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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/
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