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4.4 Life and Luck
- Life Points measure a characters life energy level. They gauge
vital essence, the unseen force that binds a characters soul
or spirit to his body.
- This life energy is all important to a characters continued mortal
existence on the prime material plane. Strongest in youth, life
energy gradually wanes as a character ages and fades completely
when the time comes for a character to die of old age. A character
who dies of old age has no Life Points remaining. However, natural
aging is not the only way a character can lose Life Points.
-
Starting Life Points
- A character determines starting Life Points by rolling a die as
indicated on Table 4.4.1, according to his race. To this number
is added a modifier for the character's Ego/Aura ability score
and one point per character level (multi-classed and dual-classed
characters gain one point for each level in all their classes).
- Life Points are gained automatically, like hit points, when the
character reaches a sufficient experience point total to bring
him to the next level. No training is required to receive the
benefits of additional Life Points. Life Points can not be increased
through any known type of special training. However, there may
be magics that can temporarily increase Life Points or that utilize
Life Points to increase the potency of magic.
Table 4.4.1: Starting Life Points:
Race |
Starting roll |
Race |
Starting roll |
human |
2d6 |
goblin |
1d6 |
dwarf |
3d6 |
half-ogre |
2d6 |
mul |
2d6 |
hobgoblin |
2d6 |
elf |
3d12 |
kobold |
2d6 |
half-elf |
2d8 |
lizard man |
2d6 |
halfling |
2d6 |
orc |
1d4 |
gnome |
3d8 |
half-orc |
1d8 |
uldra |
3d10 |
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Losing Life Points
- Unfortunately for the adventurer, there seem to be far too many
ways to lose Life Points permanently. Some of the more common
ways to lose Life Points are through undead attacks and necromantic
magic. Life Points are also lost by recipients of a resurrection
or raise dead spell, and of course, through the process of natural
aging.
-
Undead
- The positive life energy represented by Life Points is also the
food upon which many undead creatures feed. Level draining undead
tap this energy each time they successfully hit a living creature.
In Fälgorna, a level draining attack by an undead creature only
temporarily reduces the experience level of a creature it strikes.
For every level the creature drains, one Life Point is lost permanently.
Experience levels and all their associated benefits are also lost
temporarily.
- Undead which unnaturally age a creature wreak special havoc on
mortals, draining one life point from a character per 10 years
of unnatural aging suffered.
- Levels lost to energy draining undead are recovered at the rate
of one level per day. However, lost Life Points can only be restored
through a restoration spell. Life Points lost to unnatural aging
may only be restored through a restore youth spell or similar
magic. When a character is reduces to zero Life Points, the character
dies within 1d3 days unless the life points are restored.
-
Death magic and other draining spells
- Necromantic magic that saps life energy temporarily in the form
of Hit Points, such as spells like vampiric touch, also reduce
Life Points. However, the reduction in this case is temporary.
For every 10 Hit Points (or fraction there of) caused by necromantic
life draining magic the character affected loses one Life Point.
Life Points lost in this manner are recovered at the rate of one
point per day of complete rest.
- Spells that drain energy levels temporarily or permanently such
as enervation and energy drain also reduce Life Points. If the
drain is normally permanent, then the Life Point loss is also
permanent. If the level drain is temporary, then the Life Point
loss is also temporary.
- Life Points that are lost temporarily can also be restored through
the use of a heal or restoration spell.
- Necromantic spells that kill a victims soul or spirit, such as
the death spell, drain all remaining Life Points permanently.
- In addition, certain spells, such as wish, limited wish, permanency, resurrection, raise dead and others, sap Life Points permanently from the caster as detailed
in the spell descriptions. Life Points lost in this manner cannot
be recovered by any known means.
-
Resurrection and raise dead
- Characters can also loose Life Points by being the beneficiary
of resurrection or raise dead. Both these spells cause a permanent
loss of Life Points in addition to the loss of Constitution for
raise dead. The cost in life points varies according to the characters
race and class as shown on Table 4.4.2. A loss of Life Points
in this manner cannot be restored through the use of a restoration
spell or any other known magic, but can be negated through divine
intervention.
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Table 4.4.2: Life Point loss from resurrection and raise dead
Race |
Life Point Loss |
human, mul, goblin, half-ogre, hobgoblin, kobold, lizard man,
orc, half-orc |
1 |
dwarf, half-elf, halfling |
2 |
gnome, uldra |
3 |
elf |
4 |
Natural aging
- As a character grows older he loses life points also. Characters
whose age category is not yet mature are considered to have
double their total normal Life Points. Mature characters have
the standard amount,
- When a character reaches middle age he loses 25 percent of his
remaining Life Points (round down). When the character reaches
the Old Age category he loses half his remaining Life Points (round
down) and when the character reaches Venerable Age he loses half
the Life Points remaining since he reached Old Age (round down).
The character can survive with only one Life Point, indefinitely.
However, if the character is permanently reduced to zero or fewer
Life Points through any means, he will die without the possibility
of resurrection, A character with at least one Life Point dies
when he reaches the age of death as determined in secret by the
DM.
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Luck Points
- In the Dungeons and Dragons game, luck is what separates an adventurer
from the masses. Luck is an unexplainable force that makes itself
known at the most opportune times, often acting to save a character's
life or by allowing a character to perform an otherwise impossible
or heroic act. Luck Points are a way to reflect in AD&D game terms
the effects of this special force which distinguishes a hero from
the unwashed masses.
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Starting Luck Points
- A first-level human character begins play with 1d4+2 Luck Points.
All other characters (demihuman and humanoid) begin with 1d4 Luck
Points.
- In addition to these starting Luck Points, a multi-classed character
receives a bonus Luck Point for each class beyond the first. Thus
a wizard/fighter/thief will receive 1d4+3 Luck Points at first
level. One or more bonus Luck Points may also be received as a
benefit of the kit selected by the character.
- A character may also receive bonus Luck Points at first level
for a high Ego/Aura ability score. Bonus Luck Points received
for a high Aura are a onetime benefit gained by the character
at first level.
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Gaining additional Luck Points
- A character that survives beyond first level usually possesses
a greater quotient of luck than the average peasant. To reflect
this Dungeons and Dragons game terms, the character receives an
additional Luck Point every time he advances in level (a multi-classed
or dual-classed character gains a Luck Point for each level he
advances in all his classes). The DM may also award Luck Points
at his discretion at the completion of an adventure or as a reward
for good roleplaying.
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Using Luck Points
- In game terms, Luck Points can be used for a variety of purposes.
However, all uses of Luck Points are at the DMs discretion. In
general, Luck Points are more powerful when used before a die
roll is made. However, Luck Points can be used after a roll is
made, but with lesser effect. In all cases, the use of a Luck
Point(s) must be declared during the round in which the action
to be affected takes place.
- Following are some examples of a how one or more Luck Points declared
before a die roll is made can be used.
-
- Use of single Luck Point before die roll:
- Automatically make a saving throw normally rolled without penalty;
- Automatically hit or parry an opponent's attack;
- Change a successful hit to a natural 20 (with a chance for a
critical hit);
- Cause an opponent to suffer maximum damage from a successful
hit by the character or a spell which has fixed damage of 20 hit
points or less or uses only one die to determine damage;
- Reroll 1s and 2s for damage caused by a spell or special ability
which uses more than one die to determine damage (for example,
a wizard casting a 10d6 fireball could reroll any one or two result
when determining damage);
- Automatically win initiative or attack one phase more quickly
than normal;
- Automatically make an ability or skill check;
- Make an extra attack;
- Avoid an automatic attack by an opponent;
- Complete a heroic task without rolling for success, such as
leaping a chasm, tearing a door of its hinges or lifting a heavy
(man-sized) object.
-
- Use of two Luck Points before a die roll:
- Automatically make any saving throw;
- Receive a saving throw of 20 modified by special protections
(such as a ring of protection) against an attack or effect which
normally doesn't allow a saving throw (such as life draining attacks
by undead);
- Automatically roll a natural 20 (no to hit roll necessary) with
a normal chance for a critical hit;
- Automatically make a called shot on an opponent;
- Automatically cause an opponent(s) to suffer maximum damage
from a spell or special ability which uses more than one die to
determine damage;
- Avoid a magical or mechanical trap that has already sprung;
- Make two extra attacks in a round;
- Attack two phases more quickly than normal;
- Complete a heroic task without rolling for success, such as
leaping a chasm while carrying a companion, lifting a large- or
huge-size object or breaking through a thin stone or brick wall.
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- Use of three Luck Points before a die roll:
- Automatically score a random critical hit on an opponent;
- Cause an opponent to suffer maximum damage from a spell or special
ability and to suffer the effects of a critical strike (opponent
still receives a saving throw at -4 if applicable);
- Make an extra three attacks in a round;
- Attack or act first in a round, regardless of the opponent's
initiative or special abilities;
- Complete an action which is normally outside the scope of the
Dungeons and Dragons rules.
- Use of Luck Point before the beginning of a round:
- A Luck Point can also be used at the beginning of a round to affect
all of a single category of actions taken by a character during
the round. Some examples of this type of Luck Point usage follow:
- +4 to hit on all attacks;
- +4 to damage on all attacks;
- +4 bonus to Armor Class;
- +4 to all saving throws.
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- Use of a Luck Point after a die roll is made:
- A Luck Point may be used after a die roll has been made to reroll
the die. A reroll must be declared immediately after the die roll
in question is failed. For example, a Luck Point could be used
for the following:
- Reroll a failed saving throw;
- Reroll a failed attack or parry;
- Reroll an unsatisfactory damage roll;
- Reroll an ability or skill check;
- Force an opponent to reroll damage from a physical attack (the
character deflects or dodges part of the blow);
- To stop bleeding from a critical wound or when the character
is reduced to -1 hit points or less;
- To negate an opponent's use of Luck Point.
- The only limit to the number of Luck Points that can be used in
a round is the number of Luck Points the character possesses.
For example, a character could use multiple Luck Points to repeatedly
reroll a saving throw or to repeatedly counter an opponent's Luck
Points.
- However, a character may never transfer a Luck Point to a companion
or another creature. For example, a character could not use a
Luck Point to enable his comrade to automatically score a successful
hit, but he could use a Luck Point to maximize the benefits of
the cure light wounds spell he uses to heal his comrade.
- In addition, Luck Points may never be used during the character
creation process (when rolling ability scores, hit points, checks
for psionic wild talents, etc.).
- NPC and creature Luck Points
- Player characters are not the only ones who receive Luck Points.
Powerful NPCs and monsters may also have Luck Points at their
disposal at the DM's discretion.
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Use of Life Points as Luck Points
- A character may, at his discretion, expend his life force to complete
heroic deeds. A character may exchange Life Points for Luck Points
on a one-to-one basis for this purpose. Life Points used in this
manner are lost permanently. Note, the reverse is not possible.
Luck Points may not be exchanged for Life Points.
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