[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [HOE] Sykers and healing [Hopler]



> > B.D.'s right--also check out page 145 of the HOE rulebook.
> >
> > Fleshknit still takes time to try--up to an hour to _attempt_ to heal 
>the
> > wounds with the power. And, it's not guaranteed, especially with wound
> > modifiers.
>
>But it basically is. They can just keep trying until they succeed. It's
>bound to take less time than healing naturally.
>

Also, that hour figure is a bit misleading because that's for a Maimed Wound 
- and a lot of the times Maimed = Dead so it's a moot point. The chart 
doesn't follow a straight progression, so 1/5th the number of wounds doesn't 
take 1/5th the amount of time as a Maimed Wound.  Healing 1 Wound takes a 
lot less time than 1/5th of 60 = 12 minutes.

We discussed this last night, and with the exception of wound penalties, it 
struck us as somewhat of a moot point. How often does a Syker who knows what 
he's doing (i.e., took 5d10-12 in Blastin' at the very least) have to worry 
about failing _any_ such roll?  The TNs for most of the stuff are in the 5-7 
range.  It just doesn't seem that with the exception of Fleshknit (because 
of the wound penalties) Sykers are failing their rolls that often...

---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com