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Post by Gigermann on Aug 15, 2009 14:49:28 GMT -6
So, end results: Kareem will live (a while, at least ). He will now have Lame (One Leg); the leg will take at least a month to heal, but it may. Torso is at -2 HP; at TL6+, he will get daily rolls v HT to recover 1HP, so a minimum of 2 days to recover enough to walk around, and a minimum of two weeks to be fully recovered—assuming he makes all his rolls. Without any "special considerations," the antibiotics in the aid kit and "antiseptics" used during the surgery will have been enough to prevent any infection. He also lost a lot of blood during the procedure—I'm going to consider his HT to be lowered by 2 (to 10), and lose Fit, both temporarily (per rules, about 8 weeks to recover the lost blood supply). Nasty. Now, about the heroin withdrawal… ;D
Next topic: What to do? I'm assuming two choices at the moment—try to track your attackers down to rescue Ski, or make an assumption that they're taking him to the port-town (?), and try to intercept them there…or the third, and less-likely option, of leaving him to his own devices, assuming he was too far gone to save.
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Post by Rigil Kent on Aug 15, 2009 15:06:20 GMT -6
Awesome's initial recommendation is to continue toward the port-town with the intent of organizing a local expedition to located and retrieve The Reporter. While McKnight is the most badly injured, he isn't the only one who has suffered some injuries and most of the Civilians in the group (excluding the other PCs, of course) really aren't cut out emotionally and physically to lead a rescue attempt. He won't come out and say that to their faces, of course, but it isn't hard to see the fear in their eyes. At the port-town, we can contact the mainland or send out some choppers to cover the ground better, not to mention, we can let the airline know where we crashed.
And just FYI, Awesome is still clinging to the belief that we're not in a fantasy world as of yet. He's halfway convinced himself that they're in Scotland (crappy weather, big ass dogs, weird architecture, etc.)
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Post by Gigermann on Aug 24, 2009 8:51:50 GMT -6
Episode 4 Afterword
Kareem's Recovery: I'll go ahead and call this "the next day." He got jostled around a lot, but otherwise rested; no "decent meals" to speak of, though, so he recovers no HP. The Crippled leg will take a number of months to recover.
Heroin Withdrawal (HT:10, no drug available): [dice=6][dice=6][dice=6] Succ,+2; 13 Days Remaining
Just so everyone is prepared, I wanted to mention that you guys will probably be getting "beat up" and perhaps "interrogated," etc.—so expect some maltreatment. Also, any gear you had on your person has been taken during the process. Anything you had in your pockets will still be there—your captors did not do a particularly thorough search of your persons. You'll be unconscious for most of the "trip," so there won't be much opportunity to attempt an escape. Also, you will have taken some damage in the subdual process. I'll let you roll it yourselves, here: 1d-3 crushing to two locations, one of which will be the head (roll randomly for the other). If you do not respond with your rolls, I will assume maximum damage and an extra random location—let's see if you're really paying attention. These will be the "significant" wounds—you will have other superficial bruising and such.[rand=5114582314940156857881325430003363781157128269650471640613074823]
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Post by Rigil Kent on Aug 24, 2009 10:56:24 GMT -6
Random Location: [dice=6][dice=6][dice=6] (Hand, even right, odd left - [dice=6] = left hand) Damage: [dice=6]-3. Ouch. 3 points to the hand.
Damage to Head: [dice=6]-3. No damage.[rand=88719360452646768286914107880846969933060271001915586542547049265]
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Post by Rigil Kent on Aug 24, 2009 16:03:16 GMT -6
What about necklaces and rings and watches, that sort of thing? I'm presuming that, since they didn't check the pockets, they didn't grab those things either.
Going off my gear, the only thing I had in my pockets were wallet, useless cellphone, and the pocketknife pulled from the survival kit. He was wearing dog tags (with the engagement ring originally intended for the ex), and a watch.
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Post by malevoiy on Aug 24, 2009 23:21:32 GMT -6
Random location [dice=6][dice=6][dice=6] I believe that is torso
Damage to head [dice=6] (- 4 I have DR) 0 damage
Damage to Torso [dice=6] ( -4) 1 damage[rand=32757030132231461895329713830935254052984510623476002005482491548]
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Post by Gigermann on Aug 25, 2009 12:49:36 GMT -6
Killing, by those who have not yet killed—since this came up in the last game session, and will likely surface again, I thought we should clear it up.
I do empathize with Aaron's assertion that he would be "able to kill," due to his martial training. I was also taught this way—specifically, my sensei always said that if you aren't willing to kill/die, then you shouldn't be fighting in the first place. Most of what I was taught was geared toward ending the fight, permanently and quickly—not nice stuff. So I am in "general agreement." I have experienced my own reluctance to even intentionally harm another creature, much less a human, and I believe that it would be far more difficult than he/we might think. Of course, people are killed accidentally in these sorts of incidents all the time.
On the one hand, the characters should be able to use lethal tactics/techniques when they so choose, according to the characters' concepts. On the other hand, intentional killing of human(oid)s should not be "automatic" (for lack of a better term), nor without consequence.
So, here's what I'm thinking: Any character who has not killed before (basically only leaves Awesome, who is a "Reluctant Killer" anyway) must make a Will check to intentionally use lethal tactics/techniques; failure means he will be at -4 to perform that action (as for Reluctant Killer). Anyone who accidentally kills a human(oid) must immediately make a Fright Check (+5 for Heat of Combat, per RAW) upon "registering" that it had happened, either before or afterward. Reluctant Killer has its own mechanic, so it can stay as-is.
Subdual, rather than killing force, is discussed on B-401.
Any issues?
*RAW=Rules As Written
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Post by Rigil Kent on Aug 25, 2009 13:09:24 GMT -6
Works for me. You might reduce the -4 penalty for someone like Adam who has the "Callous" disadvantage. But otherwise, this actually makes sense to me.
Thing is, eventually the 'killer' is going to no longer be as bothered by this. It gets easier, I've read, so at what point do they no longer have to make the checks?
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Post by zenwolf on Aug 25, 2009 16:32:43 GMT -6
Random:[dice=6][dice=6][dice=6]= Head:[dice=6]-3=1 Random Location:[dice=6]-3=3 ouch! [Edit]10=Torso[/Edit][rand=6615928715565416436550572172020384142125269135699296577937565763]
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Post by Magman on Aug 25, 2009 19:12:56 GMT -6
Random location [dice=6],[dice=6],[dice=6]
Head damage [dice=6]
Random damage [dice=6][rand=3100936118618287991424961894379150284693548119578159409103166007]
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Post by Rigil Kent on Aug 29, 2009 12:14:20 GMT -6
Episode 5 Afterword
Okay, as I understand it, the earthquake thing is what precipitated our escape and the boats we saw bugging out were likely crewed by the goblins as their castle began to collapse around them, yes? If that's the case, then Awesome would very much like to rush back into the castle and try to rescue that English chick (Claire) since she would be very useful in providing us (the blind, deaf and dumb) some valuable insight into the Strange, New World we find ourselves in. Part of his Code of Honor specifically states that he is willing to rush back into a burning building (or a collapsing castle, as it were) to rescue someone, so he is perfectly willing to go it alone if the injured members of the party (Colt & Smith, I believe) want to stay behind and try to organize the survivors into something more than just a gaggle of freaking out red shirts.
He would also very much like to retrieve the equipment that is ours (since it's not likely we're gonna encounter an effective first aid kit in these parts) but that is less important than Claire.
Edited to remove MMA video and redundant arguments
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Post by Gigermann on Aug 31, 2009 8:38:55 GMT -6
Okay, as I understand it, the earthquake thing is what precipitated our escape and the boats we saw bugging out were likely crewed by the goblins as their castle began to collapse around them, yes? As much as you could tell, it is so. Discussed w/ Aaron, adjustments forthcoming. On that note, everyone need to check out the Review thread and see what sort of adjustments you might be willing to or need to make. Killing, by those who have not yet killed Because of Aaron's adjustments, and the fact that he was essentially the only Player affected by it, I am rescinding this ruling. I recommend checking out this site as an example. Good article (though I'm guessing that Aaron still wouldn't change his mind )
@mcn: I meant to give you +1CP, for playing your faults to your own hurt (Ow!) ;D
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Post by Gigermann on Aug 31, 2009 14:30:30 GMT -6
Also, those of you that were seriously injured should make a note of this section (MA137)
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Post by Gigermann on Sept 3, 2009 12:50:15 GMT -6
The Puzzle Box: About the size of a standard baseball, has a link & neckchain on top
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Post by Rigil Kent on Sept 3, 2009 17:27:48 GMT -6
Right, since nobody else commented, I guess we can presume that Awesome will be returning into the castle after telling the rest of the PCs to organize the survivors into something other than a gaggle.
@ Gigermann: his principle objective is to locate Claire and get her out if possible. If, along the way, he encounters our gear, that's great. If not, oh well.
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Post by Magman on Sept 3, 2009 19:20:59 GMT -6
I would like to make a comment about the whole kill thing . First off real world? If this was a real world setting we would have not survived the plane crash then find ourselves in a fantasy world full of trolls, goblins and hobgoblins. Another thing I think that if my life was threatened I would kill first then deal with any repercussions later. I would not be wondering if I could do it. Yes one more thing you really think that the producers of a second rate tv series would have put that much thought into the characters. And that is my two cents worth . You go Awesome. Save Mary Ann, Oh and don't forget our stuff. If I was in any kind of shape I would help you. But alas I am not
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Post by Rigil Kent on Sept 4, 2009 12:10:56 GMT -6
You know, I consistently forget that this is supposed to be a second rate TV series ala "Legend of the Seeker." *shakes head at my lapse* With that in mind, I retract my previous stated issues regarding the whole lethal strike stuff 'cause Magman is right: the producers of such a show really wouldn't put that much thought into the characters...
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Post by Gigermann on Sept 8, 2009 14:39:29 GMT -6
Episode 6 Afterword
DON'T GO TOWARD THE LIGHT!!! ;D
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Post by Rigil Kent on Sept 8, 2009 21:07:40 GMT -6
But ... it's so bright ... and warm ... and peaceful. I can hear angels singing ...
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Post by Rigil Kent on Sept 13, 2009 9:45:49 GMT -6
Episode 7 Afterword@ the other PCs: Chime in with the questions we want to ask the Knight dude. PLEASE. - Where are we?
- Who are you?
- Have you found any other survivors like us recently?
- And how the hell did we survive in the first place? My arms and legs were crippled ... and now they're not...
- Do you know what's up with our freaky eyes?
- What the frak were those gobliny things?
- Who was the Red Witch Ghost chick?
- Who were the Bad Guys that Starbuck & Co. rescued us from? Not that we're complaining or anything, just curious.
- Why did they rescue us? You don't have some sort of malevolent master plan that's going to end up pissing us off, do you?
More as they occur to me...
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Post by zenwolf on Sept 14, 2009 10:57:48 GMT -6
what was that island? What was the book she was referring to? What is it about those peaches?
And maybe ...maybe ask about the puzzle box if we think they can be trusted
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Post by Rigil Kent on Sept 14, 2009 18:13:24 GMT -6
Good ones. Maybe we should ask about the troll too.
And, if they appear trustworthy, we might consider inquiring about the weird sensation the PCs experienced right before that ambush - the ... pulling that we felt.
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Post by Magman on Sept 14, 2009 19:38:11 GMT -6
Looks like nothing to add to this. Unless a question comes up because of an answer to one of the questions. Got it! good. I almost didn't
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Post by Gigermann on Sept 16, 2009 13:12:38 GMT -6
Some bookkeeping: Helmets—you can pretty much take your pick from these: www.viking-shield.com/helmets.html. They'll be considered "Pot Helm" (B284), plus the nasal or aventail, if present (mechanics TBD). I'm assuming you didn't have time to strip off anything else. Shields are typical viking-type round shields ( www.viking-shield.com/shields1.html). Swords, spears and axes are typical, mundane-looking viking/norman weapons ( www.viking-shield.com/weapons.html). I think, rather than spend hours with an info-dump conversation between your characters and the "new guy," I'm going to post the Q&A here, in a separate thread.
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Post by Rigil Kent on Sept 16, 2009 14:25:48 GMT -6
Are you wanting us to pick what equipment we snatched and identify it for you? If so, I'm going with the Coppergate Helm, a stock shield, and a random spear. And I'm okay with us doing the Q&A online, as long as you realize not everyone is going to chime in ...
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Post by Gigermann on Sept 16, 2009 16:02:08 GMT -6
Are you wanting us to pick what equipment we snatched and identify it for you? If so, I'm going with the Coppergate Helm, a stock shield, and a random spear. More for "visualization purposes," though if you want to pick up a helmet that exceeds the Basic Set definition (e.g. Nasal, aventail, etc.), you can use the listed weight instead, and annotate the "extras" in GCA. We'll deal with the mechanics if/when it comes up. Some rules to note:Skill: Gesture (IQ-4, -3 for unfamiliar culture (B23)), B198—this may be affected by "difficulty" of concepts being communicated, and "known words." Culture, effects on skills, B23
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Post by Gigermann on Sept 22, 2009 9:54:21 GMT -6
For ease of play & character maintenance, I have decided to let you guys know what's up with your new-found abilities, ahead of time. This is player knowledge—I want your characters to "discover" these abilities during the course of things, so role-play it.
You are now Immortal™ (per Highlander: The Gathering). You have inside you blood of kings. You have no rival. No man can be your equal. Obviously, your "deaths" will have triggered these changes. Refer to this page for the basic rules, and this page for modifications specific to the Outlanders setting (click the spoiler tab). These should tell you what you need to know about your abilities; feel free to ask questions if it is still unclear (I may need to update the site a bit, if you're having trouble following it). I have attached a GCA data file to this post that contains the template and a few associated Traits. Drop the file into your GCA Data Files directory, and add it to your data files load list. There are a few things that I need to point out: - "Quickening Power" should be made a Parent Item, and all the template's other traits should be made children of this one—keeps things nice and neat.
- "Quickening Level" should also be made a Parent Item, and all abilities gained in-play should be associated with this item, to keep the total Quickening CP score, for determining Quickening Level. This will include skills, as well.
- Per the "actual" template, you should allocate an additional 10 points in Quickening Abilities, which should go into the Quickening Level Parent Item, officially putting your character at QL:1. You may use mods or Disads to offset costs, @gmd.
- There may be some funny-business if/when you decide to upgrade template abilities, as to how to account for the points for QL—haven't figured out how to handle that just yet, so we'll have to play it by ear.
- This is a fairly simple operation, but do ask for help if you need it.
Attachments:
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Post by Rigil Kent on Sept 22, 2009 11:13:51 GMT -6
Where would I find a description of what the Spheres are (specifically due to the Sphere Resistance (Life; Notes: minimum of QL x2) [6]; Sphere Resistance (Prime; Notes: minimum of QL x2) [6] advantages on the Immortal template)?
And can there be only one? 'cause I'm not keen on eventually having to lop off a friend's head...
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Post by Gigermann on Sept 22, 2009 11:28:26 GMT -6
Where would I find a description of what the Spheres are (specifically due to the Sphere Resistance (Life; Notes: minimum of QL x2) [6]; Sphere Resistance (Prime; Notes: minimum of QL x2) [6] advantages on the Immortal template)? And can there be only one? 'cause I'm not keen on eventually having to lop off a friend's head... (1) Mage: The Ascension: though for now, the thing most likely to affect you is "healing" (under Life)—it's going to be difficult to get healing magic to work on you. (2) Time will tell. I suppose you would know if the Gathering were approaching.
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Post by Rigil Kent on Sept 22, 2009 12:20:35 GMT -6
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