|
|
|
|
|
|
Posted: Fri Jul 17, 2009 11:25 pm
Status: “Status” is used to keep track of and give a basic idea of your physical (and later mental) health. A simple word describing your condition (“Good”, “Poor”, etc.) in combination with a color code will be used. Conditions such as broken bones will be listed below your status.
Color Codes (More may be added accordingly) Health: Blue – Enhanced/stimulated health, peak condition. Green – Good/normal health, average condition. Yellow – Okay health/condition. Orange – Poor health/condition. Red – Near death. gray – Unconscious or majorly fatigued. Uncolored – Dead. (The RP for your character does not end at death, if your character dies, PM me and I’ll explain to you what to do).
Condition: Dark red – bleeding, counter added. Dark green – Poisoned/intoxicated, counter(s) added (poison counts to degradation, intoxication counts to sobriety). Severity and side-effects will be noted in the Mental and Physical Conditions. Brown – Infection, progressive health regression and/or Mental Condition regression (both depending on the severity of the infection/sickness) Olive – Infected, counter added, progressive mental deterioration. Purple – Disease/sickness, counter sometimes added. Possible health and/or mental regression. Pink – Getting better from a disease, intoxication, poison, or infection. Counter added Red - On fire or suffering from some corrosive material. Counter added, rapid condition degradation, may spread. Will not fix itself on it's own, must be put out or washed off. Light blue – Immunized, (Disease immunity will be listed.) Bright green – Recovering from bleeding, unconsciousness, broken bone, recovering physical health in general. Sleeping. Counter added occasionally.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jul 17, 2009 11:26 pm
Counter:
Status (i.e. Bleeding):
When a counter is added, it displays the number of post you have to stop the bleeding or other ailment before you pass out and ultimately die. The counter will look like this, [XX] X being the number of posts you have left. In some cases, each time the counter reaches 0, your status will go down by one level until you ultimately die.
Steve: Okay [09] Steve after 9 posts: Poor [09]
A counter may be added next to your listed ailment (such as poisoning), this counter tells how many posts before the ailment fixes itself, such as flushing itself from your system. Certain treatments can reduce the counter. If the ailment is completely cured, then both the ailment and the counter are removed.
Steve: Okay [09] Poison [20]
Steve's condition will worsen in [09] posts and the poison will flush itself out of his system in [20] unless otherwise intervened.
Physical Injury (i.e. Sprains):
If you sustain a physical injury, depending on the injury, two counters will be added next to it. The first counts down the number of posts before the injury moves on to it's next stage of healing (such as being able to move a sprained wrist), this will only be added once the injury has been treated or automatically if the injury doesn't necessarily need treatment. The number will be based off of a number of factors and dice rolls. The number can be reduced or increase based on events. The second counter displays the number of posts until the injury is fully healed. The number is determined from a number of factors (severity, type of injury, etc.) and multiple dice rolls. Either counter can be reduced or increase based on events.
If the injury has a red counter next to it, the number represents the number of posts before the injury's condition worsens, such as an open wound becoming infected or a broken arm simply becoming worse. This counter, like the others, can be affected positively or negatively through certain events.
Disease/sickness and Infections:
If you become sickly or diseased, the said sickness or disease will be listed under the status along with a possible counter.
A red counter ([XX]) is the number of posts before a disease or sickness gets worse, a regular counter ([XX]) in the number of posts before you recover, and no counter means that the recovery is indefinite or currently impossible.
Diseases or sickness may be acquired through a number of ways.
Infections occur when a wound is left uncleaned or untreated and the counter counts down to [00] or the wound is exposed to something that would cause immediate or near immediate infection (such as feces).
When a wound is infected, the wound's condition will rapidly deteriorate as well as your physical, and soon enough your mental (due to delirium caused by the infection as it worsens), conditions.
Antibiotics are a good way to heal infections.
Unconsciousness and Death:
When unconscious, unless the unconsciousness is indefinite (in which case there will be no counter), there will be a counter representing the number of posts until the unconscious one is dead (red condition), or until they wake up (gray condition). Resuscitation may be attempted.
If someone is on the verge of death (their condition is black), then a counter will be listed next to their status (between [01] and [10]) representing number of posts until certain death.
Resuscitation may be attempted before the counter reaches [00].
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jul 17, 2009 11:27 pm
Resuscitation:
Resuscitation may be attempted by anybody, however, those trained have a significantly better chance at success. When resuscitation is attempted by a trained person and the one being resuscitated is unconscious, the chance at success will always be 50%. Untrained people only have a 16-17% chance and can actually end up killing the person.
When resuscitation is attempted by a trained person and the one being resuscitated is on the verge of death, if the remaining number on the counter is between [10] and [07], the chance is always 50% (unless certain factors make it otherwise). If the counter is between [06] and [03], the chance is reduced to 33% unless otherwise stated. If the counter is below [03], the chance is reduced to 16-17% (unless otherwise stated) and immediate death is possible.
If an untrained person attempts to resuscitate a person on the verge of death, the chance is always 16-17% no matter how much time is left on the counter and sudden death may occur. If the untrained person is unsuccessful but they don't kill the man, then the counter is automatically reduced by two.
Resuscitation may be attempted as many times as is possible and the counter can be affected by external (and internal) sources.
Steve: Near Death [10]
Attempted resuscitation by a professional (50%).
Unsuccessful: Steve: Near Death [09] No repercussions other than a loss of time.
Successful: Steve: Unconscious [03] Steve is no longer in danger of death and will wake up soon.
Steve: Near Death [08]
Attempted resuscitation by an untrained person (16%)
Unsuccessful: Steve: Near Death [06] Major loss of time, less chance for a trained person to be successful (due to time loss)
Epic Failure: Steve: Dead Steve died. Way to go, jackass.
Successful: Steve: Unconscious [03] Steve is no longer in danger of death and will wake up soon.
How it works:
When you attempt a resuscitation, you will PM me:
50% chance: 3 dice rolls (repeats DO count) 33% chance: 2 dice rolls (repeats DO count) 16% chance (or untrained): 1 dice roll
I will then roll the same number of dice. If there's at least ONE match between my roll(s) and your roll(s), the resuscitation is successful. More matches may mean more benefits.
An Epic Fail occurs when you roll a 1 and I roll a 6 (or vice-versa) on a 16% chance.
Recovering:
If your condition is bright green, or recovering from a physical condition, a counter will be added displaying the number of posts until you fully recover from your current condition (such as going from Okay to Good, recovering from bleeding, or becoming conscious).
If your condition is pink, or recovering from an ailment or disease, a counter will be added displaying the number of posts until the antidote/medicine/immune system kicks in and you fully recover, flush out, etc. the ailment (such as taking medicine for a disease or an antidote for a poison).
These processes can be sped up or slowed down through certain means.
A Note on Recovering From Physical Conditions, Sicknesses/Diseases, and Possibly a Few Other Things:
After the counter reaches [00], whether it was allowed to fix itself or an aid was taken, the ailment, or injury, or cold, or whatever, will be abolished AFTER THE NEXT TIME YOU REST. So, you will still suffer from the ailment until you have had the chance to get a good rest, but the ailment cannot get any worse, either unless something happened that would make it worse in any case or just cause it again.
Conditions such as "On Fire" are exempt from this rule.
Immunizations:
Rather than the condition itself being colored, when one becomes immunized, whatever they have been immunized against will be listed below their status and colored light blue and a counter will be listed next to it representing the duration of immunization. If for some reason you temporarily become susceptible again (or if tehre are about [10] posts left until the immunity wears off), the disease listed will be uncolored.
Steve: Good Flu [172] Poison [58] Infection [43]
Steve is immune to the flu, poison, and to infection, but for some reason is temporarily susceptible to infection (perhaps super germs are prevalent in the area).
Notes
Immunity counters tend to be very high, sometimes even in the triple digits.
If you're unconscious, the counter will count down when either you or I post, seeing as you won't have much content to actually post.
Occasional status updates may be represented in posts when a change occurs.
Steve: Bleeding
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jul 22, 2009 3:40 pm
In-Post Status Report:
I have recently started using and in-post status update system to help RPers keep track of their character and of the scenerio at hand. This report can include current ammunition (displayed as #/# (HG), the first number being the shots remaining and the second number being the clip size. Total number of clips will be displayed in brackets next to the weapon type) The weapon type will be listed in parentheses next to the ammo. Additional weapons will be divided by a comma. Reports can also include the percentage of the battery life remaining in certain battery-powered devices being used, the different amounts of different kinds of enemies, how many of those enemies are injured (Critical, regular, minor) and how many posts before those injuries become worse, any medics operating and how many posts before their patient is healed, which group they're fighting, the number of friendly NPCs, how many of them are injured, what groups they are in, any friendly medics, and any major changes in a PC's status.
Shikyo's magazine: 8/12 [1] Orion's magazine: 12/12 (HG) [0], 9/12 (rifle) [2], Laptop battery life: 90% Juliet's magazine: 0/24 (SMG) [1], 12 (HG) [4] Alastair's magazine: 17/36 (AR) [2], 12/12 (HG) [2] Gwen's magazine: 0/12 (HG) [2]
(An example of ammunition and battery life in the report, Orion's handgun currently has full ammuntion at 12 bullets and no more clips, but his rifle is currently at 9 shots left out of a maximum of 12 per clip and he has 2 clips remaining. His laptop battery has 90% of it's total battery life remaining.)
Smith's Men (1): 5 Smith's Men (2): 7, 1 injured [3] [02], 1 Medic Enemy soldiers (2): 9 soldiers, 5 injured [04] [01], 1 medic, 1 Wreck Enemy soldiers (1): 3, 1 critically injured [05], 1 minor injury [05].
(An example of the enemy and friendly NPCs and their statuses in the report, Smith's Men are split into two groups, group one and group two, represented by simple numbers. Group one has five members, group two has seven and a Medic. Of those seven, one is injured and has three ([03]) posts before his conditions worsens to a critical state. The medic is currently operating on the soldier and will have him healed in two ([02]) posts.
There are two groups of enemy NPCs, group two which is currently attacking group two of Smith's men and group one which is attacking group one of Smith's men. This is represented by the matching numbers (group ones are fighting each other, group twos are fighting each other, etc). In cases where group numbers are uncertain for some reason, the name of a high-ranking character in the group that they are attacking is also listed.
Group two consists of 9 soldiers, 5 of which are injured and have four ([04]) posts until their condition worsens, one medic who is currently fixing up ONE soldier who will be healed in one ([01]) post, and a single Wreck. Group one consists of three soldiers, one of which is critically injured and will die in five posts unless healed by a medic, and another who is only suffering from a minor injury that will get worse in five posts.
The counter next to the enemy listing represents how many posts before their condition changes or until their action is completed (i.e. a medic healing a soldier). If the counter is red, they're getting worse, if it's uncolored, they're performing a specific action, if it's green, they're getting better. Enemy conditions go as such: Minor Injury>Injury>Critical Injury>Death.
Sometimes enemies may go through different conditional statuses unique to their type, such as the Wreck. Such enemies will have their own section in this thread explaining it.)
Alastair: bleeding
(Occasionally, a major PC update will be posted within the report, such as a characters condition changing. Details will be listed under the appropiate areas of their profile.)
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|