Osterra is a world fraught with danger and adventurers rarely escape unscathed. However, an odd side effect of the Everwar seems to be that nobody can permanently die. It is important to have a firm knowledge of how damage should be played and how it can be healed.
Damage
If you are struck in a limb with a one handed weapon, we refer to this as a wound. A consecutive strike to a wounded limb, a strike to the torso, or a strike to anywhere on the body with a two handed weapon we refer to as a mortal wound.
Wounded
If your arm is wounded you should drop your weapon or shield, or simply switch to your good hand. A wounded leg may be locked and dragged but never used to run or lunge. If you are wounded you should act as if you are in pain but can continue fighting.
Mortally Wounded
If you are mortally wounded, you must stop fighting and either take a knee or fall to the ground. We encourage theatrical deaths but not at the expense of safety when in rough conditions. If you are mortally wounded and are not healed before the end of a battle scene, you losing consciousness and all memory of the battle scene. You are unable to recall anything, unless quickly healed. If you “die” due to lack of healing, these memories of your death are gone.
Healing
Given enough time, all wounds will heal by themselves. This process is sped up on Osterra. If you spend 5 minutes resting, in camp or the tavern all of your wounds will be healed.
You may be healed magically by those trained in the divine arts. The Tier One Minor Healing spell has a 10 second casting time, during which the healer must chant, pray, or some other roleplay. This heals a SINGLE WOUND. More wounds may be healed by continuing for a consecutive 10 seconds.
Magic requires components, which may be of limited quantity. The number of times you can heal in a scenario depends on the availability of components and your tier. Your tier determines how many times per day you may use a spell, provided you have components.
Your personal spell components can be anything you like. Bones, feathers, flowers, gems, even hand gestures. Anything that makes sense to the game theme. However some powerful spells may require specific components to cast or learn for the first time. Read the official rules document for more information on spells.
Tier 1 Minor Healing may also save you from dying. You may heal yourself if you are mortally wounded and have the skills. It will save your life and you will retain memory but be wary or returning directly to battle. Depending on the tier and number of heals you receive, you may still be wounded. But even if fully healed, healing does not repair your armor.
Mundane healing works exactly the same as magical. The only things that change are the components and Roleplay. A doctor should use props such as surgeons tools, bandages, and poultices and RP as a doctor rather than a divine priest.
Scenario rules may sometimes change the way healing works and is explained below.
Death and Recovery
In Osterra, though death is temporary, it does still have penalties, and is painful, so should be avoided if possible. But there are various ways you can return.
Generally, if at the end of a battle you have not been healed and die, you can wait 5 minutes to respawn, or return to the tavern and respawn there.
Often battle scenarios will have their own healing rules. For instance, some fights have a healing pole or “rez point”. When you are killed, you can either lie in place and hope a healer saves you, or go to the rez point, touch the pole for the prescribed amount of time, and respawn. Scenario rules always supersede basic healing rules. Pay close attention to the event organizers for scenario specific rules.
Osterran “Magic”
Healing Magic and Arcane Magic are two different paths. We have noticed that some players have been learning both, and that is okay. However, there will come a time when a magician must choose one path over the other, as the higher tier magics will require more study and devotion.
More powerful healing magic is rumored to exist, such as spells to fight poison, disease, and all other sorts of maladies, perhaps even to return a spirit intact to its body after death. These will be revealed in time.
Keep these concepts in mind as you continue to delve into adventure and the mysteries of magic in the World of Osterra. You can always check with an organizer if you are confused. Remember that fair play is the most important rule of all!
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