their power. If their feet are not making contact with the ground (or the floor, as specified), they cannot cast. If they cannot stand for whatever reason, they cannot cast. They may brace on something to keep themselves upright, but their power will be reduced by at least half assuming that there is not further injury that would weaken it further.
That being said, even if just one leg is broken or damaged to the point of use being impossible, even if they are holding themselves upright their magic will be next to useless. You are pretty much ******** if you get to this point.
More powerful earth spells call for hard impact with the earth. For example, causing a tremor by stomping the ground. Or, leaping from a higher point and opening a fissure at the point of landing.
Frozen ground can still be moved, but it creates considerably more stress on the user.Fire Magic If your character holds power in this type of magic, they are depending on the Stomach and Lungs.
Fire magic will only hold half of its power in a cool, moist environment. Within a cave, for example. It will hold only one fourth of its power in a frozen environment. Attempting to use excessive power in a cold environment will draw body heat from the user or those around (not by choice, the user is first, those surrounding thereafter if the user is reckless), risking hypothermia.
A water magic spell cast against a fire magic spell will always result in a scalding explosion of water droplets and steam. This in turn has the high chance to cause serious burns to the users and anyone around, whether you meant for it to or not.White Magic If your character holds power in this type of magic, they are depending on the Hands and Heart.
All white magic is defensive in battle. Typically, white magic will never cause physical damage or pain unless the target is a demon. On anyone else, the goal is to harmlessly distract or immobilize until the user can escape from harm.
Those who have mastered a higher level of white magic use, due to their extensive healing abilities, have the most control over the body. This makes these users a great risk to pressure points, organs and brain function. It will be easier for them to disable their opponent, but despite this their techniques are not meant to cause lingering disability or injury once the effects of their spells have faded. This, of course, does not always apply to dark magic users due to their weakness to white magic.
A dark magic spell cast against a white magic spell will completely cancel out both spells. Always.Dark Magic If your character holds power in this type of magic, they are depending on the Liver.
All dark magic is offensive in battle. One is sure to be harmed if hit with a dark magic spell. Pain from a dark magic attack can remain for days after the ordeal, even when there is not clear evidence of a wound. This is not always the case, however.
A white magic spell cast against a dark magic spell will completely cancel out both spells. Always.
Intense negative emotions (fear, sadness, anger, etc) will intensify the power of dark magic spells. However, if the user attacks in a fury there is an increased chance that they will lose control of their attack and possibly harm themselves and others close by. This goes double for a user that is attacking in a panic.
The more powerful the dark magic spell, or the longer that this type is relied on in a very short period of time, the more likely the user is to lose themselves mentally to the element. This means that even if they are your ally, if they get too carried away there is a chance that they'll eventually resort to attacking every living thing around them until nothing is left standing, until they are taken down themselves or until they pass out from exhaustion.Illusionary Magic If your character holds power in this type of magic, they are depending on the Hands and Eyes.
First and foremost; An illusion can never cause direct harm to the opponent. However, it is very well possible to send someone into shock if the illusion is particularly stressful or disturbing. After all, if you think you're witnessing harm to yourself or your companions, it is probably not going to bode well mentally.
Illusions are cast at the whim of the user, on anything around them. Typically, all persons present will see the illusion, and only those with exceptional willpower will be able to see past the illusion. It is possible to cast an illusion that only a select person or persons will see, but this takes a high level of skill. If the user is blind, their use of illusion is limited to those that they can make physical contact with.
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Posted: Mon Apr 14, 2008 10:56 am
Gifted Characters UNDER CONSTRUCTION! Even if a section looks complete, don't be too sure. This will be removed once all are finished. This post is dedicated to listing each type of available magic, along with listing which characters fit under each category. I've also listed which sub-level they fall under. To see the possible spell choices for your character's element and level, head over to this thread. I am taking the character profiles and status sheets into account for these. The profiles and status sheets will not be changed unless there is a very good reason for it, and you must have permission first. However, if you see an error, or have a concern, post in the thread and I will see what I can do.
A NOTE ABOUT WHITE MAGIC USERS; Just because someone on this list can help you, do not assume that they will. Please, if you plan on putting your character(s) in danger, find out who will assist them before you bring their injury into play. We will not allow someone trying to force a player into doing something that their character wouldn't normally do. Speak with them in private, and be sure you have someone to help you ahead of time. There's no turning back once the damage is done, even if you've found yourself alone. Any and all characters in this RP are able to die by one means or another, remember that!Advanced Healing These characters have a natural healing ability that is more advanced than your everyday person. Regeneration is subconscious, and will happen on its own unless the character has somehow been injured or handicapped in a way that keeps the ability from functioning properly. At current, it is believed that regeneration cannot be passed on to anyone else by any means. Obviously, this is not an ability than can be taught or learned.
Species best known for regeneration are demons and dragons. Any character with mastered recuperation or higher can be considered able to recover much faster than average or regenerate (depending on bloodlines), though they will still take time to recover fully, they will recover much faster and typically with little to no evidence of their injury once it has finished healing.
Those who are speedy healers are little more than that. They'll still have the scars to show for it, unlike those who regenerate. Regeneration repairs and replaces lost tissues and organs, or even more (broken bones, severed limbs, etc) if the subject is high in power. Listed subjects may have levels of power that vary greatly, and could have different recovery times for the same injuries as others in the same category. Also, just because a character can regenerate doesn't mean that they can't be defeated or die.Characters Applicable Speedy Recovery:Blade Gunnar Kaine Yuki Regeneration:Mitsu Neko Riyo Air Magic INFOWater Magic INFOEarth Magic INFOCharacters Applicable Average:Hitsu (Level 1) Master:Deacon (Level 3) Yuki (Level 1) Fire Magic INFOCharacters Applicable Novice:Mitsu (Level 3) Yuki (Level 3) Average:Neko (Level 1) Moriko (Level 1) Skilled:Blade (Level 3) Master:Hanse (Level 3) White Magic White magic is known (well) by very few of the characters in play, and it will probably remain that way. There are obviously different levels of said magic, from something so small as healing a scratch to something as powerful as saving someone from death's doorstep. (ADD MORE INFO)Characters Applicable Atticus (Need Stat Sheet) Novice:Draven (Level 2) Hitsuzen (Level 2) Skye (Level 3) Skilled:Moriko (Level 2) Master:Hanse (Level 2) Dark Magic INFOCharacters Applicable Skilled:Elegancia (Level 1) Kaine (Level 3) X (Level 2) Master:Kyo (Level 3) Neko (Level 2) Riyo (Level 3) Shun (Level 1) Illusionary Magic INFOCharacters Applicable Skilled:Sadie (Level 3) Skye (Level 3) Master:Kitwana (Level 1)
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Posted: Mon Apr 14, 2008 10:57 am
Questions & Objections It really goes without saying, but this is where I'm going to address the situations that I foresee being a problem, generally something that someone might be curious about, right down to things I'm already looking at in the RP.
This is fantasy! We shouldn't have to use this! Deal with it. Fantasy or not, severe injuries cannot and will not go without some kind of circumstance. It'll hopefully also keep people from blindly rushing into danger and getting themselves into trouble, or at least teach them to be remotely cautious if they live through their first horrible mistake.
I want my character to be a klutz, and get hurt all the time just for laughs and/or drama. This is acceptable, so long as you don't get carried away. Just keep in mind, though... If you character is constantly getting hurt, but always bouncing back without any long-term effects, other characters may stop showing concern. Like the boy who cried wolf, your character could be in trouble if they're ever seriously hurt and nobody seems to think its worth their time. Unless it's completely obvious, of course.
My character is supposed to know how to regenerate and/or heal others! If you think one of your characters have been left off of the ability list, post here to bring it to my attention. When it comes to both regeneration and white magic, if it's not on the character profile or status sheet (both of which you yourself selected the specifics for), there is a really good chance you'll not be getting what you want.
My character is seriously wounded, but there's nobody around. What do I do? Hope someone shows up that can fix it, or carry you to someone who can. They can't magically be just fine, or able to move when they originally could not, if you don't get the attention that you want. Pulling crap like that will end badly for you, I promise.
That's okay, can help me. I'm just going to put my characters in danger all the time and expect them to fix it. NO. Not unless you have specifically spoken to the player of that character, and are one hundred percent sure that this will go smoothly. Unwanted surprises are just that; Unwanted. I expect this for each and every situation. Don't get the approval for someone to help your character this round, and go around getting them torn up every other day expecting your hero to come to your rescue from now until the day you die just because they agreed to help you once before. It is very rude, and we're trying our damnedest here to share the character spotlight equally.
Can my character learn magic if they don't know it already? Only from someone who's already listed as a user, excluding a Novice. Even then, you'd better believe it's going to take a long a** time. You may not all of a sudden realize that you know how to use this magic, anyone who does this won't like the reaction from the guild moderators. However, there may be possibilities for unique exceptions through science...
More will be added as concerns arise. If you have a question, feel free to post it in the thread and you'll most likely find your answer put up here.
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Posted: Mon Apr 14, 2008 10:58 am
Current Handicaps This will be a list of characters with injuries that handicap their typical movements and abilities. If you are on this list, you will still be showing this injury/handicap unless a specific time period is noted. If you believe that your injury has run its course, contact me and I will remove your character's name, or provide a reason as to why it is still listed here.
Objections to the time frames provided will only stand a chance of being changed if you can provide me with an official (therefore accurate) medical article stating that your injury takes less time to heal. Feel lucky, because I'm already going to be using modern-day healing time and even then I'm trying to be generous.Temporary Handicaps You've gotten a bit battered and bruised, or maybe you've even suffered a laceration or broken bone. Characters with temporary injuries will be listed here, for the duration of their recovery time. Once your character's injury is healed well enough for normal use, their name and details will be removed from this list.
Yuki: Muscular stress and damage to both legs due to spell casting in a weakened state. Prone to spasms and muscular cramping for at least one day, assuming magic is not attempted. Magic use is restricted for one week, to avoid high risk of inflicting the same injuries a second time. Excessive walking will lead to aching or cramping, running will result in the same though obviously much swifter. Additional side effects may be present, especially in the absence of proper rest and nourishment. (12/27/08; Day One in Progress) Permanent Handicaps If your character has sustained a type of wound that will not heal to the point of allowing the same function or mobility before the incident, they'll be listed here. Honestly, you don't want to be here, because getting your character off of this list is next to impossible. Be sure to read up on the effects of your injuries before you put them in the path of danger. Broken bones do not count as a permanent handicap, unless they have remained untreated and therefore have healed incorrectly. Minor discomforts will not be listed here, this is reserved for the serious handicaps.
Skye: Weak heart since birth. Cannot participate in tasking activities for longer than four hours. This refers to strenuous physical activities including running, battle, manual labor and similar activities. For walking, limit is six hours. Exceeding these limits by only fifteen minutes will cause stressed breathing and profuse perspiration, pushing farther will weaken the entire body within half an hour. Any farther will lead to unconsciousness, high risk of cardiac arrest and ultimately death. Time limits are approximate and may be much more limited in certain situations depending on the environment, Skye's current physical status and the amount of physical activity required.
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Posted: Mon Apr 14, 2008 10:59 am
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Posted: Mon Apr 14, 2008 11:01 am
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Posted: Mon Apr 14, 2008 11:03 am
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Posted: Mon Apr 14, 2008 11:04 am
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Posted: Mon Apr 14, 2008 11:05 am
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