Health: Difference between revisions
(Wanna get this off the Avatar page because it is true for all living creatures.) |
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All characters, such as [[animal]]s, [[citizen]]s and [[avatar]]s, can die. | All characters, such as [[animal]]s, [[citizen]]s and [[avatar]]s, can die. | ||
Many hazards can injure a character, including other characters, the environment, and physics. | Many hazards can injure a character, including other characters, the environment, and physics. | ||
== | ==Hit Points== | ||
The health of a character's body is measured in hit points. The nominal human body has 50 hit points. A character's maximum hit points are determined by its [[DNA]], which varies from specie to specie. | The health of a character's body is measured in hit points. The nominal human body has 50 hit points. A character's maximum hit points are determined by its [[DNA]], which varies from specie to specie. | ||
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A fallen avatar can use the "use/enter" command, default <code>E</code> key, to fall from the back of someone carrying them, to avoid an unconscious avatar from being captured indefinitely. | A fallen avatar can use the "use/enter" command, default <code>E</code> key, to fall from the back of someone carrying them, to avoid an unconscious avatar from being captured indefinitely. | ||
=== | ===Death=== | ||
When a character die, its body is replaced by an [[Animal_Carcass|animal carcass]] | When a character die, its body is replaced by an [[Animal_Carcass|animal carcass]] commodity. Amphibious creatures with thin skin will leave a [[Fish|fish carcass]] commodity instead. The slight difference is due to the ability to produce [[leather]] from the animal carcass; leather cannot be produced from a fish carcass. | ||
Characters also drop a [[head]] when killed. These heads can be used as trophies or snacks. | |||
A character cannot cannot be revived after it has died. | A character cannot cannot be revived after it has died. | ||
====Avatar Death==== | |||
When an [[avatar]] dies, they will [[Spawning|respawn]] at their home. | |||
One item is dropped from their [[inventory]] upon death, but otherwise nothing is lost when an avatar dies. | |||
==Afflictions== | ==Afflictions== | ||
Hazards can afflict a character with conditions that affect | Hazards can afflict a character with conditions that affect its health or performance. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Acid | | Acid | ||
| Corrosive acid on the surface of the body. | | Corrosive acid on the surface of the body. | ||
| Acid inflicts large amounts of damage that decreases rapidly over time until the acid is gone.<br>Decontamination treatment can be applied using a surgery unit | | Acid inflicts large amounts of damage that decreases rapidly over time until the acid is gone.<br>Decontamination treatment can be applied using a [[Surgery_Unit|surgery unit]]. Requires/consumes [[water]] for decontamination.<br>Decontamination treatment can also be performed on yourself or someone else using water in your [[inventory]]. | ||
|- | |- | ||
| | | Burning | ||
| | | The body is on fire. | ||
| | | Burning inflicts large amounts of damage that decreases rapidly over time until the fire is extinguished.<br>Fire extinguishing can be done by using a [[Surgery_Unit|surgery unit]]. Requires/consumes [[water]] for decontamination.<br>Decontamination treatment can also be performed on yourself or someone else using water in your [[inventory]].<br>(It has been suggested that one can also enter a body of water, or crawl around on the ground.) | ||
|- | |- | ||
| Disease | | Disease | ||
| Harmful organism inside your body. | | Harmful organism inside your body. | ||
| Virulence is the measure of severity for diseases. Virulence determines the amount of damage inflicted periodically to your body by the disease. Virulence increases steeply to the maximum strength of the disease then tapers off slowly over time until the disease is gone.<br>Contagion occurs during the period of peak virulence of the disease. While contageous, the disease can be spread to nearby people who are not protected by an | | Virulence is the measure of severity for diseases. Virulence determines the amount of damage inflicted periodically to your body by the disease. Virulence increases steeply to the maximum strength of the disease then tapers off slowly over time until the disease is gone.<br>Contagion occurs during the period of peak virulence of the disease. While contageous, the disease can be spread to nearby people who are not protected by an [[EV_Suit|EV suit]].<br>[[Antitoxin]] can be applied directly or using a surgery unit.<br>Disease severity is a number indicating the quality of antitoxin required to completely cure the disease. Disease 12 requires one single antitoxin QL12 to cure it completely. Lower QL antitoxins will reduce a disease by the QL of the antitoxin. Antitoxin QL5 applied to Disease 12 reduces the severity to Disease 7. Two more doses would cure the disease completely. | ||
|- | |- | ||
| Implant | | Implant | ||
| Gestating parasitic organism implanted in a host creature, you. | | Gestating parasitic organism implanted in a host creature, you. | ||
| Implant lies dormant inside the host as it grows through three stages: embryonic, growth, and emergent. This can take several hours.<br>Implant inflicts damage to the host upon emergence from the host.<br>Implant emerges at small size then grows rapidly to full size. Emergent creature has animal intelligence, even when implanted by a sentient creature.<br>Removal of implanted organisms can be accomplished using a surgery unit | | Implant lies dormant inside the host as it grows through three stages: embryonic, growth, and emergent. This can take several hours.<br>Implant inflicts damage to the host upon emergence from the host.<br>Implant emerges at small size then grows rapidly to full size. Emergent creature has [[animal]] intelligence, even when implanted by a sentient creature.<br>Removal of implanted organisms can be accomplished using a surgery unit. | ||
|- | |- | ||
| Paralysis | | Paralysis | ||
| Reduces the mobility of your body. | | Reduces the mobility of your body. | ||
| This could be a mental or neural effect or perhaps a physical | | This could be a mental or neural effect or perhaps a physical encumbrance, such as a spider web or sticky goo.<br>Movement speed is reduced the most at first. Speed reduction drops off over a relatively short time until the condition is gone.<br>Physical therapy treatment can be applied using a surgery unit. | ||
|- | |- | ||
| Poison | | Poison | ||
| Harmful chemical compound inside your body. | | Harmful chemical compound inside your body. | ||
| Toxicity is the measure of severity for poisons. Toxicity determines the amount of damage inflicted periodically to your body by the | | Toxicity is the measure of severity for poisons. Toxicity determines the amount of damage inflicted periodically to your body by the poison. Toxicity starts at its peak and decreases over time until the poison is gone.<br>[[Antidote]] can be applied directly or using a surgery unit.<br>Poison severity is a number indicating the quality level of antidote required to completely cure the poison. Poison 12 requires one single antidote QL12 to cure it completely. Lower QL antidotes will reduce a poison by the QL of the antidote. Antidote QL3 applied to Poison 12 reduces the severity to Poison 9. Three more doses would cure the poison completely. | ||
|} | |} | ||
[[Category:Science]] | [[Category:Science]] | ||
[[Category:Life]] | [[Category:Life]] |
Latest revision as of 09:21, 1 April 2024
All characters, such as animals, citizens and avatars, can die.
Many hazards can injure a character, including other characters, the environment, and physics.
Hit Points
The health of a character's body is measured in hit points. The nominal human body has 50 hit points. A character's maximum hit points are determined by its DNA, which varies from specie to specie.
A character falls unconscious when the injuries are equal or exceed the character's maximum hit points. When unconscious, the character's health ebbs away at the rate of one hit point per second until it is dead, at -30 hit points.
Unconsciousness
While a character is unconscious and dying, it can be revived with prompt medical attention. It can also be injured further, hastening its death.
While a character is unconscious, it can be picked up by an avatar. To pick up a fallen character, look at them and use the "use/enter" command, default E
key. This lifts them onto your back and stabilizes their bleeding so they will stop dying while carried. Use the "use/enter" command, default E
key, again to drop drop the unconscious character again.
A fallen avatar can use the "use/enter" command, default E
key, to fall from the back of someone carrying them, to avoid an unconscious avatar from being captured indefinitely.
Death
When a character die, its body is replaced by an animal carcass commodity. Amphibious creatures with thin skin will leave a fish carcass commodity instead. The slight difference is due to the ability to produce leather from the animal carcass; leather cannot be produced from a fish carcass.
Characters also drop a head when killed. These heads can be used as trophies or snacks.
A character cannot cannot be revived after it has died.
Avatar Death
When an avatar dies, they will respawn at their home.
One item is dropped from their inventory upon death, but otherwise nothing is lost when an avatar dies.
Afflictions
Hazards can afflict a character with conditions that affect its health or performance.
Name | Short | Description |
---|---|---|
Acid | Corrosive acid on the surface of the body. | Acid inflicts large amounts of damage that decreases rapidly over time until the acid is gone. Decontamination treatment can be applied using a surgery unit. Requires/consumes water for decontamination. Decontamination treatment can also be performed on yourself or someone else using water in your inventory. |
Burning | The body is on fire. | Burning inflicts large amounts of damage that decreases rapidly over time until the fire is extinguished. Fire extinguishing can be done by using a surgery unit. Requires/consumes water for decontamination. Decontamination treatment can also be performed on yourself or someone else using water in your inventory. (It has been suggested that one can also enter a body of water, or crawl around on the ground.) |
Disease | Harmful organism inside your body. | Virulence is the measure of severity for diseases. Virulence determines the amount of damage inflicted periodically to your body by the disease. Virulence increases steeply to the maximum strength of the disease then tapers off slowly over time until the disease is gone. Contagion occurs during the period of peak virulence of the disease. While contageous, the disease can be spread to nearby people who are not protected by an EV suit. Antitoxin can be applied directly or using a surgery unit. Disease severity is a number indicating the quality of antitoxin required to completely cure the disease. Disease 12 requires one single antitoxin QL12 to cure it completely. Lower QL antitoxins will reduce a disease by the QL of the antitoxin. Antitoxin QL5 applied to Disease 12 reduces the severity to Disease 7. Two more doses would cure the disease completely. |
Implant | Gestating parasitic organism implanted in a host creature, you. | Implant lies dormant inside the host as it grows through three stages: embryonic, growth, and emergent. This can take several hours. Implant inflicts damage to the host upon emergence from the host. Implant emerges at small size then grows rapidly to full size. Emergent creature has animal intelligence, even when implanted by a sentient creature. Removal of implanted organisms can be accomplished using a surgery unit. |
Paralysis | Reduces the mobility of your body. | This could be a mental or neural effect or perhaps a physical encumbrance, such as a spider web or sticky goo. Movement speed is reduced the most at first. Speed reduction drops off over a relatively short time until the condition is gone. Physical therapy treatment can be applied using a surgery unit. |
Poison | Harmful chemical compound inside your body. | Toxicity is the measure of severity for poisons. Toxicity determines the amount of damage inflicted periodically to your body by the poison. Toxicity starts at its peak and decreases over time until the poison is gone. Antidote can be applied directly or using a surgery unit. Poison severity is a number indicating the quality level of antidote required to completely cure the poison. Poison 12 requires one single antidote QL12 to cure it completely. Lower QL antidotes will reduce a poison by the QL of the antidote. Antidote QL3 applied to Poison 12 reduces the severity to Poison 9. Three more doses would cure the poison completely. |