Question about Vampire Victims & Regeneration
In a setting I'm running the vampires have breed, and altered with alchemy, humans to provide a steady food supply.
My question is what would be the modifier "Only for blood loss" be for regeneration? My first instinct was -80%, but I'm not sure. I'd like to hear what others have to say. Thanks. |
Re: Question about Vampire Victims & Regeneration
No Blood is worth [5]. I believe No Blood (Not Immune to Blood-Borne Toxins) is worth [3]. That implies blood that instantly regenerates might be worth [2] - you're susceptible to both blood-borne toxins and blood chokes and the like, but are immune to bleeding to death. If blood regenerates more slowly than, say, 1 HP per second, you could drop it down to a Perk.
If the character can basically make a living off of bottling his infinite blood and selling it, you could probably work that out as a Job. Having ready access to such might be worth an additional [1]. |
Re: Question about Vampire Victims & Regeneration
You could also tag in a disadvantage: Must be bled on a regular basis [-x] to represent that the blood bag generates more blood than they can actually hold, and thus needs to have the pressure relieved. I've no idea on the pricing, though.
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You basically need a person to safely extract the blood from you, either a professional nurse, or a vampire (preferably not the kind that leave a huge wound...). If you can (and will) remove excess blood yourself without risking infection etc. it wouldn't be more than a quirk though. Maybe halve the value of maintenance if the character would only attempt 'self-maintenance' so in an emergency and there is a notable risk of it going wrong. |
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I wouldn't go that far, but my mind did jump to No Blood as a comparison. -80% on regeneration should be just fine. |
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Re: Question about Vampire Victims & Regeneration
Thank you for the input. I think I'll go with the -80% then, as I wanted the speed variable, to denote the degree of tampering.
There are other effects for the characters in the situation that don't directly deal with blood, so it might end up being a minor template, 25Pts or less. |
Re: Question about Vampire Victims & Regeneration
Here's another one I hope you can help me with. How many hit points will losing a pint of blood cost?
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In the old days a vamp with The Draining lost 2 HP every day and had to amke that up by stealing 2 hp from donors. The thing is I don't remember official rules about how much blood that took. Just the HP. Technically you don't need to know how much blood is involved for the Regeneratiion rules. The number of HP involved is enough. An average human with HT 10 needs an average of 4 days (without a doctor's care and possible interventions). Someone who bought Slow Regen (Blood Only -80%) for 2pts only needs a day. Your problems come when you try and feed vampires with things like plastic bags full of blood. That's where the biology and/or metapahyscis comes in and theres jsut alot of questions only the GM can answer.. |
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EDIT: For BP-pint equivalency, every multiple of full BP corresponds to 5% of the character's total blood volume. For an HP 10 character, BP is 5, so each BP is 1% of their total blood volume. An average person has about 10 pints, so every 10 BP is 1 pint. It's up to you if a character with higher BP actually has more blood, or simply bleeds more slowly; if going with the latter interpretation, you may want to say such characters have more "concentrated" blood, such that 10 BP is equivalent to a pint (for purposes of transfusions, feeding vampires, etc), even if it actually takes up less volume (although for transfusions you may need to water it down a bit). Quote:
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At one extreme the vamp isn't actually "feeding" on the blood. He's magically stealing "life force" from a living being and the blood is largely symbolic with no great amount required. However stored blood may not work at all and animal blood might be inferior and artifical substitutes aren't even possible. At the other extreme the vampire'as signature Disadvantage is Restricted Diet:Blood Only. He uses the normal food and liquid requirements except it all has to be blood (or something close to it by scientific measurements). Stored, animal and artificiial blood should be fine as this is science. However, he's going to need those 4 pints just to get his daily hydration unless he has Reduced Consumption. A GM might well rule that those 4 pints have enough solids to count as the required food as well. Then of course there are possible requirements somewhere in the middle of these two extremes. |
Re: Question about Vampire Victims & Regeneration
Here's a template from my old fantasy game with a similar concept, though I gave higher HP, and Very Rapid Healing without any limitation, to make them blood banks:
Hemodrone ‑7 points Bred by generations of blood mages to be the ultimate slaves, hemodrones are utterly subservient, easy keepers, strong manual laborers, and hardy walking blood banks. Striking ST +1 (5), Lift ST +2 (6), HP +5 (10), IQ‑1 (‑20), HT+2 (20), Speed ‑½ (‑10), High Pain Threshold (10), Reduced Consumption 2 (Cast Iron Stomach ‑50%; 2), Resistant +3 to Disease (5), Temperature Tolerance 2 (2), Very Rapid Healing (15), Fat (‑3), Short Lifespan (‑10), Slave Mentality (‑40), Unattractive (‑4). They are found mainly in societies dominated by blood mages and vampires, where they are nothing more than valuable property and own none themselves (Social Stigma and Dead Broke, but these would come from a cultural lens instead of a racial template). |
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As another note Bio-tech wouldn't allow you to breed anything but ST up to +2 with regular humans. You'd have t use gene-altering magic to get your template. |
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-40% for Crushing is also what we see for Damage Resistance on B46 classed as "Common" which implies you can just borrow the values used for DR to swap over to Regeneration. Unfortunately there isn't exactly a "DR against blood loss" since that's HP loss not subject to "basic damage" and similar (it's straight to injury) but I guess the question we should ask is: how rare is it to bleed? Powers classifies "injury" as "very common" requiring at least 1 HP lost to any source. I expect "blood loss" would be at least one step rare (common instead of very common) if not moreso (occasional -60 or rare -80) Quote:
One of the downsides to No Blood is probably that you can't actually provide blood for purposes in which it might be useful, which is why Switchable on No Blood might help to swap that feature back and forth. For "HP converts to blood" as a resource it really should be tracked as a resource, No Blood seems like it would remove a potential resource the same way "No FP" would. Largely beneficial except where you can't use yourself as fuel for abilities which call upon specific materials. Sort of how like if a character is classified as a magically animated skeleton they can't make steaks out of their legs to feed their hungry friends like Wolverine or Deadpool or Hulk or Flash might be capable of in an emergency. That part actually makes me wonder: should "I'm inedible" be assumed to be some kind of zero-point feature that they didn't bother to list in GURPS Magic undead templates, or could that possibly fall under one of the other traits? |
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