HEALING CHAMBER

The healing chamber was one of the first standardized applications of nanomedicine.  These chambers started out in only the most prestigious medical institutions but over the course of only a few generations they have found their way into general practice medical facilities in poorest of communities.  It’s not uncommon for a starship to have one in their medical bay.  Healing chambers use nanites and a green translucent nutrient bath to heal injuries and afflictions.  Healing chambers are typically large tube like structures in which the subject is completely immersed.

TIER 1 HEALING CHAMBER

After an hour of immersion, the healing chamber completely restores a subject’s Stamina Points and ends any and all of the following adverse conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned.  Inside the healing chamber the nanites accelerate and enhance the body’s natural cellular repair rates. The subject heals 1 Hit Point of damage every 10 minutes, or 6 Hit Points an hour, and continues to heal Hit Points as long as the subject remains in the healing chamber.

While in the healing chamber, the subject is placed under twilight anesthesia to induce anxiolysis (anxiety relief), and anterograde amnesia (inability to form new memories).  The subject is not unconscious but sedated and able to follow simple instructions and is responsive.  If the subject is attacked or brought out of the chamber before the process has completed they will gain the staggered and confused condition for 2d6 minutes until the twilight anesthesia wears off.

The tier 1 does not allow the subject to regenerate lost limbs or organs and does not restore negative levels.

TIER 2 HEALING CHAMBER

The tier 2 healing chamber functions like the tier 1 healing chamber except it ends additional conditions and heals Hit Point damage at a faster rate.  After an hour of immersion, the healing chamber completely restores a subject’s Stamina Points, temporary negative levels, and ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned.   The subject heals 2 Hit Points of damage every 10 minutes or 12 Hit Points an hour and the nanites continue to restore Hit Points as long as the subject remains in the healing chamber.  The healing chamber also restores one permanent negative level per week of continuous immersion.

The tier 2 does not allow the subject to regenerate lost limbs or organs.

 

TIER 3 HEALING CHAMBER

The tier 3 healing chamber functions like the tier 2 healing chamber except it heals Hit Point damage and negative levels at much faster rates than other healing chambers.  This healing chamber also allows the subject to regenerate lost limbs and organs. The subject heals 4 Hit Points of damage every 10 minutes or 32 Hit Points an hour and the nanites continue to restore Hit Points as long as the subject remains in the healing chamber.  The healing chamber also restores one permanent negative level per 48 hours of continuous immersion.  The regenerative properties of the specialized nanites in the tier 3 healing chamber restore a subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed subject), broken bones, and ruined organs. The healing chamber take 2d6 hours to regrow a severed body member.

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