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09-28-2016, 07:09 AM | #1 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Semi-realistic Regeneration and corresponding Increased Consumption
Greetings, all!
Due to closer scrutiny towards certain mutations and biomods, I'm interested in making the Regular Regeneration (1HP/hour) biomod at least semi-realistic in my campaign. That's an approximately 50-fold increase in natural healing capabilities compared to an average human (24HP per day instead of ½HP per day). Now, a person eats 3 GURPS meals per day, but most of that isn't spent on healing HP. So the question becomes: assuming that the process of regeneration has an impressively high coefficient of efficiency, just how much extra food would be required when the organism kicks into such a high gear? I'm assuming at least some of the damaged-but-retained biological material could be recycled by the nanites/weird-phagocite-and-mobile-stem-based-repair-cell-system, though I'm not sure at which point the semi-realistic turns into outright physics-defying. But even while building materials can be somewhat recycled, energy needs to come from somewhere - just how energy-intensive would be a 50-fold boost of healing, in terms of extra food consumption? Finally, how much of a buffer can be retained by using additional internal storage of nutrients/slow energy, purely through improvements to the biochemistry of storage (i.e. without resorting to making the person fat)? Thanks in advance! |
09-28-2016, 08:11 AM | #2 |
Join Date: Dec 2008
Location: Behind You
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
I'm reminded of a kid who was born with the disease that he constantly generates skin cells. I imagine regeneration of this magnitude would be similar in idea. The person in question has to eat thousands (It was an absurd amount... something like 8,000 to 12,000?) of calories in protein a day or die.
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09-28-2016, 04:09 PM | #3 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
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No normal sized human could breathe fast enough 24/7 to oxidize 12k Calories worth of food a day. Just imagine breathing five times as fast as you do normally but constantly. I remember the poor guy you're probably thinking of. Feeding tube during the night to ingest the sheer volumes of pure protein slurry needed. Even the dual facts of his constantly red cracked sloughing skin and that he swam in the salty ocean made me cringe.
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09-28-2016, 04:48 PM | #4 | |
Join Date: Apr 2005
Location: Houston, TX
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
I played around a bit with the ideas here and my own, and got this:
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09-28-2016, 07:08 PM | #5 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
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09-28-2016, 07:34 PM | #6 |
Join Date: Mar 2008
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
I now know the mechanics when my players have the Jaffa that have allied with them wounded. I hadn't realized that I needed that.
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09-28-2016, 08:14 PM | #7 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
I'll second that.
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09-28-2016, 11:02 PM | #8 |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
In high school I worked out 3-5 hours per day and ate 6000 kcal per day. And that level left me athletic but nearly without body fat. I'm sure actual athletes ingest and burn even more each day. So i think your assumption was flawed.
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09-28-2016, 11:11 PM | #9 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
Yeah, right now I need about 3kcal per day or I become extremely weak and disoriented. In high school I needed about the same amount. Also when I was unloading/loading trucks and doing asset protection/bodyguard work. I may be big, but I have a very high metabolism.
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09-28-2016, 09:42 AM | #10 | ||||
Join Date: Sep 2004
Location: Canada
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
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So you'd probably have a requisite of a boosted liver and kidneys if you want to go this route. You also need to reclaim fluids that have been leaked into places they shouldn't go. That can be tricky, you'll be fighting the bodies natural inclination to swelling. There's also the cell-filled fluids and tissues that are flat out not in your body any more so there's limitations. Quote:
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If it's "only" a hole poked in you or a cut, then you need to build the scaffolding for new tissue, new tissue, and new blood volume (where's the water coming from?). We'll handwave how the nanites align your tissues correctly and keep them that way while healing without you being strapped in place. If you've had major tissue damage (fire, chemical burns, the kinds of trauma that takes flesh right off you even if it's not a GURPS amputation that you need Regrowth for) then you need to magic that material out of somewhere. And the logical place for that is your other bones and muscles. The most obvious way to store the reserves is extra-heavy bones and excess "unsupported" muscle mass that is dismantled by the nanites and relocated to where it's needed.
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bio-tech, increased consumption, realism, regeneration |
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