Biomancy and Blood Loss

By Saldre, in Dark Heresy Rules Questions

Hey All!

A quick question: Do the Biomancy Powers "Regeneration" and "Seal Wounds" staunch blood loss?

I say yes- one of my players, very rule savvy, says no.

What do you guys think?

What about a Variant- Seal wounds replaces Blood Loss with One point of fatigue to represent wooziness from lack of blood?

Saldre said:

Hey All!

A quick question: Do the Biomancy Powers "Regeneration" and "Seal Wounds" staunch blood loss?

I say yes- one of my players, very rule savvy, says no.

What do you guys think?

What about a Variant- Seal wounds replaces Blood Loss with One point of fatigue to represent wooziness from lack of blood?

"Seal wounds" stops the blood loss and player doesn't have to roll 10% on death anymore. Blood loss is caused by the breaks in blood vessels and skin, and this power seals them ( "rugged wounds fuse and cuts vanish"). I think it can also produce blood cells, becuse in the descriptions stays that "burnt skin sloughs away and fresh tissue grows beneath" So if skin cells can regrow as an effect of this power, then blood cells can too and any other cells. "Regenerate" can stop the blood loss and produce blood. Regenerate can even regrows lost limbs or whole organs! So producing some blood is a piece of cake for this power.

You could also say that if the blood loss was going for more than, lets say 5 rounds until blood loss was stopped, player lost enough blood to get -10% to all stat ( or be fatigued). If a player was losing blood for 10 rounds it is enough to halve his stats - he is weakened, can't think clearly etc.

Saldre said:

Hey All!

A quick question: Do the Biomancy Powers "Regeneration" and "Seal Wounds" staunch blood loss?

I say yes- one of my players, very rule savvy, says no.

What do you guys think?

What about a Variant- Seal wounds replaces Blood Loss with One point of fatigue to represent wooziness from lack of blood?

I have to go with yes about the bllod loss, though I have no rules basis for it. I'm sure your so-called rules savvy PC will point to the fact that the power's description does not explicitly state that it stops blood loss, but it seems obvious to me that it should. If it's an issue of game balance, you might consider replacing the healing with stopping the blood loss and no healing. (Or stop blood loss and 50% of effect for healing or something like that).

We haven't found it a problem anyhow.

what raffalin said. happy.gif

If it heals the damage, that caused the blood loss, then it staunch blood loss. There are too many things, that've been left for GM's decision, and that's one of em. And for your rules savvy player - remind him, that MAJOR rule of Dark heresy is "GM's alwais right"