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Old 05-18-2021, 09:13 AM   #9
Otaku
 
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Location: South Dakota, USA
Default Re: Hypothetical: Thoughts on Regrowth after normal healing?

Quote:
Originally Posted by Curmudgeon View Post
At first blush, I would rule that having Regrowth doesn't affect the stump because it is healed, but if the stump were to take enough fresh damage, Regrowth would then kick in to grow the leg back, on the basis that Regrowth is in some way accessing the character's DNA, which presumably is baseline human and the Regrowth effectively says, "Right, there should be a leg here. Rebuilding to specification."

The question then becomes how much damage needs to occur before Regrowth can kick in. I tend to think of attacks causing 0 damage, for example, punches and kicks, as being bruises. Regrowth would fix the blood vessels and any minor scrapes and scratches but not trigger Regrowth. One hit point of damage might trigger Regrowth for small body parts such as a finger joint or a toe, but in general, I'd tend to require enough damage to potentially cripple the limb to trigger Regrowth. I might reduce the required damage depending on the description of the damage. You'd still be Lame (One Leg) whether you lost your leg at the hip, the knee, (or just your foot at the ankle?), but it should be somewhat easier to trigger Regrowth if you're only missing a foot rather than the whole leg.
Is it RAW that 0-point injuries are only bruises? I thought any kind of damage could leave a 0-point injury. Given how much 1 HP's worth of damage is in GURPS, there is a big gap between not being cut and having a 1-point laceration, not being burned and having a 1-point burn, etc.

As for the notion that the old (improperly healed) wound would require fresh trauma to trigger, if that fits the style of play and the setting, I can roll with that. However, I would just require all scar tissue be removed from the old injury. I mean, if I want a vaguely "scientific" trigger. If we're talking about a human suddenly having regrowth, we're probably not dealing with hard science restrictions here. Either way, this is for the slower forms of Regrowth. If you have Regrowth coupled with some level of Regeneration, you're already outside the realm of realism for a human, right?

Getting more general in my answer, if this gets rid of a Disadvantage for which you received points, or received in lieu of paying points/losing points elsewhere, the player needs to cough them up. If they don't have them, it will depend on the rest of the narrative. If it fits their character concept, they can opt to keep the Disadvantage and their Regrowth (for some reason), won't treat this old injury. Or maybe it does, but just so happens to do so at a pace that matches how much CP they are earning each session, CP that is going directly into paying down the Disadvantage. Similarly, there may be plausible replacement Disadvantages available, especially used in conjunction with "buying down" the amount over time.

Quote:
Originally Posted by Plane View Post
You could add Trigger: Injury for -15% and just do a 1 HP pinprick to get a minute's worth of regrowthing.
Just pointing out that 1 HP is far more than a pinprick in GURPS.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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affliction, hypotheticals, lame, regeneration, regrowth, regrowth only


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