The description text of The Tomb mentions using it to heal the wounded, or to recreate lost limbs, but no rules for these are given in the book. Has anyone homebrewed this, or is it written off as an editing artifact?
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Originally posted by Andrew Kaninchen View PostIs this still not accounted for? I'm starting playing a Contagion Chronicle campaign soon and my character has this Haunt at 2, so I'd really like to know how that part of it would work.
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Originally posted by Satchel View PostLooking at my final copy shows no mention of healing the wounded or recreating lost limbs. I'd have to dig into my backup hard-drive to get the pre-errata version of the PDF to compare, but I'm pretty sure that means it's accounted for as "it's not a thing."
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Yeah it would have been really cool if this ability could be used for healing. Especially for the character I'm playing right now. After a three year hiatus of playing other games my group is going back to our Geist campaign and are almost done converting over to 2E. My character is big on the Tomb power and has 4 dots in medicine, but only 1 dot in intelligence and 4 points in dex. So while my ability to stop someone from bleeding out is good, my long term care is not so much. Being able to work his desire to heal, into this supernatural abilities, would have been really cool. Even without it though, I love this friggin haunt.
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Originally posted by Emparawr View PostYeah it would have been really cool if this ability could be used for healing. Especially for the character I'm playing right now. After a three year hiatus of playing other games my group is going back to our Geist campaign and are almost done converting over to 2E. My character is big on the Tomb power and has 4 dots in medicine, but only 1 dot in intelligence and 4 points in dex. So while my ability to stop someone from bleeding out is good, my long term care is not so much. Being able to work his desire to heal, into this supernatural abilities, would have been really cool. Even without it though, I love this friggin haunt.
Edit-reading mending the mortal coil I would suggest altering it in such a way that doesn't make it so unusable. There's a pretty huge roll on top of a really prohibitive cost.Last edited by Epimetheus; 01-13-2021, 07:05 PM.
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Mending the Mortal Coil (••••)
Plasm can keep a Sin-Eater alive even as his flesh is injured and torn. However, this is a temporary measure at best. Actual healing of wounds requires time, a further investiture of plasm, and a ceremony to stave off death.
Subject: One living being.
Duration: Permanent.
Symbols: Healing, Medicine, Repose
Rituals: Ritually cleanse the wounds with pure water or a disinfectant (alcohol works).
Dice Pool: Intelligence + Medicine - 1 per additional Lethal, or 2 bashing damage, healed.
Success: The target heals 1 point of Lethal (or 2 bashing) damage, plus whatever additional amount as determined in by the dice penalty. They gain the Mending Condition for 24hrs marked with the damage healed - so long as they have the Mending Condition, this Ceremony automatically fails.
Special: Bound can spend Plasm to negate the dice penalty on a 1-for-1 basis to a minimum of -0. This Ceremony only takes 10 minutes to perform.
Mending
Your wounds have been patched up with supernatural power while your body works to replace what was lost. This Condition is marked with the Damage to your Health boxes that was healed - so long as the Condition resolves, this healing is permanent, but if this Condition is removed early, the damage returns.
Resolution: Taking damage equal or greater than the damage healed. The effect expiring normally as determined by its cause.
Malkydel: "And the Machine dictated; let there be adequate illumination."
Yossarian: "And lo, it was optimal."
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I would remove the penalties. That's way too restrictive imo.
Instead I'd go with this.
Dice Pool: Intelligence + Medicine
Success: The target heals 2 bashing per success, 1 lethal per success or 1 aggravated for 2 successes.
Special: Bound can spend plasm to grant a success on a 1 per 1 basis. This ceremony may only be preformed once per day. This ceremony takes one hour to preform.
My reasoning is that an intelligence + medicine pool will have at best 10 dice on average 6-8. That's not on the level of some supernaturals who can heal everyone every turn and as much as they want but it helps someone who needs it. The plasm to success is due to the fact that you could theoretically empty your reserves to save someone if you aren't careful. Geists get back plasm faster then most templates but it's still quite a big issue. The hour long duration is due to the ceremony rules of spending 15 minutes per dot of the ritual. While 10 minutes, probably wouldn't break the game, if they're not stabilized then they don't have ten minutes to stabilize.
I don't think creating a mending condition is the best way to represent a limitation on the ceremony.Last edited by Epimetheus; 01-13-2021, 10:15 PM.
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