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Author Topic: Darkest Hour - PbP (Out-of-Character)  (Read 5513 times)
foproy
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« Reply #30 on: September 14, 2009, 01:41:42 AM »

i had assumed that with donovan being apriest he would have known this, but its good, i fixed it.
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« Reply #31 on: September 14, 2009, 01:23:02 PM »

donovan with no concern for his own life bolts off to the gate, flying as fast as he can.catch me up, "ill see if i can help at the gate."
(click to show/hide)

Is the Acrobatics roll for the flying? If so, you only need to make a check when doing something funky; normal flying is accomplished without needing a check.

Jack kneels down beside the fallen rider and begins looking for what's killing him so he can treat it, assuming that he even can.

He appears to be bleeding and unconscious. Much more of the bleeding and he'll die. Rokrah's gentle ministration didn't help much either. Bandages (two Handle Item actions -- one to ready the bandages and another to use them; success is automatic) or a Medicine/Stabilize check (full round action; success depends on a roll) will stabilize his condition. The latter also resets his damage total to zero, and has a chance (on a crit) of waking him up. Let me know which you are applying.

Rather than pursuing the fog, he's trying to get to the gate first and block it.

The gate, in keeping with the self-sufficient nature of the coach house, is quite stout. It is also open. Does "block" mean "close/bar the gate," or does it mean "stand in the open gate looking menacing?" Tongue

Not aware of how serious the man's injuries are Kabuki watches to see if he's trying to lead them into a trap Sense Motive (1d20+2=22).

Sense Motive/Detect Lie is a free action, so I'll give you the results now and you can post any follow-on actions for this turn: the man seemed genuinely terrified, told the truth as he knew it, and now seems genuinely unconscious.

Walter
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spinningdice
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« Reply #32 on: September 14, 2009, 02:14:23 PM »

There's a defensive wall around the coaching in yes? I presume it's not possible to man the wall in any way, are there vantage points to see over the wall?
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Antilles
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« Reply #33 on: September 14, 2009, 03:42:06 PM »

Can I do both? Bandages to stop the bleeding, then apply a stabilize check to (hopefully) reset the damage counter? Yeah, it means I'll spend two rounds instead of one mucking around with him, but tending the wounded are serious business, and right now that's what Jack's focused on.
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« Reply #34 on: September 14, 2009, 05:17:04 PM »

Explain In Character actions in rules terms: Five foot step away from Jack and dying guy, then Ready an Action to attack anyone who looks hostile that enters my Barwhip's reach.
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« Reply #35 on: September 14, 2009, 05:26:13 PM »

Can I do both? Bandages to stop the bleeding, then apply a stabilize check to (hopefully) reset the damage counter? Yeah, it means I'll spend two rounds instead of one mucking around with him, but tending the wounded are serious business, and right now that's what Jack's focused on.

Q&A clarification notwithstanding, I'm going to rule that a Medicine/Stabilize check removes the bleeding condition. Thus, only the one check is needed.

Bandages, then, become the "I'm untrained in Medicine," or the "I'm untrained in Resolve and don't want to be making skill checks during combat," go-to item for curing bleeding.

Walter
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Antilles
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« Reply #36 on: September 14, 2009, 05:44:11 PM »

Ok, so the only thing immediately wrong with him is that he's got the bleeding condition? He's not dying, just unconscious?
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« Reply #37 on: September 14, 2009, 06:40:53 PM »

Ok, so the only thing immediately wrong with him is that he's got the bleeding condition? He's not dying, just unconscious?

Standard NPCs don't really have a "dying" condition. Note that bleeding causes him to take 1 point of subdual damage per round, even if he is inactive. Subdual, stress, and lethal damage act the same on standard NPCs, so each time he takes that point of subdual it triggers a damage save. While he isn't "dying" in the same way a special NPC would, he requires immediate assistance to continue living.

Walter
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foproy
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« Reply #38 on: September 14, 2009, 09:10:09 PM »

donovan with no concern for his own life bolts off to the gate, flying as fast as he can.catch me up, "ill see if i can help at the gate."
(click to show/hide)

Is the Acrobatics roll for the flying? If so, you only need to make a check when doing something funky; normal flying is accomplished without needing a check.



attempting to fly low at a run speed, trying to reach the gate as fast as possible, flying is my faster mode of transport.
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« Reply #39 on: September 14, 2009, 09:54:59 PM »

attempting to fly low at a run speed, trying to reach the gate as fast as possible, flying is my faster mode of transport.

Given that you cap out at 20 ft AGL, all your flying is low. Tongue

This is a pretty basic move. You keep reminding me that you fly, and I'll let you know when I need a roll.

Walter
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Antilles
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« Reply #40 on: September 14, 2009, 10:04:36 PM »

Alright, then I'll go for the Medicine check approach. Better save the bandages for when PC's are hurt...

Anways, my total bonus is +7. I'd like to fish for a synergy bonus from Resolve, since he's moments from dying and I'll need steady hands and a sharp mind to save him. If you think that's reasonable, then the bonus is +9. If I roll poorly (result 15 or lower), roll an action die (d4, explodes on 3 and 4 thanks to Lady Luck's Smile).
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foproy
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« Reply #41 on: September 14, 2009, 10:47:02 PM »

to save some time, just make those for me.
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« Reply #42 on: September 14, 2009, 11:26:40 PM »

After taking a moment to assess the situation, Swift decides he would be most useful making sure that the one that split off from the group hasn't gotten himself into trouble, and flies full speed at the gate in chase.
that 2 of us with the same agenda, one just happens to be faster.
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« Reply #43 on: September 15, 2009, 12:43:22 PM »

See in-character post.

Rokrah:
Your Ready action is not triggered this round, and remains active until the start of your next Iniative Count.

Jack Falseth:
You have successfully completed the first challenge in this Complex Medicine/Stabilize Task [Result: 20 = 11 (roll) + 7 (skill) + 2 (synergy)]. The task seems more difficult than normal, both in duration (multiple challenges) and complexity (higher DC). You suspect it will take 3-5 rounds to stabilize the man; let me know if you would like to continue.

I am not granting synergy from Resolve -- pretty much all Stabilize checks, by definition, involve a patient moments from dying. I will, however, grant a bonus from Search as "it's important to know whether the character sees, hears, or otherwise senses important details while looking for them" (the unusual nature of the wounds).

You also succeeded at a Knowledge check [Result: 26 = 18 (roll) + 1 (Int) + 5 (studies) + 2 (synergy: Medicine)], recognizing the wounds as caused by the nails and teeth of various folk.

Donovan; Slash; Stonecrusher; Swiftwind
Successful Team Athletics check [Result: 15 = 5 + 6 (skill) + 4 (discretionary: multiple participants)] gets the gate moving. The gate requires one more round to close and bar (no further skill check necessary if all participants continue).

Kabuki:
Search/Perception is a full-round action, if you would like to do so next round. You don't Notice anything this round.


Response Deadline: 1200 MST on Friday, September 18.

People seem to be posting in advance of the deadlines, allowing me to respond sooner and suggesting the posting schedule is sustainable. Let me know, however, if things get a little too frantic. Also, notify me if you expect to be away for a bit. We can work out some basic actions for your character.

Walter
« Last Edit: September 15, 2009, 12:45:39 PM by MugMug » Logged
Agent 333
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« Reply #44 on: September 15, 2009, 03:49:54 PM »

This Round: Continue Readying, same trigger as before. If at the end of this round it's apparent that nobody's coming this way I may decide to do something else, but at this point 'protect the healer' seems like the smartest tactic Rokrah would think of.
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