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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon Jan 23, 2012 4:15 pm Post subject: |
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Urban Spaceman wrote: | I'll also try to re-enforce the problems the injury gives them after healing by including refrences to it in descriptions of events.
For example:
"You parry the attack with your vibroblade. The impact of the blow vibrates along the weapon to your arm. You grimace slightly, as pain shoots through your arm. The med-pack fixed you good, but the doc wasn't lying when he recommended you rest that arm for a few days". | Nice color.  |
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Darth_Hilarious Lieutenant Commander


Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Wed Apr 17, 2013 8:13 pm Post subject: |
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What about Bacta tanks? How long of an immersion period per wound level healed? |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14341 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Apr 17, 2013 10:25 pm Post subject: |
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Wounded is 1d hours
Incap is 4d hours
Mortally wounded is 1d days.. by the 2e R&E book. _________________ Confucious sayeth, don't wash cat while drunk! |
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Zarm R'keeg Commander


Joined: 14 Apr 2012 Posts: 481 Location: PA
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Posted: Sat Jun 01, 2013 10:43 am Post subject: |
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Wait... you have players that actually get INJURED? Blaster bolts don't merely bounce off of their skin/fur because they consistently roll high and you low? What strange new world is this...?  _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Mon Jun 03, 2013 6:34 am Post subject: |
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Thread revived (not by me this time ), so, I'll describe my medpac rules too.
Medpacs have 3 round delay before their effect apply. This delay is reduced by 1 round for each 5 points rolled above the required difficulty. Reducing delay to zero means that medpac takes effect at the end of the round it was used.
Example: Jack uses medpac on a wounded twice friend, first aid difficulty is Easy (7), player rolled 15, so it will take two rounds for medpac to take effect.
Medpac may only heal one wound level. Further medpac uses have no effect, unless the character is wounded again, although fast-flesh medpacks can heal one more wound level. Rules of use multiple medpacs in one day still apply. This is the reason why bacta tanks exist.
Example: Jack was incapacitated, his friends used a medpac on him (wounded twice) and fasf-flesh (wounded). He can't heal further with medpacs, he may only heal naturally or use bacta tank.
Wound penalties may be reduced by painkillers (physical attributes, 15 credits for 10 pills, 4 hours) or stimulants (mental attributes, 24 credits for box of 10, 6 hours) by 1D (or even by 2D using special drugs), but these drugs will not work together (cause nasty complications). |
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