[OCC] Stargate SG-1 – Confrontation – OCC Thread

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This is the kind of game that I wish I could get into. But I am always too slow jumping in. I am kicking myself in the head for not joining Kitara's RESIDENT EVIL game when I had the chance. And this game looks like it is going to be a GREAT one. Well at least I can lurk!
 

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Keia said:
Mad Thinker,

I haven't forgotten about you, I promise. I'm working something extra special for you. ;) Just so many choices, so little time.

Keia

p.s. Seriously, I'll have you up and running by Thursday afternoon.

Not too bad, I've gotten to almost everyone by my Wednesday start day. What? I'ver started already? . . . . Damn.

I had not thought that you had forgotten me. I was getting worried that the extra time was because you had thought of something extra devious for me(haha I hope):D
 

I would like to make a Treat Injury skill check while Rylee is patching herself up. *heh* I bought these skills, gosh darnit, I'm gonna use 'em!
 

ps...I trust that by the time I get back Lorelai will still have some clothing left? Well, unless Mr. Lieutenant is more than just all talk...

toodles! :p
 

Modified Healing Rules

I'm going to use the treat injury rules from KitanaVorr's Resident Evil game. I think they give some purpose to a first aid kit. Plus, I expect there to be some amount of combat in my game. OKay, more than some.

Treat Injury: Works as indicated in the book with the following exceptions regarding the First Aid Kit

First Aid Kit:
- A full kit has 4 uses. Once you use it, then its gone.
- Allows you to heal hit points
- Without First Aid Kit all Treat Injury rolls will be at (-4)
- dazed, unconscious, or stunned characters have DC 15

DC+Treat Injury Roll
<10 1 hit point
10-14 2 hit points, stabilize dying character
15-19 1d4+1 hit points
20-24 1d6+2 hit points or 1d2 ability points
25-29 1d8+4 hit points or 1d4 + 1 ability points
30+ 2d6+6 hit points or 1d6 + 2 ability points

Medical Kits work the same except it can be used only once per hour and can restore 1d8+4 hit points or 1d4 ability points automatically. It also allows you to heal poison.

Surgery Kits work the same except that I'll be more lenient on the fatigue. Max 6 hours of fatigue, -1 hour per point over the DC the surgeon. It can only be used once per 2 hours.
 

Okay,

I've updated everyone but Vardeman and Mad Thinker, both of which are waiting on what others do (Vardeman -> Durant, Mad Thinker ->ahead of every else time wise).

I'll be posting much less frequently over the weekend. I have hopes of having everyone together by Tuesday/Wednesday of next week, maybe sooner. I always say I don't plan on posting, then I go nuts, but at least I'm covered if I don't post.

Anyway, any questions/issues?

Keia
 

Just a short one: I'm not really familiar with the rules for weapons and military personnel, and I just wanted to make sure I got it straight before posting

- Weapons as hand luggage is definately a no-no, but I may be able to bring them in my normal luggage, using my military ID and pulling some strings.

Is that it? (as far as Leonard knows at this point)

Fanog

(BTW, I love how everyone is somewhere else and how you can all see it coming (crashing?) together. Great job. :) )
 

Fanog,

You are correct in your assessment. In luggage with proper ids, okay. In carry-ons - nope.

Keia
 

Ok, thanks. I edited my equipment list to take this into account.
(Wow, I even remembered to put my swiss army knife in the range pack. :) )

Fanog
 

Umm, I don't seem to have had a response to my last post yet. It's been up for a couple of days, so it could just be that I've missed your response, Keia, but I thought I'd better check. If this is just me being unobservant, then oops and sorry in advance.
 

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