Help · help protection

protection

Same text as in-game help protection.

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protection -- newbie safety net for brand-new characters

Lebanon is dangerous even for people who know what they're doing -- which you don't, yet. For your first stretch of play, the world cuts you that slack.

How you play
  1. score -- see time left while protected.
  2. rechargen -- revisit look, outfit, ID fields, flavor, personality, and vehicle (Nature stays locked).
  3. forfeitprotection -- warn and show time left (does not end it yet).
  4. forfeitprotection confirm -- end protection now. Irreversible; death is real after this.

You are death-proof for your first 120 hours of active play. Active means you are connected and not sitting idle offline -- resting, training, exploring, and fighting all count. score shows "newbie-protected" and how much time is left.

What happens if you lose a fight
  1. First drop -- you go down in the room ([KO]). Protection does not skip that knock-out. The winner still chooses hospital or a killing finish.
  2. Human Origin -- a killing finish cuts the scene. You wake on a Lebanon Hospital ward cot (help hospital).
  3. Any other Origin -- a killing finish is undone. You are fully restored where you stood (narrated as the Author rewriting the beat), with about a minute of breathing room so wilderness hostiles will not jump you again while you flee.
  4. Angel / Demon vessel -- your borrowed body is healed instead of destroyed, so you do not wait a day for a new husk (help vessel).
  5. Extra gates while protected -- Angels cannot exile a still-protected Demon with smite; Demons cannot seal a soul Deal (or a crossroads kinship rescue) until you forfeit (help deal).

While you are still protected, you also cannot kill other players or Echoes -- knock-out and hospital only. The game warns you when you swing on a real player. Hauling another player to the Town Clinic burns 4 hours off your protection clock.

Purgatory note: while protected, a killing finish on the ash plane sends you home to your Origin nest or Mantle plane -- not spirit check-in. After protection ends, some monster souls who die there go to The Empty instead (help empty | help purgatory).

Protection is per character (not account-wide). It starts when chargen finishes. It never returns once the clock runs out or you forfeit. NPCs never have it.