GURPS Banestorm redux

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.

The ball’s with you lot. Perhaps some posts on the narrative thread getting introduced to each other and working out what you’ll do next?

Ranar and Sasha could collectively patch up the horse to the point where it won’t die, but it won’t be carrying a rider for a while.

I will let them decide if they want to spend their energies on the horse, but Hayu will have no qualms about putting it down if it can’t be saved.

Role-playing it may be good.

I’M BACKSEAT GM’ING!

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Sasha’s going to cast a minor heal on the horse, which should help calm it down.

@wanderfound, do I just roll the dice now?

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: