[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [HOE] SYKER D20



First of all I want to say Bravo!! I think these are great 
translations and really keep the feel of the game. I only 
have one small problem with them. The Fleshknit spell is way 
more powerful than it should be. At 1st level a spell should 
never be able to heal more than 1d8 plus the character level, 
unless it has a serious side effect. For instance maybe when 
using the power a syker who suffers brain burn, actually 
inflicts the damage instead of healing it. Or maybe he causes 
a permanent wound (loss of 1d4 permanent hit points) although 
that seems a bit harsh. Anyway as to the rest, they are 
really good. Hope I helped.

Mashal Kevin Stoner





For those of you who play HOE D20, I have attached D20 
versions of several
syker powers from Brainburners.  To give credit where credit 
is due, note
that the descriptions (i.e., not D20 game statistics) have 
been quoted
from Brainburners by Steve Long.

I just converted these powers today and have not play-tested 
them.  I
would appreciate any comments/suggestions...

Kerry

--------------------------------------------------------------
---------

Band-Aid (Syk)
Type: Conjuration (Healing)
Level: 0
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 person
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
  Sykers make terrible medics.  Most of them were just
raised too mean to care anyway.  Still, while they may not
be able to actually heal another's wounds, they can at least
use biokinesis to stop some poor loser's bleeding.
  This power allows a syker to stabilize a dying character
(-1 to -9 hit points) or a character suffering damage from
excessive bleeding.  However, if the character is losing
more than 1 hit point per round due to bleeding, band-aid
does not stop the bleeding, but only reduces it (causing 1
less point of damage per round).  Multiple uses of band-aid
are cumulative, so given enough time, excessive bleeding
could be stopped.


Fleshknit (Syk)
Type: Conjuration (Healing)
Level: 1
Components: S
Casting Time: 1 action
Range: Self
Target: Caster
Duration: Instantaneous
  A syker with this power can take a lickin' and keep on
tickin'.  Fleshknit allows a syker to heal even the most
heinous wounds - even ones that would cause most sawbones to
start cutting him up for parts.
  Fleshknit is mind over matter to the extreme.  The syker
"listens" to the pain coming from one particular part of his
body.  Then he speeds up his metabolism, hastening clotting,
producing white blood cells, killing infection, and knitting
the flesh itself back together.  This requires complete
synchronization of mind and body, so a syker cannot heal
anyone other than himself with fleshknit.
  When attempting to heal himself, the player makes a
Blastin' skill check for his syker.  The DC depends on how
much damage he wants to heal at once.

HP Restored   DC
1d6           10
2d4           13
2d6           16
2d8           19
2d10          21


Medic! (Syk)
Type: Conjuration (Healing)
Level: 1
Components: S
Casting Time: 1 action
Range: Touch
Target: 1 person
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
  It's far easier for a syker to harm than to heal.  Want a
heart stopped?  No problem.  There are a thousand ways to do
it.  Want one healed?  That's much harder.  The syker has to
insinuate his powers into the patient's system and speed up
the work of various healing processes - a far more complex
undertaking.
  Medic uses the syker's mental power to stimulate and
enhance a person's natural healing power - tough to do when
it's not the syker's own body.  The effect is to use the
syker's Blastin' skill just like the Medicine skill.  Note
that the healing isn't instantaneous, but requires as much
time as healing using the Medicine skill.  A syker can use
this power on himself, and he actually gets a +2 bonus to
his skill check because it's easier to get in tune with his
own body than someone else's.