Possible PBBB laptop RPG game

Thwip does have first aid skills. But nothing akin to a medical bag with medical tools or supplies in it.

I suppose he can fashion some sort of butt splint for Hawk. :laughing:

Actually, how much does it cost to buy off a quirk? If possible.

I’ve just clued in that his taciturn quirk doesn’t jibe with his fast talk and diplomacy skills

This early in a campaign you’d just replace it with a quirk that suits him better.

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Generally, you don’t buy off quirks, you replace them with other quirks.

They’re one-point disadvantages, so they’re things that you can ignore whenever it’s important that you do so.

Personality-based disadvantages and vows are basically given point values based on:

  • How often they’re expected to affect you
  • How much of a hassle it is when they affect you
  • How hard it is for you to suppress that personality trait or vow.

So, for instance, Code of Honour: Chivalry is a big, honking, 15-point disadvantage, because you basically have to treat your enemies honourably (when it’s much easier to just kill them without warning), and redress insults given to you, to your superiors, or to any lady. Unless you’re very, very good at combat, it’s a disad that’s likely to kill you.

On the other hand, Sense of Duty: Companions is just basically, “If my friends are in trouble, help them, and don’t leave them behind, unless it’s certain death to do so.” It’s a five-point disad, because while you’re going to be put in situations where you’ll need to help your companions a lot, it’s the type of thing that most players are going to do anyway, you’re only going to help them to a certain point, and you’re free to ignore it if the alternative is unwisely risking your own life. The bigger version of this same disad is “Code of Honor: Soldier,” which does require you to risk your life rather than leave a man behind (so 10 points instead of 5).

If SOD: Companions, a relatively benign disad, is a five-point disadvantage, a one-point quirk is going to be something that is fairly rare, only mildly annoying, and easily cast aside when it’s important to do so.

So, while you probably can buy it off for one point, it’s generally not worth it to do so, as a quirk is basically a free point, and all that you have to do to earn that point is a bit of role-playing. Better to just replace it with some other annoying characteristic that you’d rather role-play.

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Okay, let me swap it out for “thick accent” if that counts.

For Ranar, given what he’s been doing I think it makes sense to boost Teamster and Observation and bank the rest for later.

BTW: it’s fairly obvious that you’re headed towards something approximating an old-school dungeonbash.

Y’all happy with that, or would you prefer more Tredroy-style urban intrigue stuff?

The plan is to pretty much alternate between urban/dungeon themes.

Also BTW: despite the dramatic appropriateness of that fight scene (everyone getting in at least one cool move, de Courcy’s cheap rapier almost snapping, Jibrīl backstabbing, Thwip’s do-or-die shot, Hawk getting “revenge” for his unlucky javelin hit, Ranar avenging the horse), that was all the result of honest dice rolls and the narrative was written by the game.

This is why I like the GURPS fight system. :slight_smile:

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I’m fine with that. Variety is good.

How long has it been since the fight? I’d like to know if Hawk could have used (and recovered) some more fatigue to heal himself a little more (and the horse as well).

A couple of hours; he’s at full juice, but his big powerstone is half empty. I’ve updated the character sheets; if you redownload the PDF, it has current fatigue and hit point totals.

Great, thanks.

So, if he was at 2 FP remaining when he got on the carriage, at 1hp/5min, that’s 40 min.

So, after that time, he would have cast a 3-HP for 2-Fat Minor Heal on himself to take himself up to 9/10 HP, and 10 minutes after that (and after being assured that they’re nowhere near their destination yet), he’d’ve made his way down and cast an 8-HP for 7-Fat Major Heal on the wounded horse.

And then climb back up onto the carriage to rest for another 35 minutes.

If there was any doubt about not having enough time to heal the horse and recover, he wouldn’t, but healing himself at a 2-FP cost is pretty much a no-downside situation.

So let me know what of that is feasible for him to do, and I’ll write it up in the narrative thread.

Ranar’s down 3HP; you might want to throw something his way as well.

Remember horse-healing is 2xEnergy Cost; you might want to save some juice for use while looking for the base.

I’ve already taken that into account (which is why it’s 7 points and not 3 - an 8-HP Major Heal is normally 4 points). As I said, that’s why I would ask to make sure we’re nowhere near our destination before I’d cast it.

But yes, I’d definitely spend the 2FP to heal Ranar as well (before the horse, even).

Sorted then; you should be able to get everyone patched up and then rest to full power again in the two-hour timeframe.

Great, thanks. I’ll write it up.

Just to be clear to anyone reading the narrative thread (or anyone Hawk heals), this is how I imagine the “communing with spirits” that Hawk performs in order to work his magic:

The “spirits” Hawk summons that heal and comfort may very well be self-delusion on the part of the person being healed. The spirits will never impart knowledge that the person does not already have (unless the GM decides otherwise), but may reveal suspicions lingering in the subconscious. And if you think the spirit stuff is all bunk, you won’t hear or feel anything at all other than the actual healing.

So, although Hawk perceives his energy and power as coming from the spirits, he’s still using the same magic system as everyone else, and the actual text of the spell Hawk’s casting isn’t changing. Since the spell doesn’t mention hallucinations, or spirits, anything to that effect is happening entirely within the person’s own head.

But that isn’t to say that the person being healed isn’t making contact with the spirit in question, either. After all, the mechanics of magic are strange and unknowable.

So, for a TL:DR, if you get healed by Hawk, what your character sees or hears when it happens is entirely up to your own (and/or your character’s) imagination (again, unless the GM says otherwise).

Tell of our surroundings in more detail, oh GM.

I might have asked this before, but when in the year is it? My mind’s eye says summer.

Next question, Does the air canister in his rifle need to be emptied before he can refill it and if not could have done the pumping while on horseback?

No, you don’t need to purge the canister, although it’s not a good idea to keep them at full pressure all the time (but a few days shouldn’t cause any problems).

You can see the pumping mechanism in action at 3:20 of this:

It’s a fragile mechanism; it’s not something to be done on the move.

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Yup, summer.

You’re currently in a low spot amongst moderate-sized grass covered hills, with the remnants of the trail behind you.

Nothing obvious about the terrain suggests any one direction over another.