Chapter 13: Healing and Wounds

The Basics

This is a Hit Location combat system. Simply put, a hit to any location means you take one point of damage to that location. A limb wound (arm or leg) means you lose the use of that limb until it is healed. A hit to the torso means that you start your bleed-out time. If you take a wound to three limbs you start your bleed-out time. If you take a wound to a limb that has already been wounded it goes through to your torso. That's combat in it's simplest form. More detail on our healing system, including bleed-out time, can be found in the sections below.

Character Bleed Out

Once you have taken a torso wound or three limb wounds, you fall to the ground (where safe) and start a five minute count. This is your Bleedout time. During the first minute, you are still conscious and can speak to anyone in a very low whisper. After the first minute, you are unconscious and only a person skilled with healing examinations may communicate with you. Abilities that increased Bleedout time will not increase your conscious time. This will always be one minute.

If it is not safe to lay down, you may sit or squat hunched over with your head down. Examples of unsafe situations include, but are not limited to: being in close quarters where you could get stepped on, ground is cold/wet/muddy, you have a medical condition or injury that prevents you being able to sit or lay on the ground, there are fire ants or poison ivy around, etc. Please use your own discretion and always remember that safety comes first.

You should wait for another five minutes, in case someone can bring you back before your character's soul leaves the body. After that, you need to report to a Wayfarer or to Plot Cabin. You should leave behind your personalized Blood Pool marker, and any identifiable personal affects, such as weapons, satchels, etc, to represent where your body is laying. If someone starts to heal you before your ten minutes is up, you stop your bleed-out count right away, however, if they do not finish healing you, you must resume your count where you left off, so be sure you keep track of where you stopped counting. We recommend carrying a watch or timer to make tracking your time easier.

Blood Pool Markers

In order to represent who is lying on the ground dead, each player should have a piece of cloth to represent their Blood Pool. These fabric markers should be roughly 1 square yard in area, but may be shaped or rounded as you wish. They should be personalized in some way to include the name of both the character and the player. They may be as simple or decorative as you wish, but should fold small enough to fit easily in a pouch or pocket. We recommend using a thin fabric for ease of folding and sewing small rocks or weights in the corners to prevent it from blowing away. The rationale behind this is that your friends would recognize your body if it were lying on the field. If you do not recognize the name of the character or player, then you simply do not recognize the body on the field. The physical piece of cloth represents the pool of blood spilling out of your wounded body. If your body is moved while you are wandering as a Spirit, your blood pool will be physically moved so that you may wander about to find yourself, as it were. Each race, for unknown reasons, bleeds a different color. There are many theories and legends about this throughout the world, but each player's character-specific Blood Pool should match the color appropriate to their character's race, as indicated below. It also allows one to tell the race of the victim at a glance.

Cochotl = gold/yellow
Fayren = silver
Human = red
Kaliska = orange
Miu = purple
Ragna'ar = green
Syrene = blue


There are several ways your character may be wounded, and several different categories of wounds. Regular wounds are standard limb and torso wounds, which may be healed by the normal means detailed below.


There are several ways your character may be healed of their wounds. You may be healed by someone with the Surgeon or Apothecary Skill, or you may be given an Apothecary or Culinary Concoction. Some of these Skills and Concoctions may stabilize, which will stop your bleed out and you will become fully healed in one hour.  With more advanced healing applied, you may heal completely in 30 minutes, 15 minutes, or even 5 minutes.  Even more applied healers may accelerate your rate of healing further, which will allow you to be completely healed in one minute. 

There are many levels and types of healing that increase with the level of the Healer or creator. There are also certain Advantages that can improve aspects of healing, as well as Disadvantages that can impact you negatively. More details on specific Skills and Concoctions can be found in the Guilds and Skills section in Chapter 9, and in the Solutions and Concoctions Quick-Reference Chart in the Appendix section.

From time to time, there may also be creatures or plants that have natural healing abilities, which may be harnessed by or bestowed upon players under particular circumstances. Furthermore, some of our NPC's (non-player characters) may also assist the town if they happen to be on hand after an encounter. With luck, perhaps magic will return to grant the ability to heal instantly.

Death and Dying

Death is a very real danger in Othonia, and is never taken lightly. If your character bleeds out and dies, you may be resuscitated within an additional 5 minutes, giving you a total of 10 minutes for bleedout and resuscitation before final death. Lightning in a Jar may be used to start the heart again if a Healer administers the shock within 5 minutes of death. After that point, your character is dead. During the course of play, the characters may be able to discover a way to resurrect the dead or bring back a spirit from beyond the veil, however, no manner of accomplishing either action is currently known within the world setting at the beginning of play.

Anyone whose character dies must leave their blood pool marker in place of their body and report to a member of Plot. You will be asked to draw a card from a pre-assembled deck in order to find out if you are permanently dead or where your spirit winds up. In some cases, your friends may be able to quest for your spirit to return it to the corporeal plane. You should obtain a Spirit Shroud from either tavern,or monster town and go back into play as your own ghost. A dead character can not remember the moment of his or her death, as it is too painful and traumatic to do so. You may be able to recover these memories through hypnosis or other similar skill, however your ghost will not recall who or what killed them, merely the time just before the attack landed. Your character effectively has amnesia for the time within 1 minute prior to death.

If you are dead and wandering as a spirit, you will notice that your spirit shroud has bells on it. Anyone can hear these Spirit Bells, however only a Medium can see or speak to you. Non-Mediums may sense your presence, via the bells, however they do not recognize who you are. They can speak to you, and you can hear them, however you cannot respond verbally. You may jingle your bells slightly, however be aware, too much rigorous jingling is bound to give you a headache, as the bells are positioned directly beside your ears. While you are a ghost, you may not open doors or interact with physical objects or people, you simply pass right through them, as it were. Additionally, ghosts and spirits are attracted to bells, so anyone wearing bells (particularly Rhukichiin characters) or jingling armor will attract your attention immediately. You should follow them until a Medium distracts your attention or until someone or something with a louder jingle crosses your path.

Temporary vs Permanent Corruption

If you have the Disadvantage: Corruption, you have that many levels of permanent Corruption.  Additionally, certain actions, either good or evil, may result in your character taking on more Corruption, or being purged of it.  This type does NOT go away at the end of the event or Sun Rise, and requires serious in play actions to cleanse (Plot Approval).  If your character ends an event with 10 points of permanent Corruption, your character becomes an NPC.  

Any action using the tagline, "Corruption" will cause Temporary Corruption.  This type of corruption will go away at Sun Rise (6:00 am).  It can also be removed with other in-game skills and abilities.  Those with the Advantage: Pure Soul are immune to taking the Temporary Corruption, but will take all other effects associated with the tagline.  For example, if a Corruption Dart hits someone with Pure Soul, they will take 1 Point of damage, but not 1 Point of Temporary Corruption.

Results of your Corruption level are FOIP, and will vary depending on the severity of your level and the actions you take.  Remember, Power isn't free...