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Is There an Adept Power to Remain Conscious?

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The Bald Man

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« on: <09-29-17/1549:24> »
Is there a way to stay up and active as an adept with a full stun track?  'Ware has the best-in-class Pain Editor and the rarely taken Adrenaline Pump. 
There is the pain resistance power.  "For every level of PAin Resistance, the wound modifiers on the condition monitor move one box farther down the chart."  Does that move unconsciousness off the chart?  At 0.5 PP it seems over priced if it doesn't, but perhaps under priced if it does.   

Prime Mover

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« Reply #1 on: <09-29-17/2123:51> »
The power seems to be focused on dealing with penalties involved and resisting pain and torture. I don't think this would affect unconsciousness.

Edit: Did reread of question and power.
« Last Edit: <09-29-17/2158:26> by Prime Mover »
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Prime Mover

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« Reply #2 on: <09-29-17/2209:01> »
Pain Relief (Street Grimore) is an interesting option for removing stun.  Not sure if it can be used on self and takes 5 minutes though.
Why do things happen the way they happen? For
all I know the world Is Just one big game and all of
our actions are determined by the roll of a die.
-  Dunkelzahn,  Great-Dragon

Jack_Spade

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« Reply #3 on: <09-30-17/0450:00> »
Barehanded adept or adept spell might offer you solutions:
The Awaken spell will get you back on your feet, but unfortunately you can't use it on yourself.
For that you'd need a workaround with a bonded animal that gets imbued with a ki-focus and can cast the spell on you.
Pain relief works, but not during a fight.

The overkill solution would be getting regeneration through the Revenant Adept quality and make sure you have some drain damage handy, that the power can't heal and therefore keeps on going.

The fourth and likely most viable option would be using the Numb drug from Boston Lockdown and getting rid of the after effect with the Detox spell.
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The Bald Man

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« Reply #4 on: <10-01-17/1247:39> »
The overkill solution would be getting regeneration through the Revenant Adept quality and make sure you have some drain damage handy, that the power can't heal and therefore keeps on going.
First I have heard of this one. Can you tell me the source, cost, and what it does?

Jack_Spade

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« Reply #5 on: <10-01-17/1331:54> »
Forbidden Arcana p.40
Revenant Adept
"An adept with this quality may use the Regeneration power up to four times a year. When activated, the power functions until all injuries are healed. The adept must then wait until the next equinox/solstice event (or thirty days, whichever is longer) before they may use the Regeneration power again."
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Mirikon

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« Reply #6 on: <10-01-17/1349:56> »
That's a single combat solution, not something you can rely on, though.
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The Bald Man

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« Reply #7 on: <10-03-17/1754:46> »
Thanks Jack_Spade

Jack_Spade

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« Reply #8 on: <10-04-17/0414:41> »
That's a single combat solution, not something you can rely on, though.

By RAW you could take the In debt quality and not pay your debts until you owe 20.000. After that you receive one wound that won't go away until you pay.
Or slightly less ridiculous - just make sure you don't rest to heal up properly.
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Mirikon

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« Reply #9 on: <10-04-17/0427:22> »
A GM would have to be mental to allow the first one of those.

And constantly injuring yourself so that you have at least (Magic+Body)/3+Body damage on your combined Physical and Stun tracks, with all the associated wound penalties? OK, I'd allow that, but you'd be getting hit with Distinctive Style for sure, DEFINITELY some negative social modifiers, and cops/enforcers are probably going to zero in on you, either because you're walking wounded, or because you're a potential crazy person/drug addict, either of which means trouble. You're likely to either get 'escorted' to the hospital for sedation and psych evaluation, or just run off/shot at by Barrens guards, who don't want to deal with the crazy.
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Jack_Spade

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« Reply #10 on: <10-04-17/0547:29> »
No need for that: Just cast an adept spell until you get 1 point of physical drain
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Mirikon

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« Reply #11 on: <10-04-17/0556:21> »
Nope. When Regeneration is active, each Combat Turn you roll Magic+Body, and then add Body to the hits, and heal that many points of damage, starting with Overflow, then Physical, then Stun. So with, say, Magic 6 and Body 3 you would need to constantly have at least 7 boxes filled split between your Physical and Stun tracks to make sure (on average) that Regeneration doesn't heal all your wounds and stop working. You would have to do that constantly, day and night, 24/7/365, to keep Regen up. And even then if you roll high on your Magic+Body, you might end it, so to be safe you'd probably want something closer to 11 boxes...
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Jack_Spade

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« Reply #12 on: <10-04-17/0732:58> »
Nope,

"When activated, the power functions until all injuries are healed"
Drain damage is resistant to regeneration. As long as you have drain damage you have injuries - ergo the power keeps working.
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Kiirnodel

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« Reply #13 on: <10-04-17/0744:23> »
Technically, Jack_Spade is right. With the RAW phrasing of Regeneration, it cannot heal damage caused by drain or Magic.

Revenant Adept gives you Regeneration until all wounds are healed. The magic wound can't be healed, so it would technically remain active indefinitely.

It's essentially the same as trying to use the In Debt negative quality to "have a wound that cannot be healed" because people like to try and twist the phrasing of qualities to exploit odd phrasing.

It's a blatant exploitation.

Revenant Adept's Regeneration functions until all injuries are healed, if you have a wound that can't be healed it finishes as soon as you have healed all wounds that it can possibly heal. At that point, all of your injuries are healed, what remains is longer-term trauma.

If it matters, the FAQ team had this response to this situation: "The Regeneration power stops even if there are remaining injuries if those injuries cannot be healed by the Regeneration power."

Jack_Spade

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« Reply #14 on: <10-04-17/0816:30> »
There is an FAQ team?  :o
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