Regeneration

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Variable

Your wounds heal in mere hours, minutes, or seconds! To regenerate lost limbs, you will also need Regrowth – but Regeneration will greatly accelerate that ability. Regeneration includes Rapid Healing at no extra cost.

You cannot have Regeneration if you have Slow Healing or Unhealing. Regeneration is compatible with Draining, but it does not restore the daily HP loss due to that disadvantage.

The cost of this trait depends on your regeneration speed:

Regeneration (Slow): You recover 1 HP every 12 hours, in addition to normal healing. 10 points.

Regeneration (Regular): You recover 1 HP per hour. 25 points.

Regeneration (Fast): You recover 1 HP per minute. 50 points.

Regeneration (Very Fast): You recover 1 HP per second. 100 points.

Regeneration (Extreme): You recover 10 HP per second. 150 points.

Special Enhancements

Heals Radiation: You shed accumulated rads at 10 times the rate at which you heal missing HP. For instance, Regeneration (Regular) removes 10 rads per hour. This will heal "permanent" radiation damage. +40%.

Special Limitations

Radiation Only: As Heals Radiation, but you only shed rads – you do not heal HP. -60%.

Martial Arts

Regeneration offers an alternative to Flesh Wounds for the GM who wants cinematic PCs back in the game soon after being knocked out or left for dead, but who prefers up-front point costs. The GM chooses the permitted levels. Accessibility limitations are prudent on speedier versions. "Not in combat" (-20%) limits healing to between fights. "Only when unconscious" (-30%) means the hero heals after he passes out, until he awakens at 1 HP. Limited, Crushing (-40%) or Unarmed (-40%) allow quick comebacks from beatings – but be aware that they also create the need to record what caused each wound.