Ker-triage! And Creatures.

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Rev. Sylvanus
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Ker-triage! And Creatures.

Post by Rev. Sylvanus » Sun Jan 13, 2013 12:54 pm

This situation also came up in a recent battle:

A minifig, a 2" minotaur, and a 3" Griffon all lie fallen on the battlefield. I've got a medik. The way I'm reading Ker-Triage rules, the medik's ability to "heal" is completely the same for all three creatures. Is it meant to be that way?

I mean, the limb-severing part is awesome, but 50% of the time, you get the creature revived with "no ill effects." Does Ker-Triage "fully" revive the creature, as in the minotaur and/or griffon could come back with no residual size damage? Potentially reviving a size 3"+ creature seems pretty potent to me, for the cost of bringing the medik...
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Re: Ker-triage! And Creatures.

Post by IVhorseman » Sun Jan 13, 2013 3:07 pm

Mediks can only revive minifigs. Larger things are simply done for.

Now, I'm under the school that you MIGHT be able to get away with rolling 4+(size) for the revival of larger creatures, by giving size damage first to revived creatures, then removing limbs as necessary for lower rolls. However, I assure you that Mike went through that same thought process and realized some reason that I haven't for why it doesn't work. Either that or it totally works and just never crossed his mind.

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Re: Ker-triage! And Creatures.

Post by stubby » Sun Jan 13, 2013 3:57 pm

I haven't uploaded the revised chapter yet, but Mediks get the same roll for any Creature of Size 1" or greater. (Size 0 Creatures are just smashed.) On a successful revival, Creatures are restored to Effective Size 1" and everything that entails (maximum armor 1d10, diminished Move, etc).
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Re: Ker-triage! And Creatures.

Post by Rev. Sylvanus » Sun Jan 13, 2013 6:24 pm

stubby wrote:I haven't uploaded the revised chapter yet, but Mediks get the same roll for any Creature of Size 1" or greater. (Size 0 Creatures are just smashed.) On a successful revival, Creatures are restored to Effective Size 1" and everything that entails (maximum armor 1d10, diminished Move, etc).
Noted. I like it.
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Re: Ker-triage! And Creatures.

Post by Ben-Jammin » Mon Jan 14, 2013 6:40 am

stubby wrote:I haven't uploaded the revised chapter yet, but Mediks get the same roll for any Creature of Size 1" or greater. (Size 0 Creatures are just smashed.) On a successful revival, Creatures are restored to Effective Size 1" and everything that entails (maximum armor 1d10, diminished Move, etc).
If this is the case, could they then spend another turn using their medik skills to restore them to another size (bringing size 1" up to size 2", and so on, until their maximum size is reached)?

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Re: Ker-triage! And Creatures.

Post by stubby » Mon Jan 14, 2013 10:12 am

I'm open to suggestions, but I'm thinking no. You might be able to bolster a revived creature with magic or something, but as far as regular medicine is concerned, it will need some recuperation time. I mean it just came back from the dead for pete's sake, cut it some slack.
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Re: Ker-triage! And Creatures.

Post by Whiteagle » Mon Jan 14, 2013 10:50 am

Of course this does open up the option for medics to create horrible freaks of science by upping the size of creatures...

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Re: Ker-triage! And Creatures.

Post by Rev. Sylvanus » Mon Jan 14, 2013 11:42 am

Whiteagle wrote:Of course this does open up the option for medics to create horrible freaks of science by upping the size of creatures...
Nah, just leave that to Mechaniks with their field construction ability. Useful for reconstructing the parts of multiple fallen creatures and minifigs into something bigger and meaner. For suggestions on how to accomplish this, see dirtycajun in this battle.
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Re: Ker-triage! And Creatures.

Post by IVhorseman » Mon Jan 14, 2013 3:26 pm

Mechaniks aren't supposed to be able to work with fleshy bits - but the awesomeness of having dead guys brought back with sweet wheels for legs or stapled together into some kind of dinosaur chimera is too cool to deny. There's been talk of a Biomechanik/Cybernetik or some similarly named class that is able to muss about with rebuilding monsters into robotik konstrukts, but making that class different from the medik and the mechanik without being less useful than either has proven difficult.

If you ask me, I say that if you combine the mechanik and medik roles onto a single minifig, then you should totally be able to "rebuild" vehicles with organik parts and vice-versa. Apply liberal fudge.

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Re: Ker-triage! And Creatures.

Post by aoffan23 » Mon Jan 14, 2013 3:31 pm

Or just make it an option to have the Medik and Mekanik work together to create a biomechanical horror. All the fun without the trouble of having to make a new stat card.
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Re: Ker-triage! And Creatures.

Post by IVhorseman » Mon Jan 14, 2013 3:38 pm

The idea of mixing the two roles wouldn't need a stat card either - you'd just have to know what both roles do, and say that this new guy could do both of those things.

You do bring up a great point though - that's EXACTLY how combined actions should be creatively used.

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Re: Ker-triage! And Creatures.

Post by Gungnir » Mon Jan 14, 2013 4:31 pm

stubby wrote:I'm open to suggestions, but I'm thinking no. You might be able to bolster a revived creature with magic or something, but as far as regular medicine is concerned, it will need some recuperation time. I mean it just came back from the dead for pete's sake, cut it some slack.
Solution: Steroids. Inject some liquid OT or something into a creature's veins, and it'll be good to go.
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Re: Ker-triage! And Creatures.

Post by aoffan23 » Mon Jan 14, 2013 4:44 pm

The only problem now is figuring out how to determine the result. I like the idea of a table like the Ker-Triage! one that gives you a variety of results, but they would depend on the vehicle part and creature involved. Maybe if there were to be a table it would something general like:

2: The creature is permanently dead, and the mekanikal part is destroyed.
3: The creature is permanently dead, but the mekanikal part is fine.
4: Nothing happens.
5: The mekanical part is successfully attached, but the opponent decides where it goes.
6+: The mekanical part is successfully attached as intended.

Or something along those lines. Fudge might still be best option, though.
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Re: Ker-triage! And Creatures.

Post by stubby » Mon Jan 14, 2013 5:09 pm

We have a whole wealth of biomechanical horror movies to draw results from.

Ker-Frankenstein! Roll 1d8.

8+: Result is a pirate. Arr!
2-7: Monstrosity turns on its creators. (No not that kind of "turns on!")
1: Monstrosity turns on its creators, and Jeff Goldblum tells you you should have seen it coming. (No not that kind of coming!)
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Re: Ker-triage! And Creatures.

Post by IVhorseman » Mon Jan 14, 2013 5:54 pm

Ooooh, so it's THAT kind of Arrrr! :wink:

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