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First Aid specialization - drain/fading damage

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psycho835

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« on: <03-07-14/1359:37> »
By raw, is it possible or not? And if not, would you house rule it?

PeterSmith

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« Reply #1 on: <03-07-14/1411:16> »
It's not possible, both Fading and Drain indicate the only way they heal is through natural healing. I would not houserule a change, the risk of abuse is too high.
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Triskavanski

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« Reply #2 on: <03-07-14/1456:47> »
What kind of healing is first aid/medicine?

PeterSmith

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« Reply #3 on: <03-07-14/1535:10> »
What kind of healing is first aid/medicine?

Assisted healing. You're speeding up the natural process.
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Absolute power is kinda neat.

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psycho835

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« Reply #4 on: <03-07-14/1622:57> »
Wait, I thought that only magical healing is impossible in case of drain/fading.

Triskavanski

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« Reply #5 on: <03-07-14/1632:52> »
Well with Drain it specifically calls out no medkits, meaning no first aid.

But it kinda opens a number of different questions. Would bioware that increased healing ability work? Would the qualities? What about adept powers?

Reaver

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« Reply #6 on: <03-07-14/1647:54> »
Well with Drain it specifically calls out no medkits, meaning no first aid.

But it kinda opens a number of different questions. Would bioware that increased healing ability work? Would the qualities? What about adept powers?

Yes to Bioware, and Qualities. You paid essence or karma to make them a natural part of your "person" so they work. Unless they say they don't (there are a few out there that explicitly say if they don't count for a specific test).

adept powers get tricky. Unless the power says it augments "natural healing", it probably doesn't count.
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psycho835

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« Reply #7 on: <03-07-14/1650:33> »
Drek, must have missed the part about medkits. Here's what I get for skimming. All right, thanks everyone.

DigitalZombie

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« Reply #8 on: <03-07-14/1715:39> »
I suppose you could use medicine, instead of first aid. And thereby a specialization under said skill.
Medicine doesnt heal any damage at all, but it does add its successes to your natural healing dice pool.

Reaver

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« Reply #9 on: <03-07-14/2014:23> »
I suppose you could use medicine, instead of first aid. And thereby a specialization under said skill.
Medicine doesnt heal any damage at all, but it does add its successes to your natural healing dice pool.

yep , it seems to be the only way to "boost" a drain/fade(?) damage recovery. the down side is it is not "instant" so battlefield usage is a no go.... But after the run, it is worth the karma, ESP if heat is on you.
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psycho835

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« Reply #10 on: <03-07-14/2250:47> »
Sooo... Drain/fading specialization on medicine?

Namikaze

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« Reply #11 on: <03-08-14/0010:59> »
Sooo... Drain/fading specialization on medicine?

I wouldn't allow it, but mostly because I can't wrap my head around the idea of how drain or fading actually physically affects someone.  If I had a better understanding of the physical effects, I might be more inclined to allow it.  As it is right now, I just see drain and fading damage as something that medicine can't fix because there isn't necessarily something that needs fixing.
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Insaniac99

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« Reply #12 on: <03-08-14/0204:14> »
IF your GM allows medicine to be used then a specialization in "extended care" or "magical health" (both of which are default specializations available) should work.

This is a serious "talk to you GM question" though as there is lots of room for interpretation.
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Forrest

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« Reply #13 on: <03-08-14/0211:05> »
So does that mean that stim patches don't help either?

RHat

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« Reply #14 on: <03-08-14/0228:46> »
Sooo... Drain/fading specialization on medicine?

I wouldn't allow it, but mostly because I can't wrap my head around the idea of how drain or fading actually physically affects someone.  If I had a better understanding of the physical effects, I might be more inclined to allow it.  As it is right now, I just see drain and fading damage as something that medicine can't fix because there isn't necessarily something that needs fixing.

Worth noting: There were specializations in Augmentation for Traditional Medicine or Magical Healing, which negated the normal penalty for using Medicine on Awakened and technomancers.
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