GURPS Banestorm redux

Sure, although it’s a near certainty; 15 or less on 3d6 assuming you double casting time.

2FP from you for each HP healed on the horse, up to a maximum of 6FP/3HP.

A Vet roll from Ranar will sort out the bleeding.

On second thought, if Sasha throws a full power Major Heal at the horse (8FP/8HP), it’ll be fit enough to carry a rider.

A roll of 14 or less for that, due to the lower skill on Major Heal.

Is that not going to be double fatigue for it’s size?

How much fatigue do I have to play with?

Yup, but already accounted for.

Minor Heal fixes 1HP per FP on a human-sized target, up to 3HP. Major Heal fixes 2HP per FP on a human size target, up to 8HP.

So, on the Size Modifier +1 Horse, it’s 2FP/HP with Minor Heal and 1FP/HP with Major Heal.

Casting repeatedly on the same target in one day gives rapidly increasing skill penalties. One Minor and one Major can be done without penalty, though.

You’ve got 13 FP, 5 Energy Reserve and a 4 point powerstone. You spent 3 energy during the fight.

Energy Reserve regenerates at 1pt/5min, no matter what you’re doing. Fatigue regenerates at 1pt/5min while you’re quietly resting. Powerstones recharge 1pt/day.

My quick googling tells me that trying to snap a knee back into place after a severe trauma would probably do more harm than good and I assume Thwip would know this based on his first aid.

Before he does that he’s going to rummage around for anything that can bind his leg to keep it from swinging around assuming those possible reinforcements show up in enough time to rescue him. He’ll cut his blanket into strips if necessary.

Thwip can stabilise his leg sufficiently for him to move very slowly with a crutch.

Without healing, he should wake up in an hour or two. With some magically-restored HP, he’ll wake in fifteen minutes.

@discobot roll 3d6 vs 14 for a Major Heal the horse

@discobot roll 3D6 vs 15 for a Minor Heal on the guard

:game_die: 6, 1, 3

I’ll take it that was for the horse.

@discobot roll 3D6 vs 15 for a Minor Heal on the guard

:game_die: 4, 4, 2

That’s 8 hp/fatigue on the horse and 3 on the guard

@discobot roll 3d6 vs 10 Veterinary

:game_die: 6, 4, 6

A fail, but not a Crit Fail, so no major damage done. Roll again and roleplay the fail. :slight_smile:

Second try,
@discobot roll 3d6 vs 10 Veterinary

:game_die: 2, 4, 1

BTW, when Hayu uses the term “citizen”, it doesn’t mean of any particular nationality. “Citizens” are basic, hardworking people, as opposed to criminals, guards, and anyone generally involved in the machinery of corruption. Citizens work hard, pay their taxes and tithes and generally do what authority tells them to. She doesn’t deem them as acceptable targets for most scams (it’s far easier and more fun to con a con), though she isn’t above taking advantage of a little shelter or sympathy every now and then. Like now.

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I’m not sure what a good magical healer and a funeral would cost in al-Wazif but given the expensiveness of Eabd’s loot I’m assuming one of the cheaper items will cover it all.

But if Ranar strongly objects to sharing the loot (I think that’s one of his disadvantages) or if the healing won’t really cost that much, Thwip will tuck some of his cash into the fellow’s pocket without any argument and leave with the others.

You’re halfway between Tredroy and Hadaton, a day’s walk north of the river.

There’s a north-south road a couple of hours east of you, which leads to a trading post on the river. You were heading for that road when you met Sasha; Hayu and the horsemen arrived from the east.

The river has a lot of traffic. If you can make it to the trading post, it should be easy to buy your way onto a ship. From there, you could go back upriver to Tredroy, or downstream to Hadaton.

From Hadaton, you could get a ship to anywhere.

The horse is up and walking.

The horseman will awaken shortly. Loiter to interrogate or scarper?