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.
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.
Actually, how much does it cost to buy off a quirk? If possible.
Iâve just clued in that his taciturn quirk doesnât jibe with his fast talk and diplomacy skills
This early in a campaign youâd just replace it with a quirk that suits him better.
Generally, you donât buy off quirks, you replace them with other quirks.
Theyâre one-point disadvantages, so theyâre things that you can ignore whenever itâs important that you do so.
Personality-based disadvantages and vows are basically given point values based on:
So, for instance, Code of Honour: Chivalry is a big, honking, 15-point disadvantage, because you basically have to treat your enemies honourably (when itâs much easier to just kill them without warning), and redress insults given to you, to your superiors, or to any lady. Unless youâre very, very good at combat, itâs a disad thatâs likely to kill you.
On the other hand, Sense of Duty: Companions is just basically, âIf my friends are in trouble, help them, and donât leave them behind, unless itâs certain death to do so.â Itâs a five-point disad, because while youâre going to be put in situations where youâll need to help your companions a lot, itâs the type of thing that most players are going to do anyway, youâre only going to help them to a certain point, and youâre free to ignore it if the alternative is unwisely risking your own life. The bigger version of this same disad is âCode of Honor: Soldier,â 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 itâs important to do so.
So, while you probably can buy it off for one point, itâs 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 youâd rather role-play.
Okay, let me swap it out for âthick accentâ if that counts.
For Ranar, given what heâs been doing I think it makes sense to boost Teamster and Observation and bank the rest for later.
BTW: itâs fairly obvious that youâre headed towards something approximating an old-school dungeonbash.
Yâall 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 Courcyâs cheap rapier almost snapping, JibrÄ«l backstabbing, Thwipâs do-or-die shot, Hawk getting ârevengeâ 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.
Iâm fine with that. Variety is good.
How long has it been since the fight? Iâd 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; heâs at full juice, but his big powerstone is half empty. Iâve 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, thatâs 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 theyâre nowhere near their destination yet), heâdâve 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 wouldnât, 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 Iâll write it up in the narrative thread.
Ranarâs 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.
Iâve already taken that into account (which is why itâs 7 points and not 3 - an 8-HP Major Heal is normally 4 points). As I said, thatâs why I would ask to make sure weâre nowhere near our destination before Iâd cast it.
But yes, Iâd 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. Iâll write it up.
Just to be clear to anyone reading the narrative thread (or anyone Hawk heals), this is how I imagine the âcommuning with spiritsâ that Hawk performs in order to work his magic:
The âspiritsâ 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 wonât hear or feel anything at all other than the actual healing.
So, although Hawk perceives his energy and power as coming from the spirits, heâs still using the same magic system as everyone else, and the actual text of the spell Hawkâs casting isnât changing. Since the spell doesnât mention hallucinations, or spirits, anything to that effect is happening entirely within the personâs own head.
But that isnât to say that the person being healed isnât 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 characterâs) 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 mindâs 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 donât need to purge the canister, although itâs not a good idea to keep them at full pressure all the time (but a few days shouldnât cause any problems).
You can see the pumping mechanism in action at 3:20 of this:
Itâs a fragile mechanism; itâs not something to be done on the move.
Yup, summer.
Youâre 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.