DataPacRat Posted October 20, 2005 Report Share Posted October 20, 2005 On p275, we have a small table, showing when a Knocked Out character can take recoveries. Down to -10, every Phase; to -20, every Turn; to -30, every minute. For characters who are /really/ knocked out, would it be useful if the GM continued the progression down the Time Chart? That is, for STUN of -31 to -40, they'd recover every 5 minutes, to -50 every 20 minutes, to -60 every hour, and so on and so forth? Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted October 20, 2005 Report Share Posted October 20, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? Nah, we call that GM Option Land - the character is so far out that they regain conciousness when the GM feels is appropriate - usually whatever is useful for the story. Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted October 20, 2005 Report Share Posted October 20, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? "Useful" really depends on what you want out of the game, or at least the mechanic. If you were wanting to simulate a more grim atmosphere, or more gruesome combat results, then certainly it would be fine. Quote Link to comment Share on other sites More sharing options...
austenandrews Posted October 20, 2005 Report Share Posted October 20, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? Our group always called this "going vernal" - as in, you get a recovery on every vernal equinox. In other words it becomes inconvenient, to say nothing of unrealistic, to track recovery periods out that far. Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? Anybody ever had a bad GM who decided that 'GM's option' means that he springs right up after getting KO'd so he can retreat for plot purposes? I have. Quote Link to comment Share on other sites More sharing options...
austenandrews Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? Anybody ever had a bad GM who decided that 'GM's option' means that he springs right up after getting KO'd so he can retreat for plot purposes? I have. *heh* I've never seen it but I can't say it surprises me. Quote Link to comment Share on other sites More sharing options...
Mike W Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? We tend to ignore the strict chart in the book that is based on how much STUN you are under and do it more by the number of RECs you would need. So if you are within one REC, you get it on your next phase. 2 RECs, you get one on Post-12. More than 2 RECs, down for the fight. Over 3 RECs and the group may be calling an ambulance. You might be doing the "coma" story next week, at least to start. Of course, the GM(that's me) occasionally bends the rule here or there for the sake of the story. Villains are generally down for the fight if they need more than one REC(master villains or guys known to take ridiculous beatings may get up though). Of course, fight is over as soon as the last villain goes down, regardless of how many RECs he would need. Almost always. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? I'd leave it to the GM. But if you absolutely must have something official... use that system. I would permit a paramedics roll to up the time scale a single notch plus an additional notch for every 2 the roll is made by. To be fair. Quote Link to comment Share on other sites More sharing options...
Lucius Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? I knew people who said "GM's Option" meant it was at the GM's option if you were still ALIVE or not...... LA p Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? I should note that buying the gaming group a Pizza or providing snacks to the game should always constitute sufficient reason to improve a player's recovery time. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? Only one thing to say: coma time! GM candy. (Oh, one more thing, actually: great hook for CRAZY dream sequences! Depending on how much roleplaying and how metaphysical you want to go, those could lead to early recoveries.) Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? Our group always called this "going vernal" - as in' date=' you get a recovery on every vernal equinox. In other words it becomes inconvenient, to say nothing of unrealistic, to track recovery periods out that far.[/quote'] Ah, "going vernal". I like that. We tend to call it "having a drink at Chez Foxbat". Sometimes there's a bigscreen tv over the bar showing the fight - sometimes it's playing soaps... Quote Link to comment Share on other sites More sharing options...
Silbeg Posted October 23, 2005 Report Share Posted October 23, 2005 Re: Negative STUN: Use the Time Chart for Recoveries? We tend to ignore the strict chart in the book that is based on how much STUN you are under and do it more by the number of RECs you would need. So if you are within one REC' date=' you get it on your next phase. 2 RECs, you get one on Post-12. More than 2 RECs, down for the fight. Over 3 RECs and the group may be calling an ambulance. You might be doing the "coma" story next week, at least to start. Of course, the GM(that's me) occasionally bends the rule here or there for the sake of the story. Villains are generally down for the fight if they need more than one REC(master villains or guys known to take ridiculous beatings may get up though). Of course, fight is over as soon as the last villain goes down, regardless of how many RECs he would need. Almost always. [/quote'] Very interesting system, as it does make those characters with high REC more resiliant... even more than they normally are. Have to think about the ramifications of this... though, I think that my players will probably agree that a high REC is a bonus enough in and of itself. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.