Code Blue: A Heal Expansion [Skills Expansion]

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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Z2 on Sun Sep 01, 2013 5:01 pm

I suppose the line that set this one in motion was 'Cutie Mark Criticals only have special effects on wounds' thing. I am more than fine with the idea of GMs getting to throw in their own thing (mostly.) It's the implication that the CMCs aren't supposed to do anything significant with these checks; which, regardless of who is or isn't encouraged or discouraged (which is clearly a crapshoot since people are "complicated") undermines the purpose of the cutie marks themselves.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  ZamuelNow on Sun Sep 01, 2013 9:35 pm

Z2 wrote:I guess the short version would be that by making sure all the races have even footing, you are DIScouraging the ponies from taking the skill.
Can't say I really agree with that sentiment since stacking Training and CM is still a good stat boost and a spectacular success is still supposed to be awesome.  Plus, the book's racial setup for donkeys seems to be rather specifically designed for a specialist.  However, the 'Cutie Mark Criticals only have special effects on wounds' thing is a valid concern that could stand to be rewritten.

As far as some suggestions:

Glazed:
Name: Glazed
Type: Curse
Description: As a result of a magical spell, the sufferer has been turned into an inanimate glass sculpture in whichever stance they were in when attacked. Can be performed at long distances and is generally aimed at an entire area as opposed to a single pony.
Causes: Magical curse
Progression: A DC 25 Endurance check slows the process to five minutes, otherwise complete glazing within thirty seconds. Successfully subduing the assailant during this time halts and reverses the process.
Symptoms: Sufferer is a statue of inanimate glass. While in this state you are dangerously fragile, causing you to be damaged with a DC as low as 10.
Combat Effects: Sufferer is a statue of inanimate glass. This confers Vulnerable 10 to all damage where participation in combat is appropriate, such as your allies attempting to defend you when an enemy is attempting to damage you.
Diagnosis DC: Obvious
Treatment:
A DC 25 Heal check and a 30 minute soak in an herbal solution restores color to the victim, and shortly thereafter animation. Cracking and other minor damage is irrelevant, though significant fractures or chipping may result in the victim gaining the Wounded or Seriously Wounded condition on recovery. A creature whose statue is missing chunks from the main body must be reassembled before treatment, lest they reanimate and immediately die - though a treated creature with all pieces attached may be reanimated in a Critically Wounded condition.
A DC 35 Heal or Mechanics check is required to properly reassemble and bind the creature back together if the statue has been damaged. All pieces must be present for a successful repair, and successful reassembly permits the restoration of the creature with only the wounds it had when first glazed.
The original mage or any other thoroughly competent magic user may attempt to reverse the spell with a DC 30 Arcana check.  Critically failing does not injure the victim but instead causes the mage to be glazed as well.
Notes: While this is obviously a more severe variant of petrification, tread very carefully when using this in a campaign.  It is generally better to use this on a NPC a player cares about in order to start a quest to cure them than directly using this on a PC.  The concept of a herbal soak is to give an option for Heal focused characters since the original variant could only be remedied by counterspell and was subsequently the reason behind the inclusion of the specific crit fail consequence.

Smoozed:
Name: Smoozed
Type: Poison
Description: An indelible purple splatter over large portions of the victim's face and body causes wholesale personality changes.  Nicer individuals tend to be snide and unhelpful while others are openly hostile to any nearby.
Causes: Being splashed or submerged in specific semi-sentient liquid entities like The Smooze.
Progression: While the condition does not worsen over time, the effects are permanent without medical care.  Also, being submerged in large quantities of Smooze long enough can drown a creature like any other liquid.  This includes creatures that can usually breathe under water though they gain a +5 bonus to Endurance checks to avoid drowning.
Symptoms: The victim's active hostility means they can not perform team assists or morale boosts and will not accept benefit from any assists or morale boosts either.  They gain a +5 bonus to intimidation checks while they suffer a -5 penalty to all other Persuasion checks and a -2 penalty to Perception.
Combat Effects: None
Diagnosis DC: Obvious
Treatment: Nothing can stop... Actually, a DC 25 Heal check and a light dusting of a powder composed of gossamer and morning dew will cause the previously indelible stain to clump up and fall off the victim.  This should be started on their face for most immediate results, then moved to their body, and finally extremities such as limbs and wings. Having a friend or family member nearby helps the mental recovery from the personality change.  The removed clumps should be immediately destroyed either through contained cremation or being dropped in an active volcano.
Notes: Limiting this to mostly personality effects means a player is almost fully functional but has to role play a little differently than normal.  Treatment can be slightly altered if this is reflavored as a curse.  In fact, it can work as a variant of being discorded.

I'll probably attempt more later.


Last edited by ZamuelNow on Mon Jan 20, 2014 3:16 pm; edited 1 time in total
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sat Sep 07, 2013 11:25 pm

Added Frostbite
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  A1C Bronymous on Sun Sep 08, 2013 12:39 am

So now that I'm suddenly testing this, is there a google doc or something for easy reference, instead of trawling through the thread for everything?
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Pingcode on Sun Sep 08, 2013 1:03 am

Right now I'm pretty much working exclusively in the set of posts in the thread - the spoiler tags make it easier to keep it organised, IMHO.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  ZamuelNow on Mon Oct 14, 2013 11:07 pm

Unless it should be considered one of the wound categories (or I overlooked it), just realized you don't have any information on burns. Also, wonder if your expansion should have an altered form of Medicinal Training that's a "pick one" type talent since the book default is only for disease and there's a lack of something for mending broken bones and sprained muscle joints.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Philadelphus on Tue Oct 15, 2013 4:20 am

Y'know, this seems like it'd be the perfect thing for Freaky Knowledge. Freaky Knowledge: Broken Bones, or Sprains, or Burns, or...

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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  ZamuelNow on Wed Oct 16, 2013 1:03 pm

Perhaps.  It simply seemed like an oddity that Medical Training only worked for disease the more I thought about it.  There's also the mechanics aspect of an always on +5 versus a 3/Day +10

EDIT: Durr, I'm dumb. "Medicinal" would explicitly be for medicine and disease via word choice. Kept looking at it as just "medical". Thus, Philadelphus has the valid point of using FK for other specialties.


Last edited by ZamuelNow on Mon Jan 20, 2014 3:00 pm; edited 1 time in total
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OUTBREAK!: Heal as a Plot Point

Post  ZamuelNow on Mon Jan 20, 2014 2:56 pm

OUTBREAK!: Heal as a Plot Point

As an expansion to an expansion, this is a guide to GMs for taking the next step with making the Heal skill relevant in your campaign.  Rather than outline individual afflictions, this is how to put it all together so that Heal moves from an ignored skill to one of importance.  Not all campaigns are made the same so this will fluctuate on what you can get out of it.

You initially need to decide if you want a major ailment to be the A Plot or the B Plot for a campaign and plan how you want the other plotlines and story hooks to feed into or off of it.  It needs to feel like both the negatives of the affliction's existence and the positives of the player's actions to counter it have ripple effects.  In this, the affliction needs to be treated more like a mystery for the player to solve.  Create a few symptoms, the base cause, rules to who it affects, and how it can be cured.  This needs to be planned out early on so that you know what hints to feed the player and the player can start to figure things out.  This needs to be done with integrity so you can't randomly change these rules unless there's a very overt reason why in the storyline.  However, with any good mystery you certainly have the breathing room to throw a curve ball at the player.  An affliction that looks like it affects earth ponies may actually come from contaminated flour and there's just a larger percentage of earth pony bakers with repeated exposure to it in a raw form.

As the player starts gathering clues, the act of curing the ailment becomes a skill challenge that is extended over multiple sessions.  Thus, this will require multiple Heal checks for the act of diagnosing, creating, and applying the cure.  This also allows a greater adventure aspect to be tied into it due to the exploration and worldbuilding aspects.  Fetch quests have a bad reputation but that should be due to them being blatant or tedious since helping a series of NPCs fits in quite well pending on just how wide reaching this affliction is.  This is also a good way to establish a stationary medical location due to interaction with NPCs, a potential safe haven for those afflicted, or perhaps a target if the affliction was created by someone with ill intent.
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Re: Code Blue: A Heal Expansion [Skills Expansion]

Post  Stairc -Dan Felder on Mon Jan 20, 2014 6:56 pm

A mini-guide like this could be a great tip for DMs. I like the concept.

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