It was a judgement call as to whether Ranar should go with Wrench Limb there or just a Pin.
I went with the Wrench because (a) he’d already shot someone just a few seconds earlier, and (b) there was another opponent still active, and going for the Pin would’ve stopped Ranar from dealing with him (if he hadn’t run away).
Mangled limbs can be magically repaired, but it’s more than just a basic Healing spell.
Fits the situation - Ranar has had some stress recently and suddenly found himself in a dangerous situation with 5 unknowns and only 1 known reliable ally (no offense to the new characters). He’s impulsive so he shot first, but when he realized that might’ve been wrong and tried to scare off the horsemen, when that didn’t work, instinctively acting to incapacitate to even the odds makes sense.
Meta-point: the tensions within the party regarding the appropriate use of violence are a good thing, handled right. This is the bread and potatoes of high-grade roleplaying.
It’s also kinda realistic; the party recently had a major disruption to its tactical command structure with the deaths of Aronn and de Courcy. A loosening of use-of-force standards is exactly what you’d expect if that happened in a military unit.
Yrth is a “plausible” epic fantasy world; there are plenty of shiny sparkles on the surface, but there’s also blood and cruelty underneath. I’ll follow the vibe of you guys as to how gritty you want it to get, but there are genuine human issues to play with if folks want to do so.
So long as everyone is careful to distinguish between player and character, it’s all good.
Healing the horse is double fatigue cost due to its size.
The horse’s legs are unbroken, but it took a lot of damage from Thwip’s bullet.: 16HP. It’s bleeding badly; without veterinary treatment, it will die. Sasha can restore HP, but he lacks the expertise to halt bleeding on a horse. He has First Aid skill for bleeding on people.
Ranar’s horseman is unconscious but stable. You can wake him up, but he won’t walk again without a specialist healer.
The first horseman is dead. Apart from the crossbow bolt and bullet wound, he appears to have broken his neck as he fell from the horse.
BTW: Sasha has healing spells, but he isn’t a specialist healer. Unlike Hawk, he lacks the ability to stop bleeding, reverse poison or fix a crippled limb.
Other meta-point: Ranar, given sufficient time, can pacify a foe without causing any injury. But, in a hurry, he is also thoroughly capable of removing extremities from anything short of an Ogre.
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.