From: | 90824840@***.UWPLATT.EDU |
---|---|
Subject: | RE:healing spells |
Date: | Wed, 24 Jun 92 11:44:00 CST |
Another idea to keep your health-spell-wieldin' mages from making your group
too cocky in the field is to have each success from the mage's success test
merely reduce the wound category by one per success instead of allowing complete
recovery. This way, your mage rolling 6 dice to heal his street samurai buddy
(who happens to be riding the "cyberware express") at a target of 9 or 10,
probably won't completely heal the guy, but will allow him to at least haul
his hurtin' butt outa there. Of course when dealin' with deadly wounds, the
target must be stabilized (stated earlier by someone else) before the spell
is cast.
Storm- (not that comic-type person either)
90824840@***.uwplatt.edu
"Of course it's legal!....geeeez we didn't get caught did we?"