Quote:
Originally Posted by Plane
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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The question is, should default Regrowth do this, or should it be an Enhancement? Given the narrative and mechanical effect of Regrowth is to restore the character back to normal regardless of injury* (provided he/she survives), I’d say the default should be sufficient, but if the GM disagrees, a +10% Enhancement should suffice.
*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.