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Re: [HOE] Sykers and healing [Hopler]
>From: Abdullah Oblongota <toadpooka@juno.com>
>
>The Bleedin' part of the damage is far from negligible, especially after
>the fight; you could die in less than two minutes. I had a Syker try to
>Fleshknit a maimed leg and a bad torso wound once. He started, and I was
>in the middle of calculating the Wind loss when we realized that he'd
>have bled to death before he finished healing. So he realized he was
>feeling faint, and had to stop (completely blowing the great roll he
>made) to make an obscene (23) Medicine roll to bandage himself up ( he
>had nasty arm wounds too), and start the Fleshknit again. I think we
>managed to disturb him once more in the process. That "hour of complete
>concentration" is a bastard and a third, too.
Since I don't have the charts here, might I ask for a clarification? Why a
Medicine TN of 23? Just off the top of my head, the only way it seems like
it can get that high is if those Arm wound penalties you mention are
cumulative. Is that how it is handled according to the basic rules? Or is
there some kind of penalty based at amount of negative Wind you're at? I
don't recall right off hand...
Thanks for the clarification.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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