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From: Denzil Kruse <dkruse@***.AZ05.BULL.COM>
Subject: Re: Physical Drain
Date: Fri, 25 Apr 1997 10:46:00 MST
>A Burn-out is in continually poor health because they cast spells above
>their Magic rating, which is reduced by cyber or bioware introduced into
>his system. IOW, the the Burn-out's low Magic Rating can result in poor
>health, poor health is not likely to result in a low Magic Rating
>(excepting Deadly wounds)
>
>--
>-Canthros

What I was getting at is the constant damage yourself/heal yourself cycle.
In game terms it doesn't matter. Someone could tie you to a chair and
alternativly shoot and heal you all day. What I was suggesting is that this
will wear you down after a while, even if just psychologicaly, and things
like your body and magic attribute could be affected. It just sounded like
a good rationalization to justify a rule to counter physical drain healing.

Loki said:
>Actually I interpret a Turn (as opposed to Combat Turn) as a base time
>of 1 minute. Therefore the 5, 10, 15 or 20 Turns a Heal spell takes to
>become permanent is something a mage seriously has to consider.

Wow, I never noticed that. That makes a very big difference when it comes
to healing, because after an hour a treat won't work anymore. 15-20 minutes
to sustain a permanent spell? That seems kind of long. Usually when it
comes to magic, it works on a combat turn scale.

Gossamer said:
>What our group ended up doing to combat the magick healing
>thing was to say that *anytime* magick was used to heal, the
>Physical wound became a Stun wound of equivalent power.

What happens when the subject already has some Stun wounds? Maybe just
apply whatever Stun wound is higher? Otherwise, you could knock someone
unconscious by healing them, or not even heal them very much if the Stun
overflows back into physical. Or course, that would probably count as a
separate wound, so you could heal them again...once they regained
unconsciousness.

Denzil Kruse
d.kruse@****.com

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