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Post by Gigermann on Jul 14, 2009 13:25:25 GMT -6
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Post by Gigermann on Aug 2, 2009 13:34:24 GMT -6
Episode 1 Afterword
Missed the chance to award CPs at the end of the session last week, since we were rushed. Everyone gets 3CP. Let me know if you're spending them, and for what—they need not be spent immediately, and unspent points may be used in-play (per House Rules).
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Post by Rigil Kent on Aug 2, 2009 13:40:59 GMT -6
Given that AColt has vanished at the end of the final scene, we're going to need to find him. May I presume that we're going to be following his prints deeper into the Cave of Woe?
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Post by Gigermann on Aug 2, 2009 13:42:25 GMT -6
I want to catalog everything you guys are carrying with you, ATM, and deal with its "condition" a little better here. List it out item-by-item, and if there's something you think you should have, but we didn't deal with it, let me know here.
In the event that Malevoy actually looks here first ;D I want to do a little light game-fic with you over what goes on behind the scenes with AColt's disappearance; it's worth a CP, at least.
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Post by Rigil Kent on Aug 2, 2009 13:54:18 GMT -6
Awesome gear (not including what he was wearing in the first place): (obtained): - Clothes worn (see Luggage)
- Survival kit
- 2 knives (one is currently in possession of McN character)
- ACU boots (a little blackened but still functional)
- Shaving gear
- Ruggedized laptop
- Mini maglite
- CVC bag (see Luggage)
- 2 first aid kits (from plane, not incl. the one in the Survival kit).
I think that's all I've got at the moment...
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Post by Magman on Aug 3, 2009 18:18:54 GMT -6
Combat boots 4-batteries for flash light Binoculars Cigarette lighter cigarettes 3-1/2 packs First aid kit Heavy flashlight Football lockpicks personal bascis pocket watch Knife (Rigil's)
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Post by Gigermann on Aug 5, 2009 8:33:37 GMT -6
Obtained from the crash... Approved life raft{s} of a rated capacity to accommodate all the occupants of the aircraft. Each raft must be equipped with an approved survivor locator light, pyrotechnic signaling device, and a survival kit appropriately equipped for the route to be flown or contain a canopy, radar reflector, repair kit, bailing bucket, signal mirror, whistle, knife, pump, oars, 75 ft. retaining line, compass dye marker, flashlight, food rations, water rations, fishing kit, and survival manual. Rafts are approved per FAA TSO-C70a. Locator lights are approved per TSO-C85 or C85a. Refer to Table 2 to determine which “type” of life raft is required for the category of aircraft operated. Survival KitLet's say that JW is hauling this…
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Post by Gigermann on Aug 5, 2009 15:22:35 GMT -6
There's going to be a brief (hopefully) off-screen debate about what to do with the body of Dr Griles. When the dust settles, this is how it will go with the other survivors: - BDecker: Leave him (It'll slow us down)
- Cpt Harding: Leave him (No worse off than the others; rescuers will find him too)
- GSabrosky: Leave him (He's dead—not like he'll care)
- CStrong: We can't just leave him
- JKnotts: What? I wasn't listening…
- TRich: Leave him (Eww…I don't want to drag a dead guy around)
- KMcKnight: Leave him
- WWeiss: We can't just leave him
- AHassan: I'm gonna be next…I just know it
What say [your characters]? If [your character] disagrees with the majority, you can attempt to Influence them.
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Post by malevoiy on Aug 5, 2009 15:38:25 GMT -6
I'm going with, leave him in a marked shallow grave since we have a shovel. He should be given a little respect in death, instead of being eaten by rats.
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Post by Rigil Kent on Aug 5, 2009 16:02:29 GMT -6
Leaving him is simply unacceptable. We've seen these giant mutated rats already so abandoning his body right now would be abandoning it to be ripped apart and savaged by those beasts. If there wasn't some Big Monster thingy behind us, I'd be okay with the shallow grave, but at the moment, that's not an option either. We have a duty to see that his body isn't horrifically mauled by these creatures. Once we're away from the Big Monster thingy, then we can re-evaluate, but just abandoning his body to be eaten by these mutated rats isn't just wrong, it's immoral.
As necessary, I'll use the Leadership skill to sway the NPCs ... and from a RP standpoint, Awesome's opinion of CPT Harding took a sharp nosedive. She's a Marine and should understand more than the rest the whole mantra of 'Leave no one behind.'
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Post by Gigermann on Aug 5, 2009 16:56:39 GMT -6
I just summarized…stripped it down to the ultimate point they were making. I'm sure they'd sound better otherwise. That being said, to clarify…
CptHarding's point is that to do anything "extra" for Dr Griles would be a disservice to the hundreds of others left behind to the whims of nature (of course, if there's some sort of miltary reg that fits that situation, she'd follow it—I'm not aware of one, though).
BDecker's position on burial is that it would take too long. He would also add that the others will be eaten by something—rats or otherwise—guaranteed.
Everyone else is mostly following "the leader" at the moment. All of them (mostly) made it expressly clear that they would prefer to do it properly, but feel survival of the currently-living is more important. The ones that said "we can't leave him" ultimately were just sticking to their principles, in spite of the facts.
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Post by Rigil Kent on Aug 5, 2009 17:07:07 GMT -6
Trying to stick to character here, especially since I see both sides.
My point is that to simply drop him and run is just something Awesome can't stomach, not after having seen him do what he could to keep others alive. By the thinking being espoused here, are we also going to toss the professor (he is a professor, right?) to the rats because of the rat bites? For that matter, I'm slowing everyone down with my limp and reduced speed, so should I be tossed aside as well?
I have no problem with leaving his body behind if it becomes absolutely necessary; I'm simply not comfortable with ditching him here and letting the rats eat him.
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Post by Gigermann on Aug 5, 2009 17:17:19 GMT -6
I have no problem with leaving his body behind if it becomes absolutely necessary; I'm simply not comfortable with ditching him here and letting the rats eat him. Everyone would agree with that, and that's essentially the argument, here—a majority of the NPCs say it's necessary. If the PCs are "enough" against, or can sway the group as a whole, the he'll be coming along…
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Post by Rigil Kent on Aug 5, 2009 17:22:26 GMT -6
Why is it necessary? That isn't being answered to my satisfaction. Are a horde of cannibals streaming over the horizon, all hellbent to consume our flesh? Or maybe an endless stream of crazed zombie weasels? No. We've heard an ominous roar, a bunch of people freaked out, and now they're trying to overreact by throwing one of the men who tried to save their ungrateful asses to a bunch of mutated rats.
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Post by Rigil Kent on Aug 5, 2009 17:44:41 GMT -6
Awesome is opposed to leaving the corpse behind like this, particularly since he has been trained (some might call it indoctrinated) with the whole special operations mindset: leave no one behind.
It would have been easier, I think, if you had just said that the the ground-shaking roar sent everyone running and, by the team we recovered them, the body was gone. Cue ominous music...
I have nothing further to say on this matter and will bow out to await other player commentary.
ETA: Hey, you deleted a comment!
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Post by Gigermann on Aug 5, 2009 19:51:04 GMT -6
There's going to be a brief (hopefully) off-screen debate about what to do with the body of Dr Griles… My previous attempt to answer this question was a little clumsy. Let's try this another way (explanations are ultimately irrelevant). The sun is set(ting), and the NPCs are in fear of certain doom, any second (Got to get moving before they kill Ahmed ). Among the NPCs, it falls thusly: "Bury" the body if it can be done quickly, and if not, leave it in the best manner possible: 5 "Bury" the body if it can be done quickly, and if not, take it along until it can be: 2 Undecided: 2 BDecker suggested the quickest burial is [name-that-tribe] Amerindian style, putting the stretcher in a tree, out of reach. If a PC has a different idea that is also "quick," they'll go along—otherwise, Decker's plan will be implemented. Someone want to say a few (quick) words?
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Post by Magman on Aug 6, 2009 8:12:55 GMT -6
The body will be coming with us even if Awsome and I have to carry him. So that he can be buried in a half way decent grave. No shallow grave. I will to my best to intimadate anyone who tries to stop us.
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Post by malevoiy on Aug 6, 2009 10:55:33 GMT -6
The reason for the shallow grave is it can be done quickly. I would much rather have him buried in a deep grave covered by rocks to mark it. That way the rats might not dig him back up. But from what I remember the giant roaring thing was coming towards us. I didn't think we had the option to take more time. If two healthy people want to carry him wrapped in the tarp that is cool with me. That means Wesson and I shouldn't carry him. Maybe Barret and Smith can carry him. It shouldn't slow them down.
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Post by Gigermann on Aug 6, 2009 11:26:25 GMT -6
The reason for the shallow grave is it can be done quickly. I would much rather have him buried in a deep grave covered by rocks to mark it. That way the rats might not dig him back up. But from what I remember the giant roaring thing was coming towards us. I didn't think we had the option to take more time. If two healthy people want to carry him wrapped in the tarp that is cool with me. That means Wesson and I shouldn't carry him. Maybe Barret and Smith can carry him. It shouldn't slow them down. Hey! Blub, blub… You're not here. BTW, that "shovel" is little more than a scoop—won't be digging anything fast with that. If you take him along, fine. I don't want to force the situation one way or the other. However, I want to be sure you guys aren't missing any important information—don't want to get into the session and everyone suddenly change their minds; if you do it, it's done. Everyone is operating under the belief that you're being pursued and you're trying to catch up to the missing Mr. Colt, whose life is believed to be in mortal danger (if not ended already). Both require as much speed as you can manage.
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Post by Gigermann on Aug 11, 2009 9:49:26 GMT -6
Episode 2 AfterwordFinally found the stuff for flare-guns—actually was in High-Tech, just didn't look deep enough. Split up into a couple of areas, but the breakdown is 1d-1 cr on impact, 1d burn per second of contact for 10 seconds (but will not remain in contact on its own—doesn't "stick"). In the case of "It," being vulnerable to fire, gave it 2x damage from the fire, which won't heal—nasty. It is also considered "Grenade Launcher" (in fact, according to the sourcebook, grenade launchers were derived from early flare guns). Also, the lighting benefit is only -5, not -3, for a "signal flare" like that—future reference. GURPS High-Tech, 143, 171 Loot:- The shortsword=a sword blade about 20-25” in length and curved or angled. It is designed to thrust around the
edge of the opponent’s shield, but it can be used to cut and thrust like a regular sword blade. Treat it as a FALCHION (pp. MA215, MA227). Considered "cheap" due to weathering.
- The short spear=(MA229) – short, one-handed,
and unthrowable – is a poor man’s stabbing sword. This was a normal spear before its shaft was broken. Considered "cheap" due to weathering.
- Shield=large shield (B287) w/ 45HP remaining.
- The Horn=Ivory(?) drinking-horn, ~16". Kinda weathered, ATM, but finely-carved with relief "hunting scenes" & "unidentified" scrollwork
Since we're all assuming that the monster was a "troll" at this point, let's call the coils you picked up in the great hall "troll-rope." I'll say it's like 3/8" Rope (B288), with the capacity of 3/4" rope, and +2DR. It is also more "grabby" than normal rope—not like velcro or anything, but it will grant a +1 bonus (or -1) to some actions, as appropriate. Kinda has an odd smell to it too, and maybe some other properties you're not aware of right now. Without unrolling and measuring it, you can guess each coil is going to be between 15-30 yards (2.25-4.5 lbs.). I never asked how many coils you guys picked up. I'll assume, for the moment that JW picked up a couple. Anyone else?
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Post by zenwolf on Aug 11, 2009 16:45:50 GMT -6
I grabbed one too.
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Post by Rigil Kent on Aug 11, 2009 17:51:30 GMT -6
Not me. The gear I'm carrying now is putting me on the verge of entering the next weight bracket, which would reduce my Move and Dodge so...
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Post by Magman on Aug 12, 2009 7:21:53 GMT -6
You must not have heard me but I also picked one up last week. So yes I will have coil of rope
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Post by Gigermann on Aug 12, 2009 7:45:13 GMT -6
You must not have heard me but I also picked one up last week. So yes I will have coil of rope Just establishing the facts You're the only one I remember saying anything about it.
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Post by zenwolf on Aug 12, 2009 17:12:57 GMT -6
I guess I will erase it from my sheet then. I did say it. But if nobody heard me then it doesn't really count.
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Post by Gigermann on Aug 12, 2009 17:28:27 GMT -6
I guess I will erase it from my sheet then. I did say it. But if nobody heard me then it doesn't really count. Just cuz I didn't hear it (or remember hearing it afterward) doesn't mean it didn't happen. Otherwise, I wouldn't have asked. But I heard this time, so you're stuck with it
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Post by Gigermann on Aug 15, 2009 11:08:40 GMT -6
Episode 3 AfterwordThe Fate of KareemSpecial location roll for torso: [dice=6]—no extra effect; Special location roll for left leg: [dice=6]—no extra effect Number of minutes of moving before reaching a place sheltered enough to provide aid: [dice=6] On a 1 or 2, arrow was broken off during the "toss." Leg: [dice=6], Torso: [dice=6] Bleeding: HT(12) check per minute, at +4 if the arrow is not broken off. Leg @ +3, 4x: [dice=6][dice=6][dice=6]=13, +2 [dice=6][dice=6][dice=6]=10, +5 [dice=6][dice=6][dice=6]=11, +4; no bleed for 3 consecutive min, bleeding stops [dice=6][dice=6][dice=6] =8, +7Torso @ -2, 4x: [dice=6][dice=6][dice=6]=5, +5 [dice=6][dice=6][dice=6]=15, -5; -1HP [dice=6][dice=6][dice=6]=4, cSucc; bleeding stops Torso @ HP(14)-13 "Lasting Effects:" Leg, HT check for Crippling Injury: [dice=6][dice=6][dice=6]=13, -1 @rigil (Cpt.Awesome):Chk:Surgery (B-223,424, Bio-135) required to remove arrows; I'll give +4 for "field expedient" work (since I know Awesome has Physician skill)—simple operation, to keep from doing extra damage pulling them out, and stop additional bleeding—and also -3 for "torchlight." Other mods will apply per the rules (equipment, and lack of anesthesia being primary factors). Nobody else has Surgery or Physician skill, but there are several with First-Aid. Once out, Chk:First-Aid (at usual mods, including darkness) to treat shock (restore HP). No chips List out all the mods, and the effective skill, before the roll. Let me know if you want to try anything to improve the situation, and we'll see.[rand=52581737615168134004796020568287544808820297320772420384525931174]
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Post by Rigil Kent on Aug 15, 2009 13:08:25 GMT -6
So that puts the effective Surgery skill at 10 (base 11, +4 for expedient, -3 for torchlight, -2 for no anesthetic). I didn't put any equipment modifers because this is a really simple operation that really only requires a good sharp knife (got one in the survival kit) to accomplish the task. Let me know if that is in error. It appears that I will need to make two Surgery checks, right? One for the leg, one for the torso. To improve the chances, though, I have the following questions: - Can I get several someones to illuminate the injury with multiple flashlights to perhaps reduce the lighting penalty?
- Is there sufficient alcohol remaining to act as a rudimentary anesthetic? Perhaps reduce the penalty to -1?
Otherwise, here are the two Surgery rolls: Torso: [dice=6][dice=6][dice=6] Leg: [dice=6][dice=6][dice=6] Ouch. Missed them both by two with the current modifiers. [rand=486385927199275117330221428654136232914886033998356515507213143681]
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Post by Gigermann on Aug 15, 2009 14:07:15 GMT -6
Can I get several someones to illuminate the injury with multiple flashlights to perhaps reduce the lighting penalty? Lighting is still going to be poor, but I'll grant you that the lighting on that spot might be a little better than "torchlight"—I'll go with -1. I'll also grant you "basic equipment" (+0) for the field-expedient operation. That's the "good news." Is there sufficient alcohol remaining to act as a rudimentary anesthetic? Not nearly enough to get him drunk, though there's enough to count as antiseptic. The "bad news": Per discussion, I'll give you the lesser "sterilization" penalty of -1. All these together, this would give you an additional +1 for the leg, and -2 to the torso. According to Surgery(B-223), that's 3d damage! Ouch. (Leg takes 1d, but it won't really matter, since it's already crippled—not enough damage to make it worse). Damage: [dice=6][dice=6][dice=6]=8; Torso@ -7 HP HT(12) to remain conscious: [dice=6][dice=6][dice=6]=13; -1, passed out. We probably should've done these one at a time—let's assume the Torso was first. You can make a second attempt at an additional -2 to complete the operation.[rand=20773780538950365934163557130089484684472958493535392068905044594]
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Post by Rigil Kent on Aug 15, 2009 14:12:22 GMT -6
"Don't you die on me, McKnight!" Effective skill of Surgery 7 (with the new mods), so ... here ... we ... go ... [dice=6][dice=6][dice=6] So, per our offline convo, the difficulty in the leg injury was lessened, so I just made it. Treating him for shock: Base skill: 16 (First Aid 15, +1 conditional for FA kit), so ... [dice=6][dice=6][dice=6] = 10, made it by 6. Per Basic rules p424, I roll 1d for recovered HP (torso) T: [dice=6][rand=25083176708915966475690896348645250102256194042653633381674531876425]
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