Post by knightcdl on Mar 8, 2010 19:51:25 GMT -5
For clarification and interpetation:
Stun Damage: This is easy, every hour you rest you make a Body +Willpower check. You heal the result.
Physical Damage: You make a Body x 2 check every DAY. You heal that much damage. You must spend the day resting, thats 24 hours. Unconsiousness does not count as rest.
Stun damage must be healed before Physical Damage.
First Aid:
1- Must be used withing 12 hours.
2- There is an immediate threshold of 2. You must EXCEED that to heal. For example, if you roll 3 hits, you heal 1 damage.
3- It is not as quick as we thought. If you are treating a wound of 5 boxes, it takes 5 combat turns to treat it. That is to the exclusion of all other actions.
4- The maximum healable wounds is equal to your skill rating.
5- A character cannot be treated with first aid after magical healing is done.
Magical Healing:
1- The spell must be maintained for a number of combat turns = 2x the Drain Value (Damage-2).
2- The hits generated in casting the spell can be used to knock off time or heal damage as the caster sees fit. If you have a 4 box wound it would normally take 2 full turns to heal. (4-2=2). If the caster rolls 4 hits he can either take 2 rounds to heal you, or 1 turn and only heal 3 boxes, or instantly heal you for 2 boxes.
3- Maximum healing is the spells force.
Other tidbits:
Modifiers, where you are counts. Its easier to heal in a hospital than it is in the streets. The more cyberware you have, the harder it is to heal your organics. Magicians, adepts, and technomancers are also harder to heal.
House Rules:
"Set of Wounds"- First aid as written deals with sets of wounds. I interpret this to mean whatever wounds you have accumulated up to that point. However, in this regard I will allow it if you want to track each wound you can treat each wound. Up to the max damage of that wound. If this bogs down the game, however, we will revert to 1 heal fits all.
As written you may only heal up to your skill rating. However the rules also say a medkit can function independantly without any help. Since it does not make sense that a medkit with a rating 6 can heal up to 6 points of damage on its own, but only 1 point of damage when used by someone with a 1 skill rating. Granted, the medkit on its own only uses its dice - modifiers while a user would use logic+skill+medkit - mods. So, I will allow your max to be either your skill or the medkit, whichever is higher.
Wound modifiers only apply if you are ehaling yourself.
Please post any questions, comments or concerns.
Stun Damage: This is easy, every hour you rest you make a Body +Willpower check. You heal the result.
Physical Damage: You make a Body x 2 check every DAY. You heal that much damage. You must spend the day resting, thats 24 hours. Unconsiousness does not count as rest.
Stun damage must be healed before Physical Damage.
First Aid:
1- Must be used withing 12 hours.
2- There is an immediate threshold of 2. You must EXCEED that to heal. For example, if you roll 3 hits, you heal 1 damage.
3- It is not as quick as we thought. If you are treating a wound of 5 boxes, it takes 5 combat turns to treat it. That is to the exclusion of all other actions.
4- The maximum healable wounds is equal to your skill rating.
5- A character cannot be treated with first aid after magical healing is done.
Magical Healing:
1- The spell must be maintained for a number of combat turns = 2x the Drain Value (Damage-2).
2- The hits generated in casting the spell can be used to knock off time or heal damage as the caster sees fit. If you have a 4 box wound it would normally take 2 full turns to heal. (4-2=2). If the caster rolls 4 hits he can either take 2 rounds to heal you, or 1 turn and only heal 3 boxes, or instantly heal you for 2 boxes.
3- Maximum healing is the spells force.
Other tidbits:
Modifiers, where you are counts. Its easier to heal in a hospital than it is in the streets. The more cyberware you have, the harder it is to heal your organics. Magicians, adepts, and technomancers are also harder to heal.
House Rules:
"Set of Wounds"- First aid as written deals with sets of wounds. I interpret this to mean whatever wounds you have accumulated up to that point. However, in this regard I will allow it if you want to track each wound you can treat each wound. Up to the max damage of that wound. If this bogs down the game, however, we will revert to 1 heal fits all.
As written you may only heal up to your skill rating. However the rules also say a medkit can function independantly without any help. Since it does not make sense that a medkit with a rating 6 can heal up to 6 points of damage on its own, but only 1 point of damage when used by someone with a 1 skill rating. Granted, the medkit on its own only uses its dice - modifiers while a user would use logic+skill+medkit - mods. So, I will allow your max to be either your skill or the medkit, whichever is higher.
Wound modifiers only apply if you are ehaling yourself.
Please post any questions, comments or concerns.