IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> low essense and healing spells
ogbendog
post Nov 3 2005, 10:15 PM
Post #1


Moving Target
**

Group: Members
Posts: 129
Joined: 3-November 05
Member No.: 7,923



as far as I can tell, the old "can't magially heal the cybered" is gone now? I couldn't find a refence to penalties to cast a spell on a cybered person.
Go to the top of the page
 
+Quote Post
Rifleman
post Nov 3 2005, 10:32 PM
Post #2


Moving Target
**

Group: Members
Posts: 123
Joined: 7-October 05
From: Glow City Safehouse
Member No.: 7,821



QUOTE (SR4 Pg. 199)

Health Spells
...
Healing Characters with Implants: Low-Essence characters
are more difficult to heal, as implants (or other damage) disrupt
the body’s holistic integrity. In game terms, this means a dice pool
modifier applies to the Spellcasting Test equal to the subject’s lost
Essence (rounded down). So trying to heal a character with Essence
4 (2 Essence points of implants) incurs a –2 dice pool modifier.


This was all I could find in my brief search.
Go to the top of the page
 
+Quote Post
ogbendog
post Nov 3 2005, 11:02 PM
Post #3


Moving Target
**

Group: Members
Posts: 129
Joined: 3-November 05
Member No.: 7,923



excellent.

this covers heal, and I would thing Cure disease, detox, and maybe antidoge. things like boost attribute, probalby not.

would have been simpler to just say "all Health spells"
Go to the top of the page
 
+Quote Post
blakkie
post Nov 3 2005, 11:24 PM
Post #4


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



It's definately vague.

The only spell that refers to actually healing is Heal itself, the others use different kinds of words. The one spell i'd think was closest to Heal is Stabilize, and it doesn't use the 'h' word either. Also there is the limit of:

QUOTE
A character can only be magically healed once for any single set of injuries.


However it specifically mentions in Cure Disease about using a separate Healing spell. So in that sense it is setting the precidence that "magically healed" is NOT refering to Cure Disease. BTW it's pretty damn important regarding the typical use of Stabilize and it's interaction with Heal and also the First Aid skill.

On the otherhand if it was only talking about the Heal spell WTF did they give it it's own little mini section under Health spells. And in the paragraph before it talks about the "magical healing" tradition that you need to physically contact being the rational that ALL Health spells have range Touch.

I guess the good news is that the GM gets to rule it pretty much whatever way he wants and it's still canon. :) *sigh*
Go to the top of the page
 
+Quote Post
Veggiesama
post Nov 3 2005, 11:44 PM
Post #5


Moving Target
**

Group: Members
Posts: 286
Joined: 5-September 05
Member No.: 7,688



Since all of the Health spells are simply recovery or buff spells (sans Decrease Attribute), you could just apply the Essence penalty to every Health spell.

Whether cybered people *should* have a "bonus" against Decrease Attribute is debateable, though. But I figure people should definitely have troubles trying to buff/recover themselves if they're loaded up with cyberware.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 28th April 2024 - 01:39 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.