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five-sola
post Jul 7 2007, 01:54 AM
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Ok a player has 4 stun on his damage track.

a player uses first aid on him with a med kit (rtg 6). So scores 5 total hits.

I have read the section in the book on recovering from damage and it says that each net hits clears a box. but it doesn't give me any indication of where to set the TR number. is it how much damage the player has so in this case TR 4 so 1 net hit? That just seems like a high TR. If the character had 7 or 8 boxes would that make the TR 7 or 8 ? that just doesn't make sense because it would be nearly impossible.

some help please.
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Dancer
post Jul 7 2007, 03:48 AM
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Base difficulty of First Aid is 2.
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Aaron
post Jul 7 2007, 10:42 AM
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First, stun can only be healed by time or first aid. [edit: corrected by RvD]

Second, when using a first aid kit (more specifically, when using Logic + First Aid), roll the dice, subtract two, and heal that many boxes of Physical damage.
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Rotbart van Dain...
post Jul 7 2007, 10:58 AM
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First Aid may heal Stun Damage in SR4.
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Rifleman
post Jul 7 2007, 01:49 PM
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QUOTE (five-sola)
If the character had 7 or 8 boxes would that make the TR 7 or 8 ? that just doesn't make sense because it would be nearly impossible.

If the character has 7 to 8 boxes of damage, he's in bigger trouble than that. The maximum amount of damage that can be healed is equal to the character's (or the medkit's) skill. As far to how this is possible, it really would have to come down to nanite medicine in my opinion.

Most of this is actually covered fairly efficiently under the topic of healing in the main book, page 242.
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Buster
post Jul 7 2007, 03:33 PM
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With "first aid" (a.k.a. first responder medic) you can treat wounds that severe today in 2007. There are powders that can be poured into gunshot wounds that stop even severe bleeding right away. "A clot forms at the site of the injured blood vessel within minutes after pouring the powder into the wound - the average time for bleeding control was 37 seconds!" By 2070, we'll have all kinds of advanced materials to do an even better job.

Check it out, this is used by the U.S. military today:
Celox

If you get a chance, google for liquid skin, that stuff treats abrasions like magic. Also see the new gel bandages, those are fantastic for burns.
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Dancer
post Jul 7 2007, 03:48 PM
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That'll mean you don't bleed out and die, but it doesn't make the injury go away. You'd still better take it easy for a few weeks while it heals. Whereas 2075 first-aid can make small bullet holes disappear completely.
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Tarantula
post Jul 7 2007, 05:59 PM
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No one says they go away completely dancer. Think of it more as mitigating the effects of it. You still have a hole in your chest, it just isn't bleeding, isn't hurting, and isn't really bothering you thanks to the fancy super clot & numb 3000 gel.
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Kyoto Kid
post Jul 7 2007, 07:35 PM
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...the one thing is, after first aid, you can also have someone with Medicine skill treat the same wounds. For every hit the doctor gets with her Medicine+Logic the character gains an extra d6 for the recovery roll. I believe that an Autodoc can add it's rating (up to 4) in dice to the Medicine test just like a Medikit does for First Aid.
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kzt
post Jul 7 2007, 08:38 PM
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QUOTE (Dancer)
That'll mean you don't bleed out and die, but it doesn't make the injury go away. You'd still better take it easy for a few weeks while it heals.

You'll typically need surgery to fix things internally. A severed artery used to supply a part of your body with blood. Now it isn't. This tends to not work out well.
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Zolhex
post Jul 8 2007, 05:01 AM
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Use magical healing first then first aid
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Ravor
post Jul 8 2007, 05:22 AM
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...followed by seeing someone with medicine as per Kyoto Kid's suggestion.
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Tarantula
post Jul 8 2007, 05:53 AM
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You specifically can't use first aid after magical healing. However you can first aid, magically heal, and then do medicine.
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Ravor
post Jul 8 2007, 06:00 AM
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Hmm, it seems that I had gotten the order backwards in my mind somehow. Thanks for the correction.
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Synner667
post Jul 8 2007, 12:28 PM
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QUOTE (Tarantula @ Jul 8 2007, 05:53 AM)
You specifically can't use first aid after magical healing.  However you can first aid, magically heal, and then do medicine.

Hmmm..
..I'd have thought that after using Magical Healing, things would have tried to regrow..
..Using any other form of Healing afterwards wouldn't work, as the injury wouldn't be an injury any more.

For instance..
Skin abrasions are minor and would vanish
Bullet holes would 'fill in' and just become a dent
Blood loss would increase blood production
Damaged Liver would regenerate tissue
Knife wound would stitch together and leave a small scar [if that]
etc

Does that round reasonable ??


As for how good First Aid Kits would be, I can imagine they'd be 2 tiered - 1 for civilians, another for Corps and Military [Kzin Military gear is far superior to anything available to the masses]..
..Which means the average First Aid materials may be no better than what we have now.


Just my thruppence..
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Crusher Bob
post Jul 8 2007, 01:27 PM
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When it comes to first aid kits in the 4th world, I'd guess that the best stuff goes to whoever is willing to pay. As most (all?) militaries in SR are downsized and privatized, I'd guess that private citizens with the megabucks are the ones walking away with the best stuff, it's a free market, after all.
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Tarantula
post Jul 8 2007, 06:24 PM
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Synner, medicine is more of long term care. Stuff like take antibiotics to avoi infections, rest/don't strain that. Doctors orders type stuff you would get after say an operation would be a good example.
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kzt
post Jul 8 2007, 07:04 PM
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QUOTE (Synner667)
[Kzin Military gear is far superior to anything available to the masses]..

But the orange fur you grow when you use it is kind of annoying. . .
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