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Thread: Homeostasis: a power to stop bleeding to death

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    Homeostasis: a power to stop bleeding to death

    While contemplating how to stop a character from "bleeding to death" at < 0 body, I finally hit on a relatively workable solution that didn't also cost a ton of points.

    Homeostasis: Paramedics 13-, Persistent (+1/4), Activates at negative Body (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (6 Active Points); Only on Self Power loses about half its effectiveness (-1) (Real Cost: 3)

    If I understand the way this works, it would trigger on the character reaching negative body, and on every phase where the character would have had an action if he or she were conscious, this power would make a Paramedic roll to try to stabilize.

    Link this with a Detect Body and put it all in an IIF, and you have a Trauma Module that you can add to armor suits as well. Or give it Gestures, Incantation, and Extra Time (only to activate) and a Time Limit on the Trigger, and you have a Ritual of Binding Life to the Body.

    Please comment, criticize, or point out gaping flaws in my knowledge of the rules, so that I can be sure I'm on the right track here.
    Last edited by Starcloud; Nov 9th, '10 at 11:14 AM. Reason: Updated limit values and cost

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    Re: Homeostasis: a power to stop bleeding to death

    Why not just buy a limited Regen?

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    Re: Homeostasis: a power to stop bleeding to death

    Because Regeneration doesn't stop the "bleeding to death effect" and even a Limited Regeneration like that ends up being expensive.

    I should make it clear this is the 6e version, and I'm trying to figure this out as a "rules as written" effect, rather than a house ruled "Regeneration does stop bleeding to death."

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    Re: Homeostasis: a power to stop bleeding to death

    You could use a type of EDM (time travel) where you are sending the person into a future moment defined as when the effect ends. The special effect is the person is in Stasis, where the character cannot be harmed, without first destroying the stasis
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    Re: Homeostasis: a power to stop bleeding to death

    Um. I'm not entirely sure that would work. The idea is to stop the bleeding there and then, not put someone into a stasis field until an outsider breaks it and does the Paramedic roll to stop the bleeding, which would still be continuing.

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    Re: Homeostasis: a power to stop bleeding to death

    A successful Healing power for 1 BODY would be enough to stop the bleeding (6E1 p. 232). It's kind of curious that Regeneration doesn't, but it's not supposed to be a cheap "Does Not Bleed". I'd probably build it using Healing instead of Paramedic. Self Only is -1. Also, a Trigger doesn't have any special senses, but it can be assumed to use normal ones; you don't need to build a special Sense to detect -1 BODY. I'd say Healing 1d6 (Simplified, Standard Effect), Trigger (when bleeding; +3/4), 0 END (+1/2) (22 Active), Self Only (-1). 11 points.
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    Re: Homeostasis: a power to stop bleeding to death

    Sure, but by default, Healing only works once every twenty-four hours.

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    Re: Homeostasis: a power to stop bleeding to death

    At the GM's option, Healing can treat each wound separately for purposes of the one day reset time. This is my default way of handling it, YMMV. Also, I'd consider each BODY lost to bleeding to be considered a separate wound for these purposes.

    Alternately, buy down the reset time to 1 Turn. This changes it to:

    Homeostasis: Healing 1d6 (Simplified, Standard Effect), Trigger (when bleeding; +3/4), 0 END (+1/2), Decreased Re-Use Duration (1 Turn; +1 1/2) (37 Active), Self Only (-1). 18 points.
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    Re: Homeostasis: a power to stop bleeding to death

    I think a minor transform would work quite well.
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    Re: Homeostasis: a power to stop bleeding to death

    Quote Originally Posted by Sociotard View Post
    I think a minor transform would work quite well.
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    Re: Homeostasis: a power to stop bleeding to death

    Minor Transform: Person bleeding to death into person not bleeding to death (ie losing one body per turn when reduced to 0 body or less)?

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    Re: Homeostasis: a power to stop bleeding to death

    The Transform answer may have been at least partly facetious... running joke around here that the two Powers you can use when all else fails are Transform and Extradimensional Movement.

    Oh, we got 'em both. You guys need to be nice to the newbies.
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    Re: Homeostasis: a power to stop bleeding to death

    Quote Originally Posted by Chris Goodwin View Post
    The Transform answer may have been at least partly facetious... running joke around here that the two Powers you can use when all else fails are Transform and Extradimensional Movement.

    Oh, we got 'em both. You guys need to be nice to the newbies.
    And thus I stand behind my :gibbsslap:
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    Re: Homeostasis: a power to stop bleeding to death

    I knew I should have added o.O to my post, because that's what I was thinking when I read it.

    Also, the discussion has led me to realize that I am working under an assumption that doesn't necessarily apply for everyone; The world where this ability would be used is one where 'magical' healing is very rare and most healing is of the Paramedic / Surgery / long convalescence in a hospital type. The character I was originally trying to build the power for is an esper in a Kazei 5 type world.
    Last edited by Starcloud; Nov 9th, '10 at 10:29 PM.

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    Re: Homeostasis: a power to stop bleeding to death

    Quote Originally Posted by Starcloud View Post
    I knew I should have added o.O to my post, because that's what I was thinking when I read it.

    Also, the discussion has led me to realize that I am working under an assumption that doesn't necessarily apply for everyone; The world where this ability would be used is one where 'magical' healing is very rare and most healing is of the Paramedic / Surgery / long convalescence in a hospital type. The character I was originally trying to build the power for is an esper in a Kazei 5 type world.
    I think I see what you're getting at... you mean a sort of "poof, you're healed" sort of thing rather than specifically magic or whatnot. This particular ability doesn't have to represent anything like that. It's really nothing more than "an ability used to stop bleeding." You could, if you wanted, tack on a Limitation to the effect of "this doesn't actually restore BODY, only stops bleeding."

    A HERO System Power doesn't have to represent things like superpowers, psionics, magic, etc. It often does, but it can also be used for things like super skills, action hero stunts ("surfing the explosion" that Arnold does in so many movies), better-than-normal Talents, mundane equipment, and so forth. The ability you've described fits right in with the last group, and (especially given the low power level) could very easily be defined with the Healing.
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