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Dyckman86

Prosanguine

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So, I've been looking through my favorite career, Explorator, and I really liked the Autosanguine, and a friend of my points out the Prosanguine ability gained later on. Now I've looked at it, and I've puzzled, but I can't see the use of it. I mean besides your Tech-Use might be a tad better than your Medicae skill, it seems like I'd rather nail myself with a standardized number of points because I'm always Lightly Wounded for Medicae purposes. Unless you can't self Medicae and I missed that rather obvious caveat, it seems like it's a neat idea for a talent but is less useful and less powerful than its precursor talent. Thoughts?

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For one (as Dalnor says), you could do both - be healed by a Medicae check, and then be healed again by Prosanguine. I seem to recall that you can only use first aid once on any given set of wounds, so the potential healing is greater with both.

Also, with Medicae, the damage healed is only one point if you're critically damaged. Prosanguine heals 1d5 regardless of how hurt you are.

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I don't know about doing them both because I can't find where it says you can only do it once for a set period of time, so why wouldn't I just stack First Aids until the DM says, "Alright that's enough of that"? I mean I might have missed it in the book, they are good at putting important things like that in a random spot. Also with Autosanguine I'm never anything but Lightly Damaged, and you can't get Prosanguine without Autosanguine, so Medicae would still work just as well

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Yea, you can only do first aid for a single set of wounds, I believe. You can't "spam" it.

So say you got shot with a plasma weapon and took 6 damage, and the first aid roll removed 2, you'd still have 4, which you wouldn't be able to remove with another First Aid roll.

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So, I can roll once per injury I've sustained, but I can Autosanguine to my hearts content, so long as I don't botch it and ruin my implants for the next week? I know I sound like I'm dense, but I just like the clarification because of how important healing kinda is to most games, and I like making sure I and my group are doing it right. Thanks.

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Dyckman86,

Technically, the rules don't say that you can't use Prosanguine ad infinitum, so in theory you could keep using it. As a GM, I'd probably house rule that one, limiting it to 1x/wound the same as medicae, just to keep things somewhat balanced.

However, regardless of your interpretation, using first aid + prosanguine on the same wound is legitimate, and is better than first aid alone.

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exseraph said:

Technically, the rules don't say that you can't use Prosanguine ad infinitum, so in theory you could keep using it. As a GM, I'd probably house rule that one, limiting it to 1x/wound the same as medicae, just to keep things somewhat balanced.

Don't have the Rogue Trader rulebook in front of me right now, but according to the Dark Heresy rulebook, Prosanguine only let's you do the ritual onec every twelve hours, and if you fail the Tech-use test then you have overstrained your implants and they ceaseu to function for one week.

Even if this drawback isn't listed in the RT rulebook, I'd still use it because it makes the talent balanced.

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It doesn't give a time frame in the text block for Prosanguine, and the only time it overstresses the implant is if you roll a 96-100. For RT at least, I don't have a DH book to look at.

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Dyckman86 said:

It doesn't give a time frame in the text block for Prosanguine, and the only time it overstresses the implant is if you roll a 96-100. For RT at least, I don't have a DH book to look at.

Well, personally I don't see why Prosanguinators in RT should be any different from those in DH. My guess is that this is just one of the many things that got recycled from DH, but becuse FFG had to include a bunch of new stuff as well, they had to "cut corners" with the old stuff, and certain tidbits of text might have gotten removed because of that.

Being able to spam-use Prosanguinators seem awfully imbalanced after all, especially since the prerequisite Autosanguine talent makes the user to always be considered lightly wounded (and thus easily healed with a Medicae check). Being able to instantly heal 1d5 wounds after a 10 minute meditation is still pretty darn good (remember, fate points can be spent to heal 1d5 wounds too, so having a talent that can do the same thing once every twelve hours is pretty badass).

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Agreed, I think I'll add the same DH caveat of once every twelve hours for Prosanguine, though I'm looking for the Unnatural Intelligence x2 Implant so my Medicae bonus will be nice and large so I can sit pretty.

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I would leave Prosanguine the way it is in Rouge Trader otherwise its just worthless (even more than it already is). Cause sooner or later the Techpriest should be able to get an Hermetic Infusion in good quality which grants the Die Hard and Regeneration traits and some bonus resistances.

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WayOfTheGun said:

I would leave Prosanguine the way it is in Rouge Trader otherwise its just worthless (even more than it already is).

You call replicating the effect of spending an entire fate point with a successful Tech-use test "worthless"?

Are we a bit spoiled perhaps? lengua.gif

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On my Techpriest ? Maybe just a little bit demonio.gif

But we houseruled that a fatepoint gives always the full 5 points ( my Gm loves to issue Inferno or Plasma  pistols to the richer npcs ).

The talent itself is not bad, its just that 10 minute meditation to activate it.

 

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Also I suppose the 10 minute start up time and the once per 12 hour limit depends on the time scale your group plays on. If you play though multiple days each session the Prosanguine becomes  more useful because you refresh Fate Points less often, but if you get through maybe 2 days each session, then Fate Points refresh each session start, so you have more of them to heal yourself with, not many I know since I think I have 2 for my Explorator, but it is something to consider.

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WayOfTheGun said:

On my Techpriest ? Maybe just a little bit demonio.gif

But we houseruled that a fatepoint gives always the full 5 points ( my Gm loves to issue Inferno or Plasma  pistols to the richer npcs ).

The talent itself is not bad, its just that 10 minute meditation to activate it. 

Blimey, your GM IS spoiling you.

Let's hope that he or she will grow a bit more... Evil. demonio.gif

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Varnias Tybalt said:

 

You call replicating the effect of spending an entire fate point with a successful Tech-use test "worthless"?

Are we a bit spoiled perhaps? lengua.gif

but fate points are free actions that can be done mid-combat.  Still Prosang would still be useful, but I think the change from DH to RT maybe a power level issue.  Lots of things got powered up for RT, bolter, hellguns, the jaded talent, etc.

I'd restrict it to once per combat/wound (depending on how we're treating Medicae).  I played my Tech-priest using it ad-infinatum and it was a wee-bit broken.  Didn't feel so at first, as the navigator had regeneration, but it is. 

Oh well TB of 6, 8AP, and always lightly wounded will have to do for now.

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Brother Chaplain Magister said:

Unnatural Inteligence Implant?

Hemetic Infusion?

It might be my fault, but can't seem to find any of these in the rule book. Also they dont seem to be familiar from DH either...

 

The unnatural intelligence implant is the good quality cortex implant, it's in both DH and RT core rules. The hermetic infusion is from Inquisitors handbook, under forgeworld implants.

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Thx for the answer!

Seems I have to wait with that as ypu can't buy the books in Hungary (at least I don't know any place) so have to get my friends living abroad to get it for me. Ordering is also out of question as I don't trust the Post (who would like to get a damaged book?)

No need to cry, I will survive somehow gran_risa.gif

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Brother Chaplain Magister said:

Ordering is also out of question as I don't trust the Post (who would like to get a damaged book?)

Uhm, while I can agree that ordering from abroad can take up a lot of time and that certain risk elements are involved, as well as the fact that you most likely will need a viable credit card I have to say that when I ordered the Collectors Edition of Rogue Trader from FFG and had a damaged display case when it arrived, they did find a way to settle the issue. I just sent some emails to customer support with photos of the damages (other people had received products damaged in a similar way) and they resolved it by sending out replacement display cases. (free of charge)

Granted it wasn't my book itself that had gotten damaged but the display case. But if you do receive a damaged product from abroad, the company (or FFG at least) would try to help you out. Either by sending you a replacement or (if they think the delivery service f*cked up) help you adress the issue with the company handling the delivery (or they simply step in and take up the issue with the delivery service themselves).

Also if you live abroad, then orders from FFG won't usually be handled by any local postal service (in fact, I don't even think the postal service in the US handles all the orders), but rather a proffesional delivery service (like UPS). These guys have policies and insurance obligations to make sure that products arrive unharmed, and if they would do that anyway, then you can be reimbursed. The trick is to make sure and contact customer service as soon as you notice the damages and not being a total prick about it (mistakes happen, so it doesn't hurt to be a little gracious about it) as well as cooperating with the requests of customer services involved (like sending them photos of the damages if they ask you to). It's bad business to leave customers dissatisfied with damaged products, regardless if you're the actual production company or the company handling the deliveries. I mean, if you get assigned to deliver a package clearly saying "FRAGILE" if it has fragile content you'll most likely get fired if you decide to use the package as a soccerball.

The downsides to ordering from abroad of course are that you'll most likely have to wait a few days, you need a credit card and you'll have to pay extra (the delivery services have their own fees). But getting a damaged product should be the least of your concerns unless you're ordering a unique and irreplaceable artifact of some sort.

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