Doctor's Hall: Difference between revisions
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=== Implants for NPCs === | === Implants for NPCs === | ||
You can take any of your NPCs for procedures at the Doctors Hall - through the Actions menu rather than by walking there, so they do not have to be assigned as a Follower. They may consent to implants if their attitude towards you is favorable. However at the moment only the '''Health Implant Mark I ($50,000)''' and '''Health Implant Mark II ($95,000)''' are available for NPCs. | You can take any of your NPCs for procedures at the Doctors Hall - through the Actions menu rather than by walking there with them, so they do not have to be assigned as a Follower at that time. They may consent to implants if their attitude towards you is favorable, or if they have no say in the matter (i.e. slaves and convicts). However at the moment only the '''Health Implant Mark I ($50,000)''' and '''Health Implant Mark II ($95,000)''' are available for NPCs. These increase an NPC's [[Attributes (NPCs)#Maximum Health|maximum Health]] points by +25 and +50 respectively, for a total possible gain of +75 for $145,000; a Mk II implant requires a Mk I be fitted first. Implanting is a very minor procedure which doesn't affect an NPC's current Health points or current Stamina. Note that implants adjust to and fuse somewhat with the recipient's body, so that if subsequently extracted (from a living or dead NPC) they can not be re-used in someone else. | ||
== Plastic Surgery == | == Plastic Surgery == | ||
*'''Plastic Surgery for the | *'''Plastic Surgery for the MC ($7,000):''' Put yourself under the knife and enhance your Charm by +5 points per operation. You can raise your Charm up to 85-89* with the help of plastic surgery. This procedure requires a minimum of 7 Stamina points, and reduces your total temporarily by -5. | ||
*'''Plastic Surgery for NPCs ($300–$ | *'''Plastic Surgery for NPCs ($300–$6,000 depending on starting Beauty):''' You can put your NPCs under the knife to enhance their Beauty, by 5 points per operation. You can raise Beauty up to 85-89* this way. As with Implants, you take NPCs to the Doctor's Hall through the Actions menu. Each cosmetic procedure requires a minimum of 7 Stamina Points to start, and reduces a patient's Health Points by 2 and their Stamina Points by 4. Operations cost only $300 for Beauty below 30, $500 for 30-49, $2,000 for 50-64, $4,000 for 65-79, and $6,000 for the last possible enhancement at Beauty 80-84. | ||
<nowiki>*</nowiki> These procedures are not be attempted at Charm/Beauty levels above 84, hence a final score of 85-89 is achievable in this way, depending on what the patient's score is before the operation (80-84). | <nowiki>*</nowiki> These procedures are not be attempted at Charm/Beauty levels above 84, hence a final score of 85-89 is achievable in this way, depending on what the patient's score is before the operation (80-84). | ||
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*[[Injector|Injectors]], box of 10: $220 | *[[Injector|Injectors]], box of 10: $220 | ||
*[[Power Cores]]: $900/unit | *[[Power Cores]]: $900/unit | ||
*[[Nanites]]: $4/unit |
Latest revision as of 12:58, 29 October 2024
Overview
Formerly known as Crystal Heights Hospital or Hunt Research Laboratory, the Doctor's Hall is the only remaining high-tech medical facility on Raana. The place is no longer really a hospital: it offers cosmetic surgery enhancements that take less than an hour each, sells & fits body-enhancing implants (which also don't take long), and sells medical equipment. If you have an injury or ailment, seek help elsewhere!
Implants
You can have one of each type of implant. The "Mark II" and "Mark III" versions are upgrades, so you need to start with the Mark I versions and work up. The benefits are cumulative though, so having a Health Implant Mark II will give you total +75 Health Points (+50, +25 from the Mark I).
- Healing Implant Mark I ($12,000): A 12x10 mm nanite generating ezx-ejector fueled by body heat. Improves healing rate by 100%. Wearer also regains Stamina Points faster (+50%).
- Healing Implant Mark II ($16,000): Upgrade your nanite generating ezx-ejector with this overclocked micro-processor. Increases healing rate by 200%.
- Healing Implant Mark III ($30,000): An experimental modulator attached to the already over-clocked ezx-ejector. Improves healing rate by 300%. Produces a nanite-based emergency foam if wearer is either burned or hit by kinetic damage (+5HP per round during combat).
- Health Implant Mark I ($50,000): One of the few remaining DMT implants (Daedalus Muscle-Tissue enhancers) shipped from Earth to Raana in the late 2280s. The basic model enhances wearer's muscles with a honeycomb structure. Common in Black Guards and Space Marine officers. Increase max Health by 25.
- Health Implant Mark II ($95,000): An upgrade to the original DMT implant. The overclocked CPU contains new algorithms that add a honeycomb structure to the wearer's skeleton. Max Health increased by 50. This increase stacks with that from Health Implant Mark I; a Mark I has to be implanted first.
- Evercock Implant ($125,000): The EverCockTM implant was a popular libido enhancer in the 2280s. A crescent titanium ring is inserted underneath the skin between the scrotum and penis, granting its wearer an almost immediate recovery from the sexually depleted state.
- Joycum Implant ($15,000): The JoyCumTM implant, placed inside a male's prostate with the help of a large needle, disperse a fixed amount of 5-HTP and synthetic Oxytocin-2, which greatly increases the mood of anyone consuming the wearer's semen. Gives a +2 Happiness boost to anyone who swallows your entire load, if their Happiness is 89 or lower.
- Sureshot Implant ($15,000): The SureShotTM bionic eye implant is standard among Space Marine officers and Black Guards. It provides a +75 hit chance if your Health remains above 9. The operation unfortunately lowers your Charm by 5 points. The devilish eye does however also lower the Escape risk of all slaves.
Implants for NPCs
You can take any of your NPCs for procedures at the Doctors Hall - through the Actions menu rather than by walking there with them, so they do not have to be assigned as a Follower at that time. They may consent to implants if their attitude towards you is favorable, or if they have no say in the matter (i.e. slaves and convicts). However at the moment only the Health Implant Mark I ($50,000) and Health Implant Mark II ($95,000) are available for NPCs. These increase an NPC's maximum Health points by +25 and +50 respectively, for a total possible gain of +75 for $145,000; a Mk II implant requires a Mk I be fitted first. Implanting is a very minor procedure which doesn't affect an NPC's current Health points or current Stamina. Note that implants adjust to and fuse somewhat with the recipient's body, so that if subsequently extracted (from a living or dead NPC) they can not be re-used in someone else.
Plastic Surgery
- Plastic Surgery for the MC ($7,000): Put yourself under the knife and enhance your Charm by +5 points per operation. You can raise your Charm up to 85-89* with the help of plastic surgery. This procedure requires a minimum of 7 Stamina points, and reduces your total temporarily by -5.
- Plastic Surgery for NPCs ($300–$6,000 depending on starting Beauty): You can put your NPCs under the knife to enhance their Beauty, by 5 points per operation. You can raise Beauty up to 85-89* this way. As with Implants, you take NPCs to the Doctor's Hall through the Actions menu. Each cosmetic procedure requires a minimum of 7 Stamina Points to start, and reduces a patient's Health Points by 2 and their Stamina Points by 4. Operations cost only $300 for Beauty below 30, $500 for 30-49, $2,000 for 50-64, $4,000 for 65-79, and $6,000 for the last possible enhancement at Beauty 80-84.
* These procedures are not be attempted at Charm/Beauty levels above 84, hence a final score of 85-89 is achievable in this way, depending on what the patient's score is before the operation (80-84).
Medical Equipment & Materials
- Doctor's Kit: $600
- Injectors, box of 10: $220
- Power Cores: $900/unit
- Nanites: $4/unit