healing/regeneration and non-surgical bullet/arrow expulsion
I haven't really been able to find rules on how stuff like "there's a bullet in me" would impede healing, what kind of rolls you would use to try and remove things, and if there are any advantages which would just let your body be so good at healing that it pushes that stuff out without needing surgery. Anyone know?
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Re: healing/regeneration and non-surgical bullet/arrow expulsion
Well... if you want to stop healing, you can use a cyclic attack, with "surgery" as a way to stop the damage.
But I don't know how to make healing or regeneration affect that. Edit: If you consider surgery as part of that relatively common set of circumstances, but it might very well be for a cyclic attack that deals very little damage daily. |
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I have left many bullets and shell fragments in people (until a couple of years ago I was heavily involved in trauma surgery in the Army) who have gone on to live quite happily. Ronald Reagan would have been better off if that little .22 slug had just been left where it was- it was basically only removed to make everyone involved look good. So leaving a bullet or arrowhead in place won't necessarily impede healing at all, absent an infection or unless it is physically interfering with something like it's stuck in a joint or a tendon or such. This is probably more of a worry for arrowheads, which will probably be much dirtier than a bullet, and are likely to still have a shaft or part of a shaft attached. (You'd have to remove an impaling shaft, obviously, but for other reasons.) Bullets were more of an issue back in the days before antibiotics and when bullets were much larger and thus much more likely to track debris and clothing fragments into the wound with them- see the bullet extraction scene in the film Master and Commander. I'd model such things with a penalty on your roll to avoid infection, and then make the infection incurable until the arrow was removed. But moderns bullets, not commonly. Mind you, I'm simplifying incredibly. I can of course come up with many situations in which I would/have had to remove all sorts of fragments from people. Larger fragments, in particular. The guy who had an RPG hit blow his rifle's stock and buffer spring into his back comes to mind... But if I had a bullet in my liver, I would definitely prefer to leave it there. Taking it out would be infinitely more dangerous than ignoring it. Bullets and fragments in muscle, tendon, and other mechanical tissues sometimes get bothersome when they cause scarring and contraction (and thus pain or decreased function) and people will come to you wanting them removed, and that's not as much of an issue. If something like that hurts, I've generally been willing to remove them. But that's not a problem of immediate wound healing. Ones close to a neural structure can cause problems, too. Anyway, in a modern campaign I wouldn't sweat bullets and fragments much, unless you needed it for some dramatic purpose. Just use the GURPS injury system for deciding if someone needs surgery. It's actually not a terrible system, as I have written elsewhere on this forum many times- see my sig below. |
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Re: healing/regeneration and non-surgical bullet/arrow expulsion
[QUOTE=acrosome;2351975
I have left many bullets and shell fragments in people (until a couple of years ago I was heavily involved in trauma surgery in the Army) who have gone on to live quite happily. .[/QUOTE] In the late 1970s we discovered that my granfather still had some shell fragments in him from WWII. To my knowledge they didn't get removed then either. |
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Also kind of an interesting way to get "payload without paying for it" if you end up not removing a ninja-star and later want to pull it out and use it. There could also be nuisance effects like "sets off metal detectors" or "Magneto will have fun with you" if stuff like that isn't removed. In which case, distinguishing between healing which can push it out and healing which can't might be interesting. |
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Re: healing/regeneration and non-surgical bullet/arrow expulsion
I've played around with the idea of making straight Regeneration only accelerate natural healing, leaving scars and bones that need to be set quickly. Regrowth would push bullets out. Not sure if that "natural healing only" bit should be a limitation on Regeneration or not.
Edit: I use PK's lower cost for Regrowth. |
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Is lead poisoning not an issue with leaving bullets in people? |
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Just sayin'. Quote:
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That's off the top of my head but It looks like it's a pretty specialized situation. |
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Maybe you get 1 bullet lodged in you per day with the wound healed by your mage friend, and at the end of the month you're 2 pounds heavier because they didn't get removed? Quote:
DR (natural or worn) is also an interesting consideration too. If you're wearing DR5 and some 1d attacks occasionally get 1 Penetrating Damage, wouldn't the entire slug still be in your body? Or... what happens to the 5/6 of shots that are entirely stopped by DR? Do some stay lodged in your dented metal plate (though you could probably remove them more easily than from your flesh) vs bouncing off and falling to the ground near you? |
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Unless you're using the "blowthrough" rules and in that case there is no remaining projectile. It's probably only the lower end of pistol bullets or shorgun pellets that don't blow through and those won't add up to an ounce per. A whole load of shotgun pellets is only c. an ounce and a half or less. Enough Damage Reduction to keep rifle bullets from blowing through does complicate the situation. What happens with Supernatural Durability is anybody's guess as the rules in that are dubious holdover's from G:Vampire the Masquerade and I find them hard to parse. Bullets may remain in ballistic fiber armor or even ballistic fiber carriers for harder trauma plates. Actually steel-like armor will see most non-penetrating bullets either riccochet or shatter. |
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checking for something lighter on B278... a .36 revolver has a 0.24 weight for payload, divided by 6 shots = 0.04 per round. I don't know exactly how much of a cartridge is the % of weight which is the fired bullet so I'll just say 25% for convenience (low-ball?) to make that 0.01 This would means it would take getting shot 100 times (whether in your fiber armor or your flesh that your mage friend heals) to gain 1 pound of weight? Could still add up. This could especially matter for creatures like zombies who can just keep on truckin' due to how Unliving reduces Piercing damage (as Homogenous). They have lower Cover DR so heavy rounds would be more likely to overpenetrate and not get lodged, but low damage should still stay stuck. |
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It's 62 grains for a 5.56mm NATO and at short range that might not blow through because it'll break up |
Re: healing/regeneration and non-surgical bullet/arrow expulsion
Now, figure out how much dead weight Wolverine would have picked up over the years (though occasionally getting skeletonized and regenerating back probably takes care of it).
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If we don't consider this part of basic HP restoration, I did have one idea on how to do it... We can use Exoteleport to Warp small objects... net modifiers -80% below reduce Warp to a 20 point advantage. modifiers for Affliction net +150% Total cost of 25 points at 1/5 for being an "Internal Advantage" (can't Warp a bullet that you bled on if it's OUTSIDE you) and by making it an Alternative Ability to Rapid Healing or greater, you reduce that to a perk: I'd figure Uncontrollable could force you to switch to this to expel objects even if you'd rather be healing damage, and Reflexive could let you do it even if you didn't know a foreign object was inside you. Expulsion (Psionic Powers 69) is another option, but the problem there is you only get 1 attempt per object (can't retry if it fails) and works a bit too quickly (sometimes takes time for Wolvie's HF to work bullets out) plus there's no cost (Wolverine logically is going to lose some HP/FP pushing bullets out, it just doesn't matter because he has crazy HP/FP regeneration. |
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So OK to the OP I'd maybe have 1pt perk to for various super healing to handily expel any foreign objects while healing. But what I'd also say is if the healing has a limitation based on certain materials I'd rule the expelling effect doesn't work on fragments and objects made of that material and if they stay in there your super healing doesn't work (i.e you hav eto go digging for them if you want them out and your healing to deal with teh injury. |
Re: healing/regeneration and non-surgical bullet/arrow expulsion
Whether basic Regeneration - or, more likely Regeneration with Regrowth - automatically pushes things out of your body (or breaks them down, or whatever) or not is ultimately up to the GM. One of the few cases where it would make a significant difference would be with impaling weapons that get stuck (be it due to being sw imp, a barbed arrow/spearhead, or whatever), as it allows you to remove the offending object without a skill check (against Surgery, typically, although some GM's may allow for First Aid/Physician) or taking half the damage again by simply waiting for your regeneration to push it out.
Personally, I'd be inclined to say Regeneration alone is insufficient (and thus stuff gets "stuck," requiring surgery of some sort to later remove if you are so inclined), but Regrowth works just fine for pushing things out (even if you lack any level of Regeneration). Not being able to do this is probably worth a small Limitation on Regrowth - about -10%. Doing this without Regrowth is essentially a Perk version of Regrowth (although if you charge the full [40] for Regrowth - note many use a houserule to drop this to [10] - pushing stuff out is arguably worth [4] instead, which I'd be inclined to round up to [5]). |
Re: healing/regeneration and non-surgical bullet/arrow expulsion
I understand why "I chop off my hand so when the new hand regrows there's no longer a tracker chip inside the new hand" would work...
But sometimes regeneration can take a long time, and be conspicuous, so being able to expel implants w/o lopping off the extremity seems like an advantage. Especially since some might want to be able to prevent their regrowth from doing stuff like that. |
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*Certain “weird” attacks don’t, to my knowledge, interact with Regrowth, such as Afflictions, aging attacks, and radiation effects. If you want to lump implants and stuck projectiles in with that, that’s certainly an option. |
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IE if a cow bites and crushes my hand regrowth won't give me an uncrippled hand unless I let a lion eat it off entirely. |
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Still, a GM who wants to rule unmodified Regrowth will only work on a cleanly severed limb is well within his rights to do so. |
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Interpreting to mean lessens crippling recovery times? The "Limited" limitation for regeneration's first sentence is "accelerates an advantage" which would mean what Regrowth adds. Quote:
"Severed but intact" is a standard restriction when using that enhancement (although "intact" might benefit from some embellishment) "useless if the part is mangled, vaporized, eaten," for Regrowth Only just means you have nothing "intact" (manged = non-intact, presumably) to reattach. The distinction is that vaporized/eaten limbs are already detached, while mangled/unintact limbs can still be attached. Voluntarily severing a limb is a choice, which would put mangled/unintact limbs in the same situation as vaporized/eaten ones: you have a stump which your body can regrow a limb from. Look at wording for P71's Bane limitation: "regrow a body part if it’s lost to .. "A crippled body part isn't "lost" nor is there a "stump". It needs to be severed to make room. That's also how the "Doubling" enhancement works. You need to "lose" the limb, it's a "missing part", you can't just start growing an extra arm any time you want w/o severing it first. Powering Up does give a Talent bonus to the HT roll to recover from Crippling Injuries though, so it does sound like you could buy "Reliable" for Regrowth to get that HT bonus. |
Re: healing/regeneration and non-surgical bullet/arrow expulsion
The way I see it, Regrowth is a very expensive advantage, so much so that most people consider it considerably over-priced, and so it's ability should be interpreted generously. The advantage says 'limbs and organs', so I see no reason it shouldn't allow regrowth of damaged or destroyed skeletal muscles, bones, tendons, etc. as well even when a limb isn't completely gone.
At its core it's the ability to recover from permanently crippling injuries, so whether or not the crippled limb is gone or not shouldn't matter. Whether regrowth includes expelling foreign matter, resetting cosmetic surgery, not scarring vs. scarring and so on is, I think, a matter for each instance of the power. |
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To get 1-second reattachment w/ regrowth needs Regeneration (Fast) whose 50 pt cost could be reduced by 40% to 30... so that's a sum of 50 points, 15 points costlier than IBP (RO -50% IRA+50%) [35] IBP also seems better despite being cheaper since it gives the limbs a separate HP score and injuries to them don't carry over to you like they do with Regrowth. Not really sure why they built reattachment into IBP at all, would've been a lot less confusing if they just said to buy RG:RA separately for that benefit. Quote:
Regeneration boosts Regrowth to where a destroyed limb can be regained in the same time as Temporary Crippling (B422: until HP is back to 100%) but otherwise, Regenerationless Regrowth takes a lot longer... 1d+1 or 2d+2 months is longer than the 1d months a Lasting Crippling would take so I guess there wouldn't really be any benefit in that situation, so it's likely we're exclusively talking about it allowing "permanent crippling" to be recovered in slightly longer. P71's "avoid or recover" ... any idea which of those B422 would be? B79 under Rapid Healing mentions "see if you can get over" so I'm thinking "recover" in which case "avoid" must be situations where crippling can occur through an avoidable means, like perhaps to resist Affliction (One Arm) or Innate Attack (Side Effect : One Arm) ? |
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