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#1 |
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Join Date: Jul 2013
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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.
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#2 |
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Join Date: Jun 2013
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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].
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GURPS Overhaul |
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#3 |
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Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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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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#4 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Quote:
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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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#5 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Quote:
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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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#6 |
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Join Date: Aug 2004
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Check. No Blood should be the starting place. Instantly regenerating lost blood is functionally equivalent to No Blood, so all you have to do is peg the values of less than instant. I'd make Extreme Regen cost the same as No Blood; VF Regen cost 4 pts (Dude... just spend the extra 1 pt!), so you'd usually recover in seconds; Fast Regen cost 3 pts (recovery time in minutes); Regular Regen cost 2 pts (recovery time in hours); and the Perk level would be equal to Slow Regen, where it would take you some days to recover.
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#7 |
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Join Date: Jul 2013
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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.
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#8 |
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Join Date: Jul 2013
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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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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#9 | ||
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Join Date: Aug 2018
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Quote:
-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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| Tags |
| modifiers, regeneration, vampires |
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