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> Guardian Angel Nanoware, Have a question about this.
FrostyNSO
post Aug 11 2004, 12:32 AM
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In M&M it says this acts as a rating 6 medkit but gets a -1 modifier. It will attept to revive an unconcious subject, and it will attempt to stabilize a dying subject.

If it functions as a rating 6 medkit, does that mean that when somebody that has this nanoware takes a wound it will try to heal it?
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Cray74
post Aug 11 2004, 12:35 AM
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QUOTE (FrostyNSO)
If it functions as a rating 6 medkit, does that mean that when somebody that has this nanoware takes a wound it will try to heal it?

Yes. You have your own built-in paramedic team.
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FrostyNSO
post Aug 11 2004, 12:41 AM
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That's what I have always thought but it seems a little...I dunno.

So I assume it takes the same amounts of base time for first aid as a medic would need, but do you have to be laying there while it works, or can you be running, shooting, etc?
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Eyeless Blond
post Aug 11 2004, 01:17 AM
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Hm, that's a good point. Maybe instead of a flat -1 it should have a movement modifier, same as for other actions in combat: -1 when standing still, -0 for walking, and +whatever it was for running (+2? +3?)
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Zazen
post Aug 11 2004, 01:53 AM
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I've ruled that, unless you're at deadly, you have to spend a free action to tell it to heal you. You also have to sit or lay down and physically rest somewhat (decking, aiming, using SUT, etc. are all fine). Works great.

I made it controllable because there may be times when you don't want it to heal you (like if there's a superior medic right next to you).
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FrostyNSO
post Aug 11 2004, 05:18 AM
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I just told him it starts up asap but he has to be at rest. The only superior medic we have is the guy that actually has the ware =)
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Cray74
post Aug 11 2004, 12:27 PM
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QUOTE (FrostyNSO)
I just told him it starts up asap but he has to be at rest. The only superior medic we have is the guy that actually has the ware =)

I figured by default, it'll activate when needed. You can tell it to stop, of course.

I hadn't thought of the movement issue, though, simply because the only medkits I've seen in play were operated by other PCs, not implants. I guess I'd rule the person would need to be fairly still, too.
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BitBasher
post Aug 11 2004, 03:36 PM
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Why would they need to be still? it's all nanomachines operating on a cellular level.
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Black Isis
post Aug 11 2004, 05:58 PM
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Hard to patch up your gushing chest wound when your heart is working overtime to pump blood through the rest of your body as you sprint down a corridor. Or patch a muscle when it is flexing (or trying to flex).
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Cray74
post Aug 11 2004, 06:15 PM
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This reminds me. I need to get in some more SR time so I can finish converting my favorite samurai to the Immortal Samurai: Platelet Factory, Chemical Gland (Platelet Factory Decoagulant), Symbiotes 3, and Guardian Angel Nanobiomonitor. Am I forgetting some healing-related cyber-, bio-, or geneware?
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mfb
post Aug 11 2004, 06:17 PM
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well, a trauma damper will automatically knock your wound level down by one, just about every time you get hit. that'll make things easier for the guardian angel.
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Cray74
post Aug 11 2004, 07:16 PM
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QUOTE (mfb)
well, a trauma damper will automatically knock your wound level down by one, just about every time you get hit. that'll make things easier for the guardian angel.

OTOH, it'll send a tick of damage over to the stun column, which can result in some annoying wound penalties. I've always avoided trauma dampers for that reason, but...maybe it'd be worthwhile, just to get that rapid reduction in physical damage along with the platelet factory.
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sidartha
post Aug 11 2004, 08:06 PM
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Acutaly the wound penaltys are the same (-3 serious = -2 moderate + -1 light,s)
the thing really comes in handy when you take two serious wounds and are at ten physical boxes instead of twelve. Or when you get shot on a run and take a Mod + Light,s then you shake off the stun on the way to the meet with the J, so when he double-crosses you, your at a -2 instead of a -3. ;)
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mfb
post Aug 11 2004, 08:15 PM
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and plus, the time for healing a stun wound is halved. base time per box becomes 15 minutes; with your 'ware and a high body, you should be able to knock that down to 2-3 mins.
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Cray74
post Aug 11 2004, 08:15 PM
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QUOTE (sidartha @ Aug 11 2004, 08:06 PM)
Acutaly the wound penaltys are the same (-3 serious = -2 moderate + -1 light,s)


Assuming you have no prior stun to deal with when the box transfers over.

But maybe it's time for me to reassess the trauma damper.
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BitBasher
post Aug 11 2004, 08:20 PM
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QUOTE (mfb @ Aug 11 2004, 08:15 PM)
and plus, the time for healing a stun wound is halved. base time per box becomes 15 minutes; with your 'ware and a high body, you should be able to knock that down to 2-3 mins.

AFAIK Base time for healing stun is an hour not half an hour per box divided by the number of sucesses on a body or willpower test (whichever is higher) TN 2 plus your wound modifiers...
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sidartha
post Aug 11 2004, 08:25 PM
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If you already have stun then you already have stun. The math works out the same.
The point is it can save your life in a pinch and you heal stun twice as fast and any first aid tests are made at a lower TN and reduce more boxes.(funny how that game mechanic works :) ) I personally love the thing however we play by the FAQ so the Dampener is verboten at starting and finding a Beta clinic is difficult at best. Oh well.


<edit>
QUOTE
Base time for healing stun is an hour not half an hour per box divided by the number of sucesses on a body or willpower test (whichever is higher) TN 2 plus your wound modifiers...

Either way one heals stun faster than normal damage making it possible to do mid-run.
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mfb
post Aug 11 2004, 09:08 PM
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oops, right, base time of one hour per box.
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Ol' Scratch
post Aug 11 2004, 09:11 PM
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QUOTE (Cray74)
QUOTE (sidartha @ Aug 11 2004, 08:06 PM)
Acutaly the wound penaltys are the same (-3 serious = -2 moderate + -1 light,s)

Assuming you have no prior stun to deal with when the box transfers over.

At which point the extra box of Stun will probably have no additional effect unless it's at the 3, 6, or 10 box increment.
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Necro Tech
post Aug 11 2004, 11:25 PM
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Don't forget that the trauma damper is a godsend for deckers (no more constant backlash while running DNI) and mages. The loss of a magic point is more than made up by the removal of a box of stun when you are draining powerful spells.
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Eyeless Blond
post Aug 11 2004, 11:27 PM
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Constant backlash when you're running DNI? Is this from an older edition, or did I miss something?
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Zazen
post Aug 12 2004, 12:36 AM
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QUOTE (sidartha)
<edit>
QUOTE
Base time for healing stun is an hour not half an hour per box divided by the number of sucesses on a body or willpower test (whichever is higher) TN 2 plus your wound modifiers...

Either way one heals stun faster than normal damage making it possible to do mid-run.

Not always.

Someone long ago suggested the clever tactic of taking a level 1 Damage Compensator. That way if you take a Light, it doesn't get transferred to stun. The Guardian Angel can heal a Light in 15 seconds or less, where it'll take at least a couple minutes to heal a box of stun. :)
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mfb
post Aug 12 2004, 02:51 AM
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...except that trauma dampers only kick in after your damage compensators have already been overwhelmed.
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Ol' Scratch
post Aug 12 2004, 03:00 AM
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That's the point.

If you only suffer a Light Wound (as in, take one box of damage) the Guardian Angel will repair that in just a few seconds whereas if you didn't have the Compensator, the box would have shifted over to Stun Damage where the Guardian Angel wouldn't have been able to do anything and you'd have the base time of one-hour before its effects would disappear.

This is particularly useful if you also have Platelet Factories and two points of Damage Compensation (or Pain Resistance, or anything else along those lines). Now, even a Moderate Wound will be healed in a matter of seconds; the Platelet Factories will shift it to two boxes of Light damage, neither of which will be shifted over to Stun because your Trauma Damper doesn't realize you're wounded thanks to the Compensators, and the Guardian Angel would be able to patch them up in no time.

The only iffy part is determining which implants kick in first. The rules never really go into this and a lot of the "trick" is in having the implants work in a specific order; namely Platelet Factory > Trauma Damper > Nano-Biomonitor.
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Zazen
post Aug 12 2004, 03:01 AM
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Yes, that's the point :P
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