I almost got him down to less than 10 hit points for a hitherto overly confident slashing machine. The most recent MERP saw the party show down and slow down against four screaming wights. More to the point that the previously mentioned Tom Cruise/Mage (that is in fact a dual character class) went in first levitation style and lowered himself down a burial tunnel into a crypt. Very rapidly he discovered that he was both being clawed at as well as having his power points drained by non corporeal spirits.
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How close does death get in MERP ? Well there is a little wiggle room actually. After a character passes zero, they pass out. However they can continue to lose hits if bleeding or on fire etc, until a negative number equal to their constitution. After that, the soul departs over a 6 round period. As the soul begins to wend its way it is an opportunity for it to do other weird and wonderful things, like be captured in an item, held indefinitely by magical means, astral project or potentially be taken to the negative plane as an undead of some description. This is where Animists are worth their weight in herbs as they can preserve the body or soul until suitable animation or healing is applied. Systems vary enormously and some are a mater of fact but I like the more ethereal options in MERP.
With regard to the 13Age update from GM Bill I am informed that his NPCs are more fashionable than mine. Well I say that beauty is in the Eye of the Beholder.
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