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> "Quick" stun recovery, And how to get back on your feet.
Surukai
post Jan 26 2010, 02:27 PM
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If someone is knocked out cold by filling their stun damage track they don't wake up for a full hour of rest and then they get to roll Body+Willpower to heal stun.

How do you wake up a character that has been knocked out and is there ways to fix them for next battle without waiting for hours?

I'm not looking for in combat fixes (not even the heal spell is that due to time it takes to make permanent spells).

The Awaken spell can wake up a sleeping character with threshold equal to the damage modifiers (typically 3 for a non-willpower maxed character) but that does not remove the stunboxes nor does Relieve Pain (or what it is called) that only adds temporary pain resist by ignoring the effects of the damage.

Can medicine or First aid do the same as the Awaken spell? By rolling to wake up the character, threshold = damagemodifier. Do net hits remove stunboxes?

No spells can heal Stun as far as I know. Are Adepts unique in their ability to remove Stun with their massage-thingy? (That still takes 5 minutes per box).

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Blade
post Jan 26 2010, 02:37 PM
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IIRC, First Aid can be used to heal stun damage as well as physical damage.

I've house-ruled that damage boxes are recovered gradually.
For example if you've got 2 hits, you'll recover 2 boxes in one hour (isn't it 30 minutes for stun damage?) but you'll actually recover the first one after 30 minutes and the other one after another 30 minutes. So if you get a lot of hits, you can recover pretty quickly.
It allows for surprises when runners decide to go the non-lethal way and a guard they knocked out wakes up and sound the alarm before they were able to leave.
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DireRadiant
post Jan 26 2010, 03:00 PM
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Increase Willpower. Add a stun box.
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hahnsoo
post Jan 27 2010, 03:05 AM
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First Aid can reduce stun damage. The first sentence of "Using First Aid" says as much: "Characters with the First Aid skill may immediately help reduce the trauma of wounds (Stun or Physical). First Aid may only be applied within 12 hours of when the damage was taken. Roll a First Aid + Logic (2) Test, applying appropriate situational modifiers. (Characters using First Aid on themselves must apply their wound modifiers to the test.)" SR4A, p 252
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Saint Sithney
post Jan 27 2010, 09:19 AM
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QUOTE (hahnsoo @ Jan 26 2010, 07:05 PM) *
First Aid can reduce stun damage. The first sentence of "Using First Aid" says as much: "Characters with the First Aid skill may immediately help reduce the trauma of wounds (Stun or Physical). First Aid may only be applied within 12 hours of when the damage was taken. Roll a First Aid + Logic (2) Test, applying appropriate situational modifiers. (Characters using First Aid on themselves must apply their wound modifiers to the test.)" SR4A, p 252


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Surukai
post Jan 27 2010, 09:34 AM
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First aid, I can't understand how I missed that one. Of course!

I kind of like the idea of being able to gradually wake up instead of the "guaranteed 60 minute respite". Adds bookkeeping though...
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Kliko
post Jan 27 2010, 10:18 AM
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Stim-patches?
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Saint Sithney
post Jan 27 2010, 11:14 AM
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QUOTE (Kliko @ Jan 27 2010, 02:18 AM) *
Stim-patches?


Don't heal stun, they just keep the pain from affecting you.
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FriendoftheDork
post Jan 27 2010, 11:42 AM
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QUOTE (Blade @ Jan 26 2010, 03:37 PM) *
IIRC, First Aid can be used to heal stun damage as well as physical damage.

I've house-ruled that damage boxes are recovered gradually.
For example if you've got 2 hits, you'll recover 2 boxes in one hour (isn't it 30 minutes for stun damage?) but you'll actually recover the first one after 30 minutes and the other one after another 30 minutes. So if you get a lot of hits, you can recover pretty quickly.
It allows for surprises when runners decide to go the non-lethal way and a guard they knocked out wakes up and sound the alarm before they were able to leave.


I love this house rule. The only question is when to start rolling at all. 10 minutes for stun? Right after taking damage? Is the roll secret for (other) PCs?
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Ascalaphus
post Jan 27 2010, 11:48 AM
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QUOTE (Saint Sithney @ Jan 27 2010, 12:14 PM) *
Don't heal stun, they just keep the pain from affecting you.


Yeah, but do they wake you up?
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Saint Sithney
post Jan 27 2010, 12:15 PM
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QUOTE (Ascalaphus @ Jan 27 2010, 03:48 AM) *
Yeah, but do they wake you up?



Funny story.
So a friend comes by one New Year's Eve while I and a bunch of other fun folks are dosed out of our heads on acid. Now, this friend was blackout drunk (stun damage, lols) and wanted to join in the revelry, so he takes a couple drops and proceeds to pass the hell out. Time passes in its way, and his presence becomes that of a chair or plant. Basically, we forget about him in our activities. Then, about two and a half hours after he dropped, he suddenly springs upright like a catapult and proclaims loudly "I'm Peaking!" Drunk no longer, he joins us in our merry-making for the next 36 hours of continually re-upped madness. Did I mention that the whole time he was painted up like a whore? Good Times...
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Blade
post Jan 27 2010, 01:56 PM
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QUOTE (FriendoftheDork @ Jan 27 2010, 12:42 PM) *
I love this house rule. The only question is when to start rolling at all. 10 minutes for stun? Right after taking damage? Is the roll secret for (other) PCs?


When the character can get rest, so if he's been KOed, you can roll right away. A secret roll can be more interesting in some cases, but forces the GM to do all the bookkeeping.
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FriendoftheDork
post Jan 27 2010, 03:06 PM
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QUOTE (Blade @ Jan 27 2010, 02:56 PM) *
When the character can get rest, so if he's been KOed, you can roll right away. A secret roll can be more interesting in some cases, but forces the GM to do all the bookkeeping.


Hmm yeah, that should work.

-Bates the troll tank gets hit with a stunbolt taking 10 stun damage, knocking him out. While the corp mage and the security team checks for other survivors and secures the area, Bates' player rolls his body+willpower (13 dice) -3 because of his damage, on 10 dice getting 4 hits. In 15 minutes they have an angry troll on their hands ready to geek the mage first as he should have done in the first place.
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The Jake
post Jan 29 2010, 05:47 AM
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QUOTE (FriendoftheDork @ Jan 27 2010, 04:06 PM) *
Hmm yeah, that should work.

-Bates the troll tank gets hit with a stunbolt taking 10 stun damage, knocking him out. While the corp mage and the security team checks for other survivors and secures the area, Bates' player rolls his body+willpower (13 dice) -3 because of his damage, on 10 dice getting 4 hits. In 15 minutes they have an angry troll on their hands ready to geek the mage first as he should have done in the first place.


I don't believe the penalties apply to damage resistance and/or healing rolls do they?

- J.
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Karoline
post Jan 29 2010, 01:53 PM
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QUOTE (The Jake @ Jan 29 2010, 12:47 AM) *
I don't believe the penalties apply to damage resistance and/or healing rolls do they?

- J.


I don't think so either. That would make healing from major wounds exceedingly difficult or even downright impossible without serious medical attention as you could have about a -3 from stun and another -3 from physical damage. Bod 3 says you're never recovering from that without medical assistance, and even then it is going to take ages.

While that might be slightly more realistic, it doesn't quite seem in the vein of SR.
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Saint Sithney
post Jan 29 2010, 05:32 PM
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It would also make low pain tolerance a death sentence.
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Draco18s
post Jan 29 2010, 06:21 PM
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QUOTE (The Jake @ Jan 29 2010, 12:47 AM) *
I don't believe the penalties apply to damage resistance and/or healing rolls do they?


Correct. They do apply when using First Aid (that is, the wounds of the person administering) but that's it.
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