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player719663

Boosting healing?

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Hi all.

We've played Dark Heresy a little bit and are now playing RT. Is there any way to boost or accelerate healing other than standard medicae?

The Rouge Trader lost an arm to a friendly bolt shell, and blew it off, and he bled to death and burned a fate point. They are in "mid adventure" but the rouge trader is not able to regain wounds for 11 days, and after that he needs 7 days or so just to remove critical damage. And say another 4-5 days to remove the rest. He might miss out on all of the action the next session.

 

 

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Some things come to mind

 - Hardy. With this talent you always heal as if you were lightly wounded.

 - Autosanguine. Like Hardy, but your natural healing heals 2 wounds a day. The Vitae Supplement bionic in Into The Storm grants this talent.

 - Spending a fate point will instantly heal 1d5 damage. But it doesn't heal critical damage. So if you are sitting at 0 wounds remaining and 3 critical damage, spending a fate point will take you to 1d5 wounds remaining and 3 critical.

 - Extended care still applies to lightly wounded characters.

 - Divine Ministration is a faith power that allows the treating missionary to add his willpower bonus to the amount he heals by.

 

Dark Heresy has two psychic healing powers: Healer (A minor power, 1d5 healed every 6 hours, more if you risk it harming the patient) and Seal Wounds (Biomancy. Heals 1d10+willpower bonus every round). So you could arrange for an NPC with one of them to show up, if you are willing to risk the psychic phenomena.

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Beliatrope basically covered the best options.

I would add: the Master Chirgeon talent on p. 102 doubles the amount of Crit and heavy damage healed, and Medciae is better than many people realise. Not to mention, most Rogue Trader vessels would have pretty good Medicae facilities (I would imagine) especially for treating the captain and his retinue! (and advanced medikit, which would be - in my view - very much inferior to full medical facilities, gives the user a +20 to their Medicae, which gives some pretty good odds for a good result. Combined with the +10 Medicae skill and a +10 for Master Chirgeon, that can lead to some pretty impressive results. Additionally, I would assume that a character working in the "Medicae bay" would have at least a +30 to their rolls (instead of the +20 for the Medicae kit). makes for some good mathhammer! :)

 For Critical damage:

no medical attention, full rest: no healing

extended care, full rest (medicae only): 1 crit / week + 1/degree of success.

extended care, full rest (medicae + master chirgeon): 2 crit / week + 1/degree of success. (the description of the MC says "a successful check heals 2 wounds instead of one." I see no reason why you coudln't read that as 2:1, or double to healing. That would change the formula to: 2 crit / week + 2/degree of success. That's a pretty good healing rate.)

Heavily Wounded:

no medical attention, full rest: TB / week

extended care, full rest (medicae only): 2x TB / week + 1/degree of success

extended care, full rest (medicae + master chirgeon): while the MC talent says (again) "a successful check heals 2 wounds instead of one," gven that Heavy damage healing is based on TB, I would suggest: 3xTB / Week + 2/degree of success. 

 Ultimately, we play pretty fast and loose with healing and more than once the GM has said something like "spend 2 Fate points and I'll let you get to 0 wounds," just to avoid your situation.

For the 1d10+2 days for which there is no healing, you might want to allow a Medicae to reduce that by 1 + 1/degree of success days. (maybe making it 2 + 2/degree of success for someone with the master Chirgeon). That would maybe let the Rogue Trader get back into the action sooner. After all, once they're out of critical, a fate point or two and a few days of Medicae should get them up and running.

 

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Okay, thank you both, a few things I was not aware of and had forgotten.

I allow them a trauma facility with a master chirurgeon that will boost healing, that will alleviate these problems a bit. 

The DH psyker abilites do smell a bit of a D&D cleric to me, and I don't think I like it :-)

 

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khold said:

Okay, thank you both, a few things I was not aware of and had forgotten.

I allow them a trauma facility with a master chirurgeon that will boost healing, that will alleviate these problems a bit. 

The DH psyker abilites do smell a bit of a D&D cleric to me, and I don't think I like it :-)

 

yeah. We found that, too. I much prefer the "old fashioned" Medicae way than Perils-of-the-Warp "Mobile Healing Unit" Psyker. The Psyker healing is darned useful in combat (which is the only time we use it. Using it outside of a combat emergency is just riking too much warp...).

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 There's also a piece of gear that could help: the Resusatrix Chamber from the Inquisitor's Handbook. It's a big tank full of various healing solutions that you throw your wounded individual in and hook him up to all manner of medical technology. It halves the time healing takes and gives a bonus on rolls to resist poisons and diseases. However, it's not portable and the individual in the tank floats in a drug induced coma for the whole time. Half time probably isn't as fast as you were hoping, sadly.

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Bacta tank.

gran_risa.gif

 

I guess though that every ship has something like that. Well for the command crew, not the ratings ^^. If your ship has a Medicae deck, it would definitely have a few of those.

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As long as it is not to 'clean'. No hidious mangled corpses that are just dropped in some happy fluid and come out all nice and proper....nooo, if you force fast healing the results should be dire. Flesh that has been knotted together but leaves hidious scars, insane nightmare about probes operating on your arm, weaving the sinews back together, artificial limbs grafted on your body by an impassive iron figure int he Adpetus Mechanicus robes. If someone loses an arm in Warhammer, there should be a clear penalty. And insanity points.

                                                Friedrich van Riebeeck, Navigator Primus, Heart of the Void

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 Indeed van Riebeeck. The thing accelerates normal healing. Further surgery can be required and no lost appendages come back. Such a device can get our Rogue Trader into the fight faster, but there's nothing to be done for the arm on such a short notice except maybe some quick and messy bionics work. 

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It is most probably a heretical item from a Galaxy far far away....

                                                                                               FvR

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They are probably your Dark Age of technology counterpart to the 40k Imperium.

Men of Iron everywhere!!!

Even they Destroyers are able to effect devastating planetery bombardements. And to top it off, their destroyers are shorter than a 1000 metres.

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