Plains of Sedia D20

Defeat & Death

Defeat & Death#

Everybody comes back the first time. Nobody comes back the same.

A gravedigger on the Bleak road

When the health runs out

A creature’s blow that takes you to 0 health kills you, and you stay dead until someone brings you back. A resurrect has to come within a minute and a greater resurrect within ten days; after that nothing a player can cast will do it. Coming back costs experience from level 6 on. Someone who beats you instead of killing you leaves you helpless until you mend.

Slain#

When a creature’s blow drops you to 0 health or less, you die. Whoever was fighting beside you keeps fighting it, and it keeps fighting them.

Every spell on you ends, and anything you’d raised to serve you crumbles. Your body stays where you fell, with everything you carried, wore and held, and you stay dead until someone brings you back. If nobody does in time, the character is gone: make a new one, and let the old one’s name come up again in the story.

The ways back#

Every way back has a deadline, counted from the moment you died. Whoever brings you back has to be within 30 yards of your body, and the body has to be mostly whole: one that’s burned to ash, eaten or lost at sea can’t be raised. You come back with what the table gives, and most ways leave you exhausted (Conditions) for a round or more.

AbilityWho, levelDeadlineCostRises withNotes
Resurrect Priest 20Within a minute25 willpower1 health, exhausted 1 roundCast in the fight or just after it. A minute is 30 rounds.
Resurrect Woodsman 30Within a minute75 willpower1 health, exhausted 5 roundsThe same as a priest’s resurrect.
Resurrection Page 50Within a minute100 willpower1 healthA templar’s rite, the same as a priest’s resurrect.
Area Resurrection Priest 60Within a minute100 willpower3d20+2 + CHA mod health, exhausted 1 roundEvery fallen friend within 30 yards at once.
Self-Resurrection Woodsman 40Within a minute of the fight ending100 willpower1 health, exhausted 5 roundsOnly on the woodsman’s own body: a woodsman can come back alone.
Dance of Repetition Minstrel 80While the dance lasts50 stamina1 healthEach round of the dance, every friend who fell in this fight has a 1 in 12 chance to rise.
Greater Resurrect Priest 40Within ten days, out of a fight50 willpower1d100+6 + CHA mod health, exhausted 1 roundTime enough to carry the body to a priest, or a priest to the body.
Greater Area Resurrection Priest 80Within ten days, out of a fight150 willpower1d100+6 + CHA mod health, exhausted 1 roundEvery fallen friend within 30 yards at once.

Past ten days

No ability a character learns brings back someone dead longer than ten days. If your table wants a way, make it a story: a shrine of the old gods, a piece of the Everspark, a bargain with something that shouldn’t be bargained with. It should cost more than the experience.

What coming back costs#

Up to level 5, coming back costs nothing. From level 6 on, you lose two-thirds of the experience you’d earned since you reached your level, less 50. It never takes a level away: a level 12 character who’d earned 6,000 toward level 13 loses 3,950.

Whatever was on your body is still on it, unless somebody got there first. A body left on the road doesn’t stay unlooted for long.

Beaten, not killed#

When people fight people (a duel, a brawl, a guard taking a thief), whoever lands the last blow can choose to beat rather than kill. A blow like that which drops you to 0 or less doesn’t kill you. You’re defeated: the fight ends, you pay the same experience a death would cost, and you lie helpless until you mend above 0. How deep you went decides how you lie:

HealthYou lie
0 to -2Stunned
-3 to -5Incapacitated
-6 or lessMortally wounded

A creature’s blow on someone defeated kills them. So can whoever beat them, if they choose to finish it.

The spoils#

A slain creature leaves its body, and what it carried with it (Loot & Shops). Everyone who fought it, and their group with them, shares its experience (Creatures).