Wednesday, August 15, 2018

0028 – Getting the Gear and Out Part II (0600 23 JUL 2000)

Now that the team has geared up, Logan can check everyone out. The scratch wounds have healed from the day before, but there is still a lot to do. Logan must care for the following wounds:

• Griffin has a slight wound (20) to his left arm
• Harris has a slight wound (43) to his chest.
• Macron has a slight wound (30) to his chest.

The rest of the group is unwounded.

Logan has a Medical (Trauma Aid) asset of 17. He treats the wounds of the three troopers for a total of 1.5 hours and then makes his medical roll,

[Treat Griffin's slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Fail.
[Treat Harris slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Pass.
[Treat Macron's slight wound – Asset Level 17 – Average (x2) – Target Number 19 - Roll(s): 20] - Pass.

Harris and Macron have their healing time reduced from three days to one day. Griffin gains no benefit but is eligible to roll again tomorrow.

The team decides to reorganize their equipment before moving out.

• Griffin takes a FN-LAR out of storage. Unfortunately there are only two magazine available.
• Klasha takes the UZI and 3 30rd 9mm P magazines.

Others would need equipment like body armor, packs and night vision equipment but there are currently none in stock. This means the characters would need to go shopping. Seeing as they have overstayed their welcome, however, that is not goint to be possible here. Time to get out of dodge.

Note to self: take the other stuff too next time because you never know when you will need it.

The characters have also been on the road for 5 days now (somehow seems longer), so I think it is time to do some experience point conversion. Generally, I give 1 experience point per session and an additional point for an Outstanding Success. The Outstanding Success can only be applied to the skill used. I do not give extra experience points for good roleplaying, as this would be difficult in solo roleplay without being locked up for talking to myself.

I also give one initiative experience per session that involved combat but only for those involved. Experience points may only be applied to skills the character have actually used. These are marked on the character sheet individually.

That being said, I convert the experience as follows:

• Marshall has 3 initiative points and converts them to raise her initiative to 3. In addition, she has 2 experience points and one outstanding success for Small Arms (Rifle) and raises her skill level to 3.
• Logan also uses 3 initiative points to raise his initiative to 3. He will use 1 Outstanding Success point to raise his grenade launcher skill to 1. The rest he will save to use later.
• Harris will use 4 Initiative points to raise his initiative to 4. He will use 1 Outstanding Success point to raise his grenade launcher skill to 1. The rest he will also save to use later.
• Mitchell will use 5 Initiative points to raise her initiative to 5. She will use 3 experience points to raise her grenade launcher skill to 2 from 0.

After some accounting and reduction of the food supplies, the characters will leave town, heading south to Zloczew. Note: this town is actually missing on the map in Escape from Kalisz and is located at the crossroads between Sieradz and Weilun. The distance is 20km and will take the characters approximately 30 minutes.

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