From: | Loki <loki@*******.com> |
---|---|
Subject: | Re: Physical adept should be fast |
Date: | Mon, 16 Sep 1996 22:51:13 -0700 |
>
> <snip earlier bit>
>
> @ This needs more comment.
> @ It is also noteble that medkits give up at deadly wounds, you then
> @ need a hospital. Magic healing working beyond is very nice.
> @ Folks with an essence of 6 usually in my experience have +3D6
> @ initative etc etc so wouldn't agin from lots of cyber, ok if i ever
> @ manage to find some players who refrain (or can be pursuaded to) on
> @ the wired 2, high essence mundanes may be a valid enough option.
> @ Its somewhat a matter of preference but allowing treat spells to work
> @ on folks on a D or more gives magic a huge! advantage over mundane
> @ healing methods, and contemplate the idea of floks going in for cyber
> @ surgery, mage visiting the next day and they are out, up and about!
>
> The way that we play this is that Magic Healing speeds up the
> healing rate of individuals in hospital, but as mages are rare and
> healing spells drain is high the cost is prohibitive. In our system to
> gain a mage to help in healing costs about 5,000 a day and you add
> successes to the body roll. (Some obscure healing spell that
> characters rarely bother to learn as it is slow but has lower drain).
> Major spells like heal are available for characters comming out of
> surgury but the chances of success are very little hence the +\-
> 10,000 per attempt cost (success not guarenteed). If the charater
> wants a higher chance of success, how about ritual heal spells, also
> available but the cost is usually very very very high. Also there is
> an unstated ruling that while the character is recouperating from the
> surgery the character 'learns' to control the cyberware, when there
> is instant healing the character does not have time to learn how to
> use the cyberware hence the character has to go back and learn, this
> of course costs more money, but with the old fashioned way the
> price is included.
>
> Of course you could rule that the spell is limited in it capability
> to healing a maximum of a single category!
>
> My 0.02
>
> Andre'
I agree with the healing from cyberware also includes training and
physical therapy during th recuperation process. I'd say anyone that
takes magical healing would still be accountable for a percentage (25%)
of the physical healing time (decided by the body roll) for this therapy
and training process, down to the minium healing time listed in the book
(S/R II page 113).
I also came up with a price list for having spells cast by NPC's. (i.e.
- healers, talismongers and such)
Price = Drain Code (F/2+X) * Rate (based on drain level).
Light = 1,000
Moderate = 5,000
Serious = 10,000
Deadly = 25,000
Thus the cost for a casting of Force 4 Increase Body +2 with a drain of
[(F/2)+1]M would be 15,000. [(4/2)+1] * 5,000 = 15,000.
Yes, the prices are STEEP. But keep in mind supply and demand in the
sixth world where magic is only 10% of the population. (Also, it
encourages the magical characters to spend karma on learning the spells
themselves.)
Availability is a T# of 4+(F/2) / (F) days. (i.e. A force for spell
would be 6/4 days) Magical Etiquette is used for the availability
test. Street or other appicable etiquette can be used thru magical
oriented contacts at a +1 or +2 at the GM's discretion, using
non-magical contacts to track down the spellcaster this way is at a +4
if even possible.
Anyways, that's what I've come up with...
@>-,--'--- Loki
CLARKE'S THIRD LAW:
Any sufficiently advanced technology is indistinguishable from magic.
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Poisoned Elves
http://www.netzone.com/~loki/
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