Chris Fri Aug 09, 2013 12:14 am
Robyo wrote:
I believe DC for Med kit and Medpac is 15. So how do I fail with a 16?
So Sharn will use his Med Kit to stabilize Daxx's condition.
Then, Heal Another: 10+10= 20
3+1= 4 Wounds restored
(costs 2 vitality)
yup, GM was wrong, DC for medpack and medkit are 15, so Sharn also heals Daxx for (rolls mysteriously behind GM screen) :study:1 wound point!
The Count will now count Daxx's wound points.....
Daxx is now at 1, 1 wound point, (clap of thunder, flash of lighting), ah hahaha
whit10 wrote:ok... explain that again... I can't freakin heal myself since its a "full round action"? Or do I just take more damage if I try to heal myself... which I could give two shits about anyway
as long as you are at 0 wound points and "disabled" you cannot take a full round action, correct. you should give 2 shits about taking more damage, since it would put you back at -1, unconscious and bleeding again
However, Sharn did also heal you with a medpack, so Daxx is now at 1, 1 wound point, (thunder, lighting) ah hahaha
navyik wrote: MAS wrote:"Got you all covered....either hit the barrel with the laser sword or lets place some charges and blow it. Who and whatever is inside is of no consequence to us - lets get moving! "
"That sou ds right, T'son, but i don't want to be the guy who ket something important slip by. A qui k peek shouldnt hurt. But lets be ready this time," he says pulling a thermal detonator off of his bandolier."
Chris wrote:Sharn can easily enough take 10 on a climb check and after a few swings has neutered the flak guns.
The guns are already disabled.
What other looking around do you want to do?