Injuries and Death
Dropping to 0 hp is a big deal in Silanya.
- When you drop to 0 hp, you roll on the drop table.
- Roll on the injuries table (possibly with advantage or disadvantage, depending on your drop table result)
- Roll 1d6 to determine which stat the injury affects
- If stat damage applies, roll stat damage
- Determine the nature of the injury and any other side effects. If you gain a permanent injury, you also gain a temporary injury, which effectively doubles your stat loss (if any) until the end of the expedition, and may have other negative effects.
(For example, a permanent concussion that would normally be -2 Int is -4 Int, 2 of which is permanent, and until you get back to town you also have disadvantage on any task lasting longer than a minute due to the difficulty concentrating.)
Temporary injuries go away after a few days resting in town. Permanent injuries never go away, but can sometimes be mitigated in various ways.
Note for ‘losing a body part’ as a temporary injury: this means your foot / hand / eye is so badly injured that you can’t currently use it, but with careful magical healing in town it will eventually get better.
Death – avoiding
If the DM announces an attack that is likely to kill you, BEFORE DAMAGE IS ROLLED, all other members of the party can try to use their reaction to intervene in some way. When intervening,they can use bonus actions as reactions, like Healing Word, or dive in front of the attack, etc. Doing ANYTHING is risky, however, as they’re distracted so enemies have advantage to attack, or other negative consequences.
Death – resolving
- Dead characters are dead. They cannot be resurrected, and their player will need to start with a new character, or rely on their other characters.
- A player may also to decide to retire their character for overwhelming role playing reasons. This is meant to be permanent, and is mechanically very similar to if the character had died, although their xp gets distributed slightly differently.
A character who dies on an expedition still gets their share of experience from that expedition. This is relevant because some of that XP will go into their experience pool for their next character.
Presently, possessions of the dead or retired character will pass to some other person in the world that it would make sense for that character to leave their possessions to, if you didn’t establish a prior will. Fær’s possessions passed to her wife Sapphira, and Leshanna’s possessions passed to her daughter Raevori.
When a character dies or retired, some of their experience is passed on.
If a player only has one character, all of their experience pool (see below for calculation) is immediately awarded to their next character. This is also true if they have a level 3 character who dies and a level 1 (in which case they can choose between their xp going to their new character or their existing level 1).
If a player has more than one character, the experience from the deceased character goes into an xp pool. Every time a character that player controls gains xp from adventuring, they gain an equal amount of xp from the pool, effectively doubling their xp progression until the pool is used up.
(0.95)^(#injuries) x 50% of their experience is inherited by that player’s other characters. Note that this includes an xp share of the expedition that they perished on.
If you choose to retire a character, (0.95)^(#injuries) x 100% of their experience passes to your next character. For example, Sapphira Bella Cuprica had two injuries and 2855 xp when Hermonie decided to retire her, so Ezra started the game with an experience pool with 2577 xp in it (2855*0.95*0.95) [in Ezra’s case, he was given this xp upfront rather than earning double xp for his first 2577 experience points, because we were still working out the rules at the time].