D6 - Down With the Sickness (All Day Event)
- Hatoful GM
- Posts: 215
- Joined: Sun Oct 16, 2022 7:49 pm
D6 - Down With the Sickness (All Day Event)
Participants: All
Since before the Concord Dawn made its dramatic landing, Kandra’s Run had been experiencing occasional incidents of disease. On humans, these symptoms appeared as nausea, dizziness, and vomiting. After a few days, the symptoms would disappear. However, since the appearance of the Concord Dawn, more and more people have been getting sick, including non-humans. This transmission between species has prompted leadership to request that medical experts take a closer look. And just in time, as there are a number of new reports of illness today…
In order to cure the disease, participants will need to track down reports of different infections, gather both information and samples, and develop a cure. Both fieldwork and labwork will need to be performed in different locations, with different rules in each.
Each player makes three rolls in the event, specifying a location for each roll. Locations are complete once a cumulative 7 successes are rolled at them. All rolls are at Average difficulty with one setback(◆◆■).
Advantage may be spent at 2 to 1 to count as Successes at that location, or to Boost the next roll made, regardless of location. Threat turns into Setback on the next roll, regardless of location, at 2 to 1. Triumph either doubles the net Successes for this roll, or adds one Success to any location. Despair removes one Success (minimum 0).
After their initial three rolls, players may choose to roll a 4th and a 5th time in a separate post. However, they suffer two Setbacks on the 4th roll, and three Setbacks on the 5th roll; repeated exposure has caused them to contract the disease! After five rolls, the character is quarantined for the rest of the event. The character will suffer these Setbacks for any rolls for the rest of the day, unless they expend 2 Stimpacks on treating the symptoms (these do not count as Stimpack use for the purpose of reducing wounds healed by Stimpacks).
Once five locations have been completed, message the GMs!
Outbreaks!
The event will begin with a GM generating an Outbreak mark at one location.
After each player has completed their initial three rolls, they should randomize a non-completed location (use Sakkaku to roll a D of whatever size). This location receives an Outbreak mark.
If a location has a single Outbreak mark, any successful roll at that location will receive 1 bonus Success, and the Outbreak mark will be cleared. However, if a location receives two Outbreak marks, it is immediately quarantined; no further rolls may be made at that location. Additionally, 4th and 5th rolls may not be made at a location where there is an Outbreak mark.
Locations:
Concord Dawn Medical Bay
This is where the bulk of research can be done.
Allowed Rolls: Medicine, Xenology
Special: This counts as two locations for purposes of progression
Concord Dawn Common Room
Where the crew hangs out when they’re not on duty, often playing cards, darts, or dejarik.
Allowed Rolls: Cool, Coordination, Warfare
Special: Characters who were originally stationed on the Concord Dawn (not including Jedi) receive a Boost die.
Kandra’s Run Doctor’s Office
Before the Concord Dawn arrived, a fair amount of information about the illness had already been gathered by the locals.
Allowed Rolls: Computers, Education, Negotiation
Special: Any character who rolled in the Concord Dawn Medical Bay receives a Boost die.
Kandra’s Run Bar
The easiest way to find locals willing to talk.
Allowed Rolls: Charm, Resilience, Streetwise
Special: Any character spending 50 credits here will receive a Boost die to each roll at this location.
Lumber Camp
As the town’s main industry, a lot of traffic passes through here
Allowed Rolls: Athletics, Charm, Survival
Special: Characters from Obroa-Skai receive a Boost die.
Kandra’s Run Residential Sector
If people aren’t at the bar or at work, you might be able to find them at home. Plus, you can always learn about someone from what they throw away!
Allowed Rolls: Perception, Skulduggery, Vigilance
Special: Characters with any of the following talents receive a single bonus die: Black Market Contacts, Confidence, Convincing Demeanor, Indistinguishable, Intimidating, Know Somebody, Plausible Deniability, Well Rounded, Wheel and Deal
Since before the Concord Dawn made its dramatic landing, Kandra’s Run had been experiencing occasional incidents of disease. On humans, these symptoms appeared as nausea, dizziness, and vomiting. After a few days, the symptoms would disappear. However, since the appearance of the Concord Dawn, more and more people have been getting sick, including non-humans. This transmission between species has prompted leadership to request that medical experts take a closer look. And just in time, as there are a number of new reports of illness today…
In order to cure the disease, participants will need to track down reports of different infections, gather both information and samples, and develop a cure. Both fieldwork and labwork will need to be performed in different locations, with different rules in each.
Each player makes three rolls in the event, specifying a location for each roll. Locations are complete once a cumulative 7 successes are rolled at them. All rolls are at Average difficulty with one setback(◆◆■).
Advantage may be spent at 2 to 1 to count as Successes at that location, or to Boost the next roll made, regardless of location. Threat turns into Setback on the next roll, regardless of location, at 2 to 1. Triumph either doubles the net Successes for this roll, or adds one Success to any location. Despair removes one Success (minimum 0).
After their initial three rolls, players may choose to roll a 4th and a 5th time in a separate post. However, they suffer two Setbacks on the 4th roll, and three Setbacks on the 5th roll; repeated exposure has caused them to contract the disease! After five rolls, the character is quarantined for the rest of the event. The character will suffer these Setbacks for any rolls for the rest of the day, unless they expend 2 Stimpacks on treating the symptoms (these do not count as Stimpack use for the purpose of reducing wounds healed by Stimpacks).
Once five locations have been completed, message the GMs!
Outbreaks!
The event will begin with a GM generating an Outbreak mark at one location.
After each player has completed their initial three rolls, they should randomize a non-completed location (use Sakkaku to roll a D of whatever size). This location receives an Outbreak mark.
If a location has a single Outbreak mark, any successful roll at that location will receive 1 bonus Success, and the Outbreak mark will be cleared. However, if a location receives two Outbreak marks, it is immediately quarantined; no further rolls may be made at that location. Additionally, 4th and 5th rolls may not be made at a location where there is an Outbreak mark.
Locations:
Concord Dawn Medical Bay
This is where the bulk of research can be done.
Allowed Rolls: Medicine, Xenology
Special: This counts as two locations for purposes of progression
Concord Dawn Common Room
Where the crew hangs out when they’re not on duty, often playing cards, darts, or dejarik.
Allowed Rolls: Cool, Coordination, Warfare
Special: Characters who were originally stationed on the Concord Dawn (not including Jedi) receive a Boost die.
Kandra’s Run Doctor’s Office
Before the Concord Dawn arrived, a fair amount of information about the illness had already been gathered by the locals.
Allowed Rolls: Computers, Education, Negotiation
Special: Any character who rolled in the Concord Dawn Medical Bay receives a Boost die.
Kandra’s Run Bar
The easiest way to find locals willing to talk.
Allowed Rolls: Charm, Resilience, Streetwise
Special: Any character spending 50 credits here will receive a Boost die to each roll at this location.
Lumber Camp
As the town’s main industry, a lot of traffic passes through here
Allowed Rolls: Athletics, Charm, Survival
Special: Characters from Obroa-Skai receive a Boost die.
Kandra’s Run Residential Sector
If people aren’t at the bar or at work, you might be able to find them at home. Plus, you can always learn about someone from what they throw away!
Allowed Rolls: Perception, Skulduggery, Vigilance
Special: Characters with any of the following talents receive a single bonus die: Black Market Contacts, Confidence, Convincing Demeanor, Indistinguishable, Intimidating, Know Somebody, Plausible Deniability, Well Rounded, Wheel and Deal
Co-GM * GMT-5 Time Zone * Swooping Is Bad * Birds Aren't Real
- Hatoful GM
- Posts: 215
- Joined: Sun Oct 16, 2022 7:49 pm
Re: D6 - Down With the Sickness (All Day Event)
Initial outbreak:
Kandra’s Run Residential Sector
Kandra’s Run Residential Sector
Co-GM * GMT-5 Time Zone * Swooping Is Bad * Birds Aren't Real
Re: D6 - Down With the Sickness (All Day Event)
Quick-spreading illnesses are never a good thing, but in a refugee camp during a war? The resistance was going to have trouble resisting if they were all down with...whatever this is.
Having heard of a few folks down with it in the residential areas, she heads there to gather information and try tracing the path of whatever this is...and maybe figure out what it is. It doesn't take long to spot that several of the sick families have water canisters stamped with "Water Station 5NØW" Looking closer, and smaller, into the unseen life that still moves as part of the Force, Tomin finds a common bit of life through them, one that's missing from her own water flask.
With that information, they can close down the contaminated water station and get these people to treatment, but of course that's not the end of it. The infection is loose and spreading elsewhere already.
***********
Day 6: Down with the Sickness: Kandra’s Run Residential Sector, Perception roll with Farsight power. Let's remove an Outbreak marker!

Net Successes: 1; Net Advantages: 0
pip for a success and a bonus success for the Outbreak marker
Total 3 successes
Day 6: Down with the Sickness: Kandra’s Run Residential Sector, Roll #2 Perception roll with Farsight power.

Net Successes: -1; Net Advantages: 1
Two pips to make 1 net success
4 total
Day 6: Down with the Sickness: Kandra’s Run Residential Sector, Roll #3 Perception roll with Farsight power.

Net Successes: 3; Net Advantages: 0
pips used for Advantages to pass along a boost
3 more successes
7 total to complete the work at this location
Next Outbreak: Day 6: Down with the Sickness: Next outbreak? Using the order in event post 1-5 | 1d5 ⇒ 4
Kandra’s Run Bar
Boost to next roller
Having heard of a few folks down with it in the residential areas, she heads there to gather information and try tracing the path of whatever this is...and maybe figure out what it is. It doesn't take long to spot that several of the sick families have water canisters stamped with "Water Station 5NØW" Looking closer, and smaller, into the unseen life that still moves as part of the Force, Tomin finds a common bit of life through them, one that's missing from her own water flask.
With that information, they can close down the contaminated water station and get these people to treatment, but of course that's not the end of it. The infection is loose and spreading elsewhere already.
***********
Day 6: Down with the Sickness: Kandra’s Run Residential Sector, Perception roll with Farsight power. Let's remove an Outbreak marker!








Net Successes: 1; Net Advantages: 0
pip for a success and a bonus success for the Outbreak marker
Total 3 successes
Day 6: Down with the Sickness: Kandra’s Run Residential Sector, Roll #2 Perception roll with Farsight power.








Net Successes: -1; Net Advantages: 1
Two pips to make 1 net success
4 total
Day 6: Down with the Sickness: Kandra’s Run Residential Sector, Roll #3 Perception roll with Farsight power.








Net Successes: 3; Net Advantages: 0
pips used for Advantages to pass along a boost
3 more successes
7 total to complete the work at this location
Next Outbreak: Day 6: Down with the Sickness: Next outbreak? Using the order in event post 1-5 | 1d5 ⇒ 4
Kandra’s Run Bar
Boost to next roller
Last edited by Tomin on Thu Mar 02, 2023 4:56 am, edited 1 time in total.
- Terreck Fec'klee
- Posts: 275
- Joined: Sun Jan 29, 2023 8:26 am
Re: D6 - Down With the Sickness (All Day Event)
If there was one thing Terreck learned from his time in the army it was bars could be a easy spot to catch a cold. People would drink in all weather and at any time after all. Sick, well, cold, hot, you could always find someone at the bar.
So, it was the bar that he headed to try and stamp out any signs of infection. Which for someone that spent a lot of times in bars was pretty successful. A few credits bought some drinks, and while Terreck only had a couple the one's he bought helped him find out about people that were feeling sick, not only at the bar but at the places the patrons frequented as well. Which is what at long last what led Fec away from the bar, albeit a bit regretfully.
Day 6, Down with the sickness! Kandra's Run bar. Spending 50 Credits for the boosts! Resilience, physical training! Roll 1

Net Successes: 1; Net Advantages: 2
1 Success! +1 success for an outbreak point! Using the two advantage for one Success!
3 Succeses!
Day 6, Down with the sickness! Kandra's Run bar. Spending 50 Credits for the boosts! Resilience, physical training! Roll 2 . Adding in the Forgotten boost from Tomin!

Net Successes: 1; Net Advantages: 3
1 success! 2 advantage for one more success!
5 Successes total
Day 6, Down with the sickness! Kandra's Run bar. Spending 50 Credits for the boosts! Resilience, physical training! Roll 3

Net Successes: 1; Net Advantages: 3
1 Success! 2 Advantage for a success!
7 Succeses Total! Area Cleared.
Next outbreak!
Day 6, Down with the sickness! Last roll for the next outbreak! | 1d4 ⇒ 1
The Concord Dawn Medical Bay has an outbreak!!!!
(50 Credits spent)
So, it was the bar that he headed to try and stamp out any signs of infection. Which for someone that spent a lot of times in bars was pretty successful. A few credits bought some drinks, and while Terreck only had a couple the one's he bought helped him find out about people that were feeling sick, not only at the bar but at the places the patrons frequented as well. Which is what at long last what led Fec away from the bar, albeit a bit regretfully.
Day 6, Down with the sickness! Kandra's Run bar. Spending 50 Credits for the boosts! Resilience, physical training! Roll 1









Net Successes: 1; Net Advantages: 2
1 Success! +1 success for an outbreak point! Using the two advantage for one Success!
3 Succeses!
Day 6, Down with the sickness! Kandra's Run bar. Spending 50 Credits for the boosts! Resilience, physical training! Roll 2 . Adding in the Forgotten boost from Tomin!










Net Successes: 1; Net Advantages: 3
1 success! 2 advantage for one more success!
5 Successes total
Day 6, Down with the sickness! Kandra's Run bar. Spending 50 Credits for the boosts! Resilience, physical training! Roll 3









Net Successes: 1; Net Advantages: 3
1 Success! 2 Advantage for a success!
7 Succeses Total! Area Cleared.
Next outbreak!
Day 6, Down with the sickness! Last roll for the next outbreak! | 1d4 ⇒ 1
The Concord Dawn Medical Bay has an outbreak!!!!
(50 Credits spent)
Human * Republic Sergeant * 277th * Forward Operator * Easy Going
Carries: Laminate armor, Blaster Carbine, SH-9, Vibroknife, Odds and Ends.
Carries: Laminate armor, Blaster Carbine, SH-9, Vibroknife, Odds and Ends.
- Flora Sylvana
- Posts: 33
- Joined: Thu Feb 09, 2023 4:06 pm
Re: D6 - Down With the Sickness (All Day Event)
Flora heard that there was a sudden outbreak in the Medical Bay! The Wallflower to the rescue!
Through hard work, an excellent education, and lots of poking people with hypo-needles granted her the ncessary results to proceed further.
"Oh my god, this might be a primitive retro-hyperviral bacteria! Or lupus, I guess. Then again, it's never lupus."
She took her results to the doctor's office to compare notes, which went well.
Right up untl the waiting room started to come down with the Bacterial Virus Lupus thing.
"I...might have forgotten to wash my hands...."
OOC:
D6 Down with sickness roll #1, Concord Dawn Medical Bay, Medicine (Int), Average, 1 setback, 1 Outbreak mark

Net Successes: 1; Net Advantages: 2
1 success
2 adv for one more success
1 bonus success from 1 outbreak mark
Triumph to double
6 success
Outbreak mark removed
D6 Down with sickness roll #2, Concord Dawn Medical Bay, Medicine (Int), Average, 1 setback, 1

Net Successes: 2; Net Advantages: 1
2 successes
Total sux: 8
Medical Bay cleared!
Counts as 2 locations, total 3 locations cleared!
D6 Down with sickness roll #3, Kandra Run Doctor's Office, Education (Int), Average, 1 setback, 1 boost from medical bay

Net Successes: 4; Net Advantages: 2
4 successes
2 adv for 1 success
5 successes for Doctor's office
D6 Outbreak roll | 1d3 ⇒ 2
Outbreak at the Doctor's Office!
Through hard work, an excellent education, and lots of poking people with hypo-needles granted her the ncessary results to proceed further.
"Oh my god, this might be a primitive retro-hyperviral bacteria! Or lupus, I guess. Then again, it's never lupus."
She took her results to the doctor's office to compare notes, which went well.
Right up untl the waiting room started to come down with the Bacterial Virus Lupus thing.
"I...might have forgotten to wash my hands...."
OOC:
D6 Down with sickness roll #1, Concord Dawn Medical Bay, Medicine (Int), Average, 1 setback, 1 Outbreak mark







Net Successes: 1; Net Advantages: 2
1 success
2 adv for one more success
1 bonus success from 1 outbreak mark
Triumph to double
6 success
Outbreak mark removed
D6 Down with sickness roll #2, Concord Dawn Medical Bay, Medicine (Int), Average, 1 setback, 1







Net Successes: 2; Net Advantages: 1
2 successes
Total sux: 8
Medical Bay cleared!
Counts as 2 locations, total 3 locations cleared!
D6 Down with sickness roll #3, Kandra Run Doctor's Office, Education (Int), Average, 1 setback, 1 boost from medical bay








Net Successes: 4; Net Advantages: 2
4 successes
2 adv for 1 success
5 successes for Doctor's office
D6 Outbreak roll | 1d3 ⇒ 2
Outbreak at the Doctor's Office!
Re: D6 - Down With the Sickness (All Day Event)
Heading over to Kandra's run to help out, Apollo first tried some sweet talk with the staff at the Doctor's office. He did make some headway there to get some personal files, but mostly got too distracted with one of the nurses in the broom-closet.
In the lumber camp however, it first looked a bit dire as the workers didn't take too kindly to his questions, but once he had a moment to calm them down, things we're going a lot better, and many of them started sharing. Sharing a bit too much, perhaps.
-------------
D6 Down With The Sickness. Kandra's Run Doctor's Office. Negotiation/Presence. +1 Advantage (Pheromones).

Net Successes: 0; Net Advantages: 1
Total of 2 Advantages, converted to 1 Success.
D6 Down With The Sickness. Lumber Camp. Charm/Presence. +1 Advantage (Pheromones).

Net Successes: -2; Net Advantages: 3
Total of 4 Advantages, converting to 2 Boosts for my next roll.
D6 Down With The Sickness. Lumber Camp. Charm/Presence. +1 Advantage (Pheromones). +2 Boosts from previous roll.

Net Successes: 2; Net Advantages: 1
Total of 2 Advantages, converted into 1 Success for a total of 3 Successes.
Doctor's Officer: 6/7
Lumber Camp: 3/7
Down With the Sickness, outbreak roll | 1d3 ⇒ 1 -> Concord Dawn Common Room (I think?)
In the lumber camp however, it first looked a bit dire as the workers didn't take too kindly to his questions, but once he had a moment to calm them down, things we're going a lot better, and many of them started sharing. Sharing a bit too much, perhaps.
-------------
D6 Down With The Sickness. Kandra's Run Doctor's Office. Negotiation/Presence. +1 Advantage (Pheromones).







Net Successes: 0; Net Advantages: 1
Total of 2 Advantages, converted to 1 Success.
D6 Down With The Sickness. Lumber Camp. Charm/Presence. +1 Advantage (Pheromones).







Net Successes: -2; Net Advantages: 3
Total of 4 Advantages, converting to 2 Boosts for my next roll.
D6 Down With The Sickness. Lumber Camp. Charm/Presence. +1 Advantage (Pheromones). +2 Boosts from previous roll.









Net Successes: 2; Net Advantages: 1
Total of 2 Advantages, converted into 1 Success for a total of 3 Successes.
Doctor's Officer: 6/7
Lumber Camp: 3/7
Down With the Sickness, outbreak roll | 1d3 ⇒ 1 -> Concord Dawn Common Room (I think?)
- Zephrin Hayn
- Posts: 279
- Joined: Sat Jan 14, 2023 9:28 pm
Re: D6 - Down With the Sickness (All Day Event)
Hearing that there was some sort of sickness going around Zephrin put his medical skills to use. First he checked the computer records in the Doctor's office. They proved very informative! Eventually he figured out what was going on and started some sort of intellect-based montage that ended with preventing an outbreak. The closing credits revealed the potential source of the outbreak- the trench caused by their crash-landing ship. Dun dun duuuuun!
---
D6. Outbreak. Roll 1. Doctor's office. Computers. Player destiny flip. Average with 1 setback.

Net Successes: 2; Net Advantages: 0
2 successes = Location complete! That's 5 completed.
Edited because of updates to Event.
---
D6. Outbreak. Roll 1. Doctor's office. Computers. Player destiny flip. Average with 1 setback.







Net Successes: 2; Net Advantages: 0
2 successes = Location complete! That's 5 completed.
Edited because of updates to Event.
Last edited by Zephrin Hayn on Thu Mar 02, 2023 5:04 pm, edited 1 time in total.
Jedi Knight • Miraluka • 7th Temple Peacekeepers • Physician • Missile Defense System
Typical outfit: Jedi Commander armour, Blindfold, Jedi Utility belt with Lightsaber attached, Pouches with medical supplies, Thermal cloak.
Typical outfit: Jedi Commander armour, Blindfold, Jedi Utility belt with Lightsaber attached, Pouches with medical supplies, Thermal cloak.
- Hatoful GM
- Posts: 215
- Joined: Sun Oct 16, 2022 7:49 pm
Re: D6 - Down With the Sickness (All Day Event)
Concord Dawn Trench
It seems as though the people most affected by the illness were those who had visited the trail that the Concord Dawn had cut through the wilderness. Perhaps there’s a connection between that and the illnesses?
Allowed Rolls: Medicine, Xenology, Perception, Leadership
SPECIAL: Once this event is completed, players succeed at the event. Do not roll for any more Outbreaks.
It seems as though the people most affected by the illness were those who had visited the trail that the Concord Dawn had cut through the wilderness. Perhaps there’s a connection between that and the illnesses?
Allowed Rolls: Medicine, Xenology, Perception, Leadership
SPECIAL: Once this event is completed, players succeed at the event. Do not roll for any more Outbreaks.
Co-GM * GMT-5 Time Zone * Swooping Is Bad * Birds Aren't Real
- Zephrin Hayn
- Posts: 279
- Joined: Sat Jan 14, 2023 9:28 pm
Re: D6 - Down With the Sickness (All Day Event)
Well the trail led here, to the massive gouge in the planet caused by the ship's emergency landing. Was the sickness due to some sort of fuel leak? Engine residue? Or had they brought up a virus or bacteria buried in the permafrost?
Zephrin got to work deciphering clues and made good progress. It was going to require a bit more effort but the mystery was almost solved!
---
D6. Outbreak. Revised roll 2. Concord Dawn Trench. Medicine. Average with a setback.
Net Successes: 1; Net Advantages: 1
Success! 1/7
D6. Outbreak. Revised roll 3. Concord Dawn Trench. Medicine. Average with a setback.

Net Successes: 3; Net Advantages: 1
Success. 4/7
Concord Dawn Trench: 4/7 successes
Zephrin got to work deciphering clues and made good progress. It was going to require a bit more effort but the mystery was almost solved!
---
D6. Outbreak. Revised roll 2. Concord Dawn Trench. Medicine. Average with a setback.







Success! 1/7
D6. Outbreak. Revised roll 3. Concord Dawn Trench. Medicine. Average with a setback.







Net Successes: 3; Net Advantages: 1
Success. 4/7
Concord Dawn Trench: 4/7 successes
Jedi Knight • Miraluka • 7th Temple Peacekeepers • Physician • Missile Defense System
Typical outfit: Jedi Commander armour, Blindfold, Jedi Utility belt with Lightsaber attached, Pouches with medical supplies, Thermal cloak.
Typical outfit: Jedi Commander armour, Blindfold, Jedi Utility belt with Lightsaber attached, Pouches with medical supplies, Thermal cloak.
- Zeline Koth
- Posts: 179
- Joined: Mon Jan 16, 2023 2:22 am
Re: D6 - Down With the Sickness (All Day Event)
"People here should have come to me sooner," Zeline said, holding up one of many samples that she had collected. "It shouldn't be too hard to develop a cure."
She shook her head. "Much better prognosis than this disease called 'Tiger' for whatever reason. They would go like BLEH-" she held up her arms in a menacing pose "-and then pounce. All of them had to be arrested..."
---
D6 Event Roll 1: Trench - Medicine

Net Successes: 2; Net Advantages: 3
2 Advantage to add a Success to the location to complete it.
She shook her head. "Much better prognosis than this disease called 'Tiger' for whatever reason. They would go like BLEH-" she held up her arms in a menacing pose "-and then pounce. All of them had to be arrested..."
---
D6 Event Roll 1: Trench - Medicine








Net Successes: 2; Net Advantages: 3
2 Advantage to add a Success to the location to complete it.
Human | Former Farmgirl | Mercurial Medic
- Hatoful GM
- Posts: 215
- Joined: Sun Oct 16, 2022 7:49 pm
Re: D6 - Down With the Sickness (All Day Event)
The disease was tracked to a previously frozen bacteria, thawed and kicked up by the crashing of the Concord Dawn. The sickness is eliminated before any fatalities or long term problems occur.
...
Every Hoper PC is issued 1 Super Stimpack, which heals for 1 more wound than usual (6 normally). This still counts against normal stim usage for the day.
...
Every Hoper PC is issued 1 Super Stimpack, which heals for 1 more wound than usual (6 normally). This still counts against normal stim usage for the day.
Co-GM * GMT-5 Time Zone * Swooping Is Bad * Birds Aren't Real