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Old 04-29-2013, 04:30 AM   #41
vicky_molokh
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

Sorry for the necro, but the question is on-topic, and there doesn't seem to be any use out of filing it away in a separate thread:

The Submissa-series* bioroid has Very Rapid Healing [15], which gives a big bonus to HT on recoveries from injury, and grants 2 HP instead of one from the daily HT roll to heal.

In contrast, Regeneration (Slow) costs [10], gives +1 HP per 12 hours, and gives all the benefits of Rapid Healing (i.e. bonus to HT to recover from injury and regain HP), netting approximately 3 HP all-but-guaranteed per day (and not needing any rest for two of them).

Is there any reason I'm not seeing to not swap Very Rapid Healing for Regeneration (Slow) while converting such templates to 4e?

It seems like a total waste of 5-10 points compared to both Regeneration [10] and the first-level Rapid Healing [5].

* == Also the algonaut, but I'm not touching that template with a Reach 2,3 stick, and definitely never going to play one.
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Old 04-29-2013, 10:26 AM   #42
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

No reason. I believe Very Rapid Healing synergises with Regeneration, but on it's own, the only reason to take it is that Regeneration isn't available.

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Old 04-29-2013, 10:35 AM   #43
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

Which is what it boils down to. Very Rapid Healing can be seen as regular bilogical healing functions working as well as they possibly could, and hence can just about count as realistically plausible; Regeneration basically tends to look like magic.
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Old 04-29-2013, 01:08 PM   #44
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

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Originally Posted by Phil Masters View Post
Which is what it boils down to. Very Rapid Healing can be seen as regular bilogical healing functions working as well as they possibly could, and hence can just about count as realistically plausible; Regeneration basically tends to look like magic.
That sounds like a vague way of saying it includes a not overtly stated unusual background mark up.
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Old 04-29-2013, 01:27 PM   #45
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

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Originally Posted by Phil Masters View Post
Which is what it boils down to. Very Rapid Healing can be seen as regular bilogical healing functions working as well as they possibly could, and hence can just about count as realistically plausible; Regeneration basically tends to look like magic.
In other worlds, VRH doesn't require an unusual background? Eh. Better to just errata the cost of either VRH or Slow Regeneration, or even toss VRH entirely. I'd probably toss VRH and change Slow to 15 points.

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Old 04-29-2013, 02:55 PM   #46
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

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No reason. I believe Very Rapid Healing synergises with Regeneration, but on it's own, the only reason to take it is that Regeneration isn't available.
Hasn't Kromm said that Very Rapid Healing should have a significant bonus (+8, IIRC) to bleeding rolls?
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Old 04-29-2013, 02:58 PM   #47
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

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Hasn't Kromm said that Very Rapid Healing should have a significant bonus (+8, IIRC) to bleeding rolls?
Regeneration (Slow) [10]. No Blood [5]. Just better.

(This indeed seems similar to an unadmitted Unusual Background . . . but a UB is okay for an experimental biomod. For an off-the-shell bioroid template, it looks wrong.)
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Old 04-29-2013, 04:04 PM   #48
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

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Regeneration (Slow) [10]. No Blood [5]. Just better.

(This indeed seems similar to an unadmitted Unusual Background . . . but a UB is okay for an experimental biomod. For an off-the-shell bioroid template, it looks wrong.)
True, then it becomes a point sink, which I consider just as bad as a point crock.
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Old 04-29-2013, 05:20 PM   #49
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

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* == Also the algonaut, but I'm not touching that template with a Reach 2,3 stick, and definitely never going to play one.
Just out of curiosity, why not?
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Old 04-30-2013, 10:59 AM   #50
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Default Re: Notes on Using GURPS Bio-Tech (4e) in TS (part 1: TL Overview)

Regeneration might be okay with an Unusual Background, "Incorporates bleeding-edge TL11 biotech", if on consideration the GM decides that self-repair at that level fits with their vision of TS-style fairly hard SF, and that the energy/thermodynamic concerns and suchlike aren't insurmountable.

Other GMs are welcome to say "Don't be silly" and move on to something else.
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