| DM_DM |
This coming week is going to be kinda tricky too -- my mother-in-law is visiting from out of town and staying with us, and the work week is also full. But I don't want to let another week go by and lose more momentum. So, let's get back into it. I'll try to post as regularly as possible. After next Monday, things should calm down and full normal posting should resume.
| Yordan Patar |
Definitely.
Yordan has not yet figured out how to pass on some of the information he's picked up.
Less suspicious of Winter since the mirror episode. More suspicious of Offspring Rocksauce. Not yet sure about most everyone else.
baron arem heshvaun
|
| DM_DM |
Status points: remember them? Okay, let's review.
STUFF
Stuff 3: You find all your starting equipment in the first room AND you get extra stuff. Mrakala was the only character who took Stuff 3, so he got a box full of stuff.
Stuff 2: You find all your starting equipment in the first room. It's the normal equipment for a 1st level PC.
Stuff 1: The DM determines one item that is definitely present -- a weapon, spellbook, holy symbol, or other mission-critical item. Everything else, have the player go down his character sheet and roll: 50% chance it's there, otherwise it's marked "missing". Missing items will be found with Winter and the refugees, and can be claimed as soon as they trust the PC (attitude friendly or better).
Stuff 0: You got nothin'. You'll find one critical item (as above, weapon or spellbook) in the possession of the first ghoul or doppelganger you encounter. After that, the refugees may have some of your stuff: roll for everything else, 50% there, 50% lost forever.
So: I believe everyone besides Mrakala took Stuff 1 or 2. That means Winter may have your stuff, locked up in her office. This is peeling back the vinyl a bit, but that's part of the point of the whole trust thing... get her to Friendly, and you get a chance at your stuff.
| DM_DM |
PHYSICAL
Physical 3: You were dosed with a powerful stimulant that will temporarily increase either your Con or your Dex by +4. The stimulant wears off four hours after you wake up.
Physical 2: You're fine.
Physical 1: You have an injury (half your hp) that also affects your movement: either one arm isn't working, or you're at -10' on your move. The latter effect will disappear once you have healed the hp AND have a night's good rest.
Physical 0: You have the Sickened condition, and will have it until you have a night's good rest AND someone makes a DC 15 Heal check on you. You also have either a disease or an addiction (DM's choice); if a disease, you're already past the incubation period.
-- I think everyone was Physical 1, 2 or 3? Go ahead and confirm. While you're at it, remind me if you were Mental/Fugue 1 or lower. Otherwise, you're fine.
| Yordan Patar |
Yordan was:
Stuff 3
Mental 1
Fugue 2
Physical 0
Do I need to have someone else make a Heal check on me, or can I do it myself? If the latter, I take 10 for an auto-success.
No, I'm not Aragorn, but I can chew up leaves and do stuff with them almost as well as he can :)
| DM_DM |
Okay, for you folks who dumped mental and fugue, then...
MENTAL
Mental 3: You awake with your mind strangely clear and strong. You are immune to San damage for the next four hours. If not using the Sanity system, then you gain +4 on Will saves for the next four hours.
Mental 2: You're fine.
Mental 1: You're disoriented and distracted. You are at -4 to either Wis or Cha,and whenever confronted with a stressful situation (such as combat) you must make a DC 15 Will save in order to place yourself in danger. (If you fail the Will save by 5 or more, you can do nothing but cower.) You can retry the Will save each round; once it's made, you can act normally for the rest of that encounter or situation. This lasts until you get a good night's rest. Nameless Oracle was Mental 1, has not rested, and so is still affected.
Mental 0: You seem fine at first, but in fact you have gained a madness as per the DMG -- either paranoia, mania, or phobia (DM's choice). The madness DC is 15. The madness passes if you can get a good night's rest and then make the Will save, OR you get a good night's rest after someone has made a DC 20 Heal check on you. The Heal check DC is reduced by 1 for every ten minutes the healer spends sitting with you and speaking calmly. Don't think anyone was crazy enough to take Mental 0.
| DM_DM |
FUGUE
Fugue 3: You still get occasional flickers of memory from your past life. The DM may use this to give you hints or clues. Additionally, during the first week after waking, you may reroll up to three attacks, saves, or skill checks, as the fading memories of your past self briefly inspire you to greater competence. These rerolls are a limited resource; once you've used them, they're gone. I think Mrakala was the only Fugue 3 person? Don't think he's used any rerolls. If you do, label it "Fugue reroll", so we can keep track.
Fugue 2: As per normal.
Fugue 1: You no longer remember your name. The DM or the other players may give you a name based on some characteristic ("Scarface", "Twitchy", or the like). Also, some of your memories are slow to recover. Whenever you attempt to attack with a weapon, use a skill, or cast a spell, there is a 20% chance you are unable to bring those memories to the fore. For a weapon or a skill, you are treated as non-proficient (-4 to attack rolls, no +3 bonus on skill checks). For a spell, you are unable to cast it, but you do not lose the spell or slot. Once you have used a particular weapon or skill, or cast a particular spell, you no longer have to make this roll. You can try to reroll a failed roll after at least ten minutes have passed. This condition passes after a good night's rest.
Fugue 0: As above, except the failure chance is now 50%, and you don't remember how to read or how to speak any languages but Common. The condition persists until you can get a good night's rest and then make a DC 15 save, OR you get a good night's rest after someone has made a DC 20 Heal check on you. The Heal check DC is reduced by 1 for every ten minutes the healer spends sitting with you and speaking calmly. Kyleen, right? You got the good night's rest, so try the Will save.
baron arem heshvaun
|
I'm probably the biggest Star Wars fan on these boards, I went to Celebration so I was gone 4 days while still running work via phone and proxies.
I'll catch up tonight from New York.
In the meantime The Emperor on the current state of affairs in our country.
| Mrakala |
Please bot Mrakala for the next little bit. I have been very busy last week and will continue to be so this week. I should have more time this coming weekend/next week. I apologize for the spontaneous absence.
Mith'aj the Tactful
|
ORACLE WITH NO NAME
CLW: 1d8+1Posting for the Oracle since she has not posted since last Saturday.
Thanks for botting, I was out of town at a conference until yesterday (as posted above).
However, trying to keep things honest here - I had no spells. OwNN used her last CLW on Fritz the previous night, before attempting to sleep. I didn't get a rested state due to the Dreamlands/Hooded Thing, so I have no spells at all.
What to do?
EDIT: Maybe the natural 20 on Heal in the gameplay thread can mimic a CLW, if DMDM is feeling generous ... ?