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First Aid specialization - drain/fading damage

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Reaver

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« Reply #15 on: <03-08-14/0526:58> »
So does that mean that stim patches don't help either?

not anymore it would seem.

while the "fist full of stim patches" was the way mages ran back in 1 to 3e, from 4e on Stim patches lost their "magical goodness".
Where am I going? And why am I in a hand basket ???

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psycho835

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« Reply #16 on: <03-08-14/0530:04> »
Drek. Looks like implants are the only technology-based way to reduce/ignore drain/fading damage. That sucks.


...But on the other hand, I wanted to make a combat cybermage for a while now.

Reaver

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« Reply #17 on: <03-08-14/0531:35> »
Drek. Looks like implants are the only technology-based way to reduce/ignore drain/fading damage. That sucks.


...But on the other hand, I wanted to make a combat cybermage for a while now.

be aware, every time I have seen this attempted, the player was most dis-satisfied with the result.
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psycho835

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« Reply #18 on: <03-08-14/0533:39> »
What if I only use betaware, or qualities such a Type-O system?

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« Reply #19 on: <03-08-14/0545:46> »
What if I only use betaware, or qualities such a Type-O system?

it's the essence loss = magic loss thing.

to get the cyber/bio he wanted just cost so much essence, his magic was less effective then he wanted, causing a constant spiral....

To get the effect out of his spells, he had to over cast more and more, thus taking more physical damage, thus needing more attention or cyber to offset, thus lowering his magic, thus taking more physical drain, thus needing more cyber to offset, thus taking more cyber...... and around it went.

****

A higher grade would help with the essence loss.... but then it is a case of can you afford it? Can you find it? Can you get someone to install it?

and those are questions for your GM to answer. At my table Detaware is a soul selling endeavour. Other tables, it a walk down to the walk in clinic after stopping off at Kong-mart to pick up the cyber!
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

psycho835

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« Reply #20 on: <03-08-14/0550:07> »
Hmm... The stuff useful for counteracting drain is mostly bioware. I think Type-O system + initiation should do the trick. It's not like I want tier 3 wired reflexes or anything equally invasive.

Reaver

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« Reply #21 on: <03-08-14/0556:25> »
Hmm... The stuff useful for counteracting drain is mostly bioware. I think Type-O system + initiation should do the trick. It's not like I want tier 3 wired reflexes or anything equally invasive.

well, at the very least it's an exercise in seeing what does and doesn't work for you... and besides, it may be less of an issue for you then it was for him just due to your play styles.


But, like I said, most people are unhappy. Let me know if you come up with something that works for you!



edit: Also, "type-O system" is not yet in 5e, so you will have to talk to GM about that one....
« Last Edit: <03-08-14/0558:33> by Reaver »
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

psycho835

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« Reply #22 on: <03-08-14/0559:08> »
Will do.

Xenon

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« Reply #23 on: <03-08-14/0609:03> »
What is Magical Health specialization on the Medicine skill anyway...?


It let you ignore the awakened or emerged negative dice pool modifier on your extended medicine test...?
« Last Edit: <03-08-14/0612:14> by Xenon »

psycho835

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« Reply #24 on: <03-08-14/0636:59> »
Good question. Guys?

firebug

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« Reply #25 on: <03-08-14/0646:08> »
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.

The awakened community understands what Drain is; it's strain on the body (though not anywhere in particular on it) caused by the mana being channeled through it.  Stun damage is probably fatigue and exhaustion, while Physical is likely muscle deterioration and things like internal ulcers--  Just generally your cells breaking down because they start dieing.  And seeing as having astral patrols leaving their bodies in a hospital so they can more safely use magic is an established practice, I'm sure there's some precedent for doing specific things just to help speed up someone's recovery from drain.

Fading though...  People have no idea, since the Resonance isn't accepted as an "energy" like mana and so can't be studied as easily.  Among other reasons.  It's not just "newer" than mana, but even the people who use it can't really come up with a single understanding of what it might be, and some of them don't even acknowledge that it's actually paranormal--  See the TM's who think they can just "write code on the fly real fast" or other especially non-mystic outlooks.
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« Reply #26 on: <03-08-14/0919:39> »
What is Magical Health specialization on the Medicine skill anyway...?


It let you ignore the awakened or emerged negative dice pool modifier on your extended medicine test...?

Well, um... yea <cough>:

As a specialization, you basically get a +2 dice to the test. Thus it offsets the negative modifier for treating an awakened (and paying attention to their nature)..


Note: It has be argued that the care giver could choose to "ignore" the awakened nature of the character to remove the negative modifier as well..... But that opens a host of other issues: (like "what level of damage VS improper care causes magic loss?") So I generally disallow this avenue of thought out of our table's "Anti-headache Rule".
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Xenon

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« Reply #27 on: <03-08-14/1059:18> »
What is Magical Health specialization on the Medicine skill anyway...?


It let you ignore the awakened or emerged negative dice pool modifier on your extended medicine test...?

Well, um... yea <cough>:

As a specialization, you basically get a +2 dice to the test. Thus it offsets the negative modifier for treating an awakened (and paying attention to their nature)..
but in that case... why not just take extended care...?
same thing, but give you a +2 bonus on all your extended tests
- including, but not limited to, extended tests on awakened and emerged?

Namikaze

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« Reply #28 on: <03-08-14/1122:59> »
The issue here is that there is no comprehensive list of all specializations for all skills.  Each GM is going to rule things slightly differently at their table, with some GMs being comfortable with very generalized specializations, and others requiring very specific specializations.  Traditional Medicine, for example, means different things to different people.  I'm sure that as a community, we could probably come up with a list of specializations that are generally accepted at most of our tables, but there will always be edge cases.  I think we'll get more details once we see a book about medicine, augmentations, etc.  Until then, we could try to come up with something ourselves.
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Xenon

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« Reply #29 on: <03-08-14/1139:33> »
What do you mean?

Medicine specializations are:
Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health, Organ Culture and Trauma Surgery.