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Originally Posted by scc
These advantages don't help that much, allowing you to heal 2HP at best.
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Well, there's also an argument to be made that Very Rapid Healing should also double HP recovery from magic and other effects. But that doesn't really have a bearing on the current situation. Nonetheless, Dungeon Fantasy does include them, so I'd say the default assumption is that they are useful.
However, if you assume that non-magical healing is not relevant, then you should
definitely make at least a different spell to heal cybernetics, rather than allowing the standard healing spells to work, because otherwise, as you first suggested, Unhealing wouldn't be a significant limitation.
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Originally Posted by scc
In fact the effect of Rapid Healing to avoid crippling injuries is probably more useful and I think it would effect cyberware
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Well, if you want to treat them as separate HP pools, I would think it wouldn't.
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Originally Posted by scc
Not really a good option as anyone with cyberware is probably from another timeline, one without magic.
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You would have to introduce spells like Repair and Rebuild from Magic, but I don't see why, if they exist, they wouldn't work on cybernetics. Unless the cyberware is built from some kind of anti-magic material, or material from another timeline is somehow inherently anti-magical. But I don't think that's a default assumption. The spells
would have problems with the cyberware being effectively much higher TL than almost anyone casting them, for sure.
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Originally Posted by scc
If damage done to cyberware must be tracked separately like that then it shouldn't come of the character's total HP
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If you want to track the character's HP separately from their 'ware, you can do it that way. However, if you do it that way, I'd suggest that, if a character has large parts of their body replaced with cybernetics, they should have reduced "core" HP, to represent having less meat to absorb damage.
I don't think it's that difficult to track damage to cybernetics in its own pool, though. Just make sure you know which hit locations have cyber in them, and keep track of which HP have been done to those areas and are thus unhealing.
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Originally Posted by scc
It allows you to know where you are without consalting any outside reference points.
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It sounds less limited than Requires Signal. I'd say the only point it's going to be significantly limited, compared to unmodified Absolute Direction, is if you get transported to another place without crossing the intervening space (e.g., teleportation). That could actually be a thing in a DF game, so it's a bit of a limitation, but not a big one. I'd put it at -10%.
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Originally Posted by scc
Ultra-Tech does it this was and it's noted for problem doing it, notably in this case as maintenance is NOT going to be available (Think Banestrom victim) the Mitigator Ultra-Tech applies doesn't work, and Electrical and Unhealing aren't available for Disadvantage Limitations
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The Mitigator includes all three of Electrical, Unhealing, and Maintenance. See Ultra-Tech, p. 207. If you want it to include only Electrical and Unhealing, not Maintenance, that's a -80% Mitigator instead, as
Kromm explains here.