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S&R Healing Tonic

 
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HalifaxDM
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Joined: 22 Jun 2009
Posts: 44

PostPosted: Wed Apr 11, 2012 8:09 am    Post subject: S&R Healing Tonic Reply with quote

I can't remember the exact name of the product (and cannot reference it because I am at work) but there is a "healing tonic" in the S&R 1880 Catalog that allows an instantaneous natural healing roll.

Would I be correct in assuming that this natural healing roll would still have wound modifiers applied?
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PlatinumWarlock
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Joined: 23 Jul 2011
Posts: 135
Location: Englewood, OH

PostPosted: Wed Apr 11, 2012 8:13 am    Post subject: Reply with quote

There are two such items in S&R, if I recall rightly--a "tonic" that heals, but wound levels are applied to the roll, and the more expensive "restoration elixir" which heals without regard to wound levels.
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HalifaxDM
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Joined: 22 Jun 2009
Posts: 44

PostPosted: Wed Apr 11, 2012 11:04 am    Post subject: Reply with quote

Thanks, Platinum Warlock.

I will definitely double-check when I get home.

This is my 4th session in my new Deadlands campaign and I am loving it so far.

I previously ran a two-year long Solomon Kane campaign that, while tremendously fun, at times was very deadly due to a combination of good rolls on the enemy part and bad rolls by the players and some struggle coming to grips with "balance". At one point, 3 of the 5 heroes in the group I run were missing limbs and such. No healing outside of Healing skill and natural healing often made it difficult for character's to recover. However, I have a great group of players and we all had tremendous amounts of fun.
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PlatinumWarlock
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Joined: 23 Jul 2011
Posts: 135
Location: Englewood, OH

PostPosted: Wed Apr 11, 2012 5:37 pm    Post subject: Reply with quote

No worries, brother.

Deadlands kind of pushes the assumption that there's going to be at least one PC with an Arcane Background in the posse, and three of them (Blessed, Shamen, and Mad Scientists) all have access to the Healing power. As such, it shouldn't be too hard to get them back into working condition!

When my home group started "The Flood", I told them it'd be best to have at least 2 individuals with some healing capacity--my wife's shamaness has the Healing power, while our resident scientist has the skill. That's served them well so far, and has still been lethal enough for us. I killed our rodeo girl a few sessions ago (she's since come back as a harrowed) and our hex slinger has enough scars to make Frankenstein himself turn away in shame!
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