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Old 07-12-2023, 02:26 PM   #261
Poli
FOFC Survivor
 
Join Date: Apr 2002
Location: Wentzville, MO
1) Offer care to the injured. D20+WIS+Survivalist
16.

Doctors Latimer and Serphent have enough medical experience and have been caring for the injured but could use your help. You aid in applying bandages and getting the injured more comfortable. There is some significant healing among those that were injured. They're pleased with the care you provided and give you 8 credits.


2) Help calm the refugees. D20+CHA+Persuasive
15+4+2.

You're able to talk to the refugees, but they remain stressed from being displaced, watching the destruction of their home, and having lost their loved ones in the calamity. You're able to soothe many of the refugees, though. They're calming down and focusing on the future. You're given 8 credits as a thank you.

3) Talk with the scientists and Maddox. D20+CHA.
13+4.

The scientists tell you, " We're surprised to see that Maddox isn't responding to treatment. These wounds were sustained from the battle back in Eminara on Thorix. Standard med kits are not working. His body is rejecting the medicine. I've never seen anything like this before. We'll need to do more tests."

Virtue is 10...gain+2 to this roll.

Maddox is pleased with your effort to connect with him given all the recent events. He sees your concern for others. He seems to cheer up and feel a lot better. Oddly, the wounds appear to be better now.
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