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bsmith23

Quck clarification on heal/harm

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Heal and harm base power cannot be activated multiple times.  So if you have no grades and get 2 pips, then 1 is wasted.  

If you have the magnitude upgrade you can use it to heal a 2nd person.

To heal or inflict more you need the strength upgrades.

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3 hours ago, damnkid3 said:

Heal and harm base power cannot be activated multiple times.  So if you have no grades and get 2 pips, then 1 is wasted.  

If you have the magnitude upgrade you can use it to heal a 2nd person.

To heal or inflict more you need the strength upgrades. 

To add to this, the Medicine skill upgrade also adds a flat amount to your heal/harm total based on your ranks in Medicine.

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The base power is 4 wounds with Intellect 4.

If you upgrade: 

The right side Control (20 XP): +4 strain recovery

 Either Strength upgrade (35 XP away from the right side Control): +1 wound AND +1 strain recovered per pip (after the first)

Both Strength upgrades (15 additional XP): +2 wounds AND +2 strain recovered per pip (after the first)

Bottom-Left Control (50 XP): Add Medicine ranks to wounds and strain recovered (regardless of any pip other than the first)

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5 hours ago, bsmith23 said:

Got it. Thanks!

One thing to remember with Heal, that makes it a good skill, is...well a lot of things, but one complaint I've seen voiced frequently, is along the lines of "why bother with this power if I can just use a stimpack and get the same results?" 

1. Stimpacks have diminishing returns with each use, but Heal stays the same amount of healing each time.  Still limited to 5 uses a day, but it has the potential for a LOT more healing per use.

2. With the right upgrades it can used at range, and on multiple targets, making it far superior to a stimpack.

3. It can raise the dead

Plus it's also got the flipside use of Harm, which can be scary powerful for someone willing to use it in that way.  Especially someone with a lot of ranks in the medicine skill to further boost the damage output.

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