Rules of Death

/Rules of Death
Rules of Death2018-10-30T17:17:36+00:00

The rules of Death

A player who has lost all his HP will act as though critically injured until the scene ends. If a healer does not treat the player within 3 minutes, they must head over to Death’s Domain.

Death’s Domain, and Post Mortem plotlines

  • Death, and his minions reside in his Domain and determine the fates of the poor souls of the fallen. Usually there is no recollection of the experience for those who return, and those who do remember, have only vague memories.
  • Characters may choose their “Fate” by presenting a tarot card they possess. Following this they will be given an assignment related to this “Fate”, which may include turning into a ghost.
  • Characters can choose to avoid showing their card, and attempt an escape through the Hall of Fate.
  • The Lords of Death will determine whether a character dies Permanent Death or returns to the game, and in what fashion.
  • Some of the game’s quests may be completed only by passing through Death’s Domain.
  • It is important to realize that death is no “punishment”, but a continuation of the game experience, try to view it as an especially dangerous personal quest.
  • When returning to the land of the living the character will probably suffer from a physical or mental defect which they will have to heal. This defect will not affect them mechanically, but will have to be roleplayed.

The Hall of Fate

The Hall of Fate is fraught with obstacles that may be used as an escape route from Death’s Domain. The Hall contains secrets, and other special things that can be found. Its contents changes somewhat in the course of the game.

Permanent Death

There is no specific ability that can cause Permanent Death, and only Death decides if a character has done their part in this world and can move on to the next. However, there are several considerations that guide Death in his decision:

  • The character was specifically killed, i.e. whoever killed them did so purposefully and not in a random encounter in the course of a battle.
    For example, an assassin yelled “Ho cruel William, I searched all over the world to lay my vengeance upon thee for murdering my parents!”
  • The character is a commander or important. The greater a characters importance in hierarchy, the greater its death’s effect on the world’s plot, and so the greater the chances of it dying Permanent Death.
  • The manner of death. For example, a butchered person whose body was fed to dogs, will have a greater likelihood of Permanent Death, than a soldier that died in a battle.
  • A character (or player) wishes to die permanently.

Optional Death Rules

  • Captivity: If a character is taken captive they have the choice of roleplaying captivity or going to Death’s Domain. In case, in such a situation this option should be explained to the captive IT probably OT as well. If a player doesn’t wish to play captive, or plays dead, they should be left alone to head over to Death’s Domain.

If a player wishes to roleplay captivity, the captors must exercise careful judgement.   For example, if a player no longer wishes to be captive captors can simply kill him and send him to the Death’s Domain (Or release him, if they are inclined).

  • Other players mustn’t be touched without expressed permission!
  • Reanimation: A mystic/cleric can reanimate a dead character as undead. This can only be done to one character at any given time, and requires the player’s consent.
  • Undead can’t use magic or other abilities. It can fight and participate in ceremonies that require the presence of undead.
  • Undead will be marked with a mask supplied by the cleric.

Epic Death

The character that dies the most epic Permanent Death during the game will have a headstone made for it describing the manner in which its life ended. This headstone will be placed in the cemetery in subsequent games.


The souls of characters under a long term of influence (usually voluntarily) of the apocalypse camp will be permanently tainted by the forces of darkness. The effects of the Taint is subject to the player’s interpretation.

Soul Reaping (2 CP)

  • Requires GM’s approval and Tainted character. Enables the willing acceptance of a small part of another character’s soul.
  • Similarly to Blood Reaping, the player receives pieces of parchment with the game’s symbol.
  • When a player accepts a sacrifice for the gods, the reaper will conduct a ceremony lasting a minute, at the end of which the player will imprint their fingerprint in black ink on a piece of parchment. This parchment becomes a Soul Scroll.
  • Soul Parchment are a commodity used mainly by the Apocalypse Camp for the creation of potions and magic items.
  • The soul of a player cannot be reaped while they still have ink on their hands, the ink must be washed away first. Additionally, the same character cannot be harvested twice in one hour. (a cooldown period of at least an hour)
  • The soul must relatively pure. The soul of a chaos creature or demon cannot be harvested.
  • The character sacrifices a mere sliver of its soul to the Gods of Chaos, but the effects of this sacrifice are open to interpretation.
  • Ink is not supplied by the game, and must be supplied by players wishing to have this ability.
  • There are no specific mechanical effects on a character that makes the sacrifice, however, it is expected of those that continually make the sacrifice to be Tainted.