Flesh & Bone (Revised) SummaryI went over the premise of this 2nd list earlier in the thread, but have done some rebalancing and hopefully cleared up some of the confusion in the language (or not...).
Let's try the muscles first. Bear in mind that tendons cost 1 point per -20 healing increment, while muscles cost 2 points. You cast level 6
Muscle Healing VI, giving you 6 points for optioning:
- You heal a -40 injury (2 points per -20 increment x 2), and reduce the recovery factor from days, which is the default, to hours (2 points per recovery reduction factor x 1). OR
- You heal a -20 injury (1 point per -20), reduce the recovery factor by 1 (2 points), and cast it on a target (1 point to make it ranged)
Power levels are dead-on accurate to current RMU versions — A Healer's level 6
Medium Muscle Healing has the same effect as the first example, and the Lay Healer's level 7
Light Muscle Healing as the same effects as the second. Obviously healing tendons are less costly in terms of option-points, but the power levels are relatively accurate.
What about bones? Well, it's pretty close... Lets say you cast level 9
Bone Healing VIII:
- You heal a -60 bone injury (2 points per -20 for bones x 3), and reduce the recovery factor from days to hours (2 points per recovery reduction factor x 1). OR
- You heal a -40 skull injury (3 points per -20 for skulls x 2), reduce the recovery factor by 1 (2 points), OR
- You heal a -60 bone injury (2 points per -20 x 3), don't reduce the recovery other than the default +50 to the recovery roll, and can cast it on a target (1 point)
For the most part, this balances out against the current RMU versions. In the 1st example, the RMU Healer can affect ANY penalty of bone damage at level 9, so the RMU version is slightly stronger, although injuries past -60 might be quite rare making this somewhat moot. In the 2nd example, this matches exactly what a level 8 healer can do with
Medium Skull Healing. In the 3rd example, my version is slightly weaker again in that an RMU Lay Healer can heal any bone damage at no accelerated recovery with
Severe Bone Relief, but my Revised Healer could treat a -40 bone injury with the same spell and reduce the recovery rate to hours, so it balances out.
Where RMU system noses mine out is when it has the treat "injury incurring any penalty" language, but I actually think this is ok. It means that someone with a -100 injury might not be able to be healed to full strength right in the field, or that doing so will require a more standardized recovery time. Also, I still don't know how many injuries are inflicting above a -60/-80 penalty, which most of my spell versions can handle in some capacity. At higher levels, this isn't a factor as you can heal -120 and still have accelerated recovery of some kind.
It's a lot to process, but I really like the versatility for this scaling-option system. I think it gives a class dedicated to healing some more distinct advantages while leaving room for other lists and areas of concentration.