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Stuff to have for self-healing synthmorphs?

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Mechphisto Mechphisto's picture
Stuff to have for self-healing synthmorphs?
Hey all, I have a player who wants to build a character with a self-made synth morph -- specifically so he can have bonuses and advantages to "healing," repairing, himself. I can't imagine the game mechanics would allow a synth to have that kind of advantage over a bio morph... but I'm not immediately seeing a definitive answer one way or the other. Are there any suggestions as to what I might fairly allow a character to have (skills plus enhancements, etc) that I can give the player to allow him to self-repair as proficiently as possible? Thanks for any feedback! Liam
R.O.S.S.-128 R.O.S.S.-128's picture
Knowledge without tools is trivia
Considering medichines and healing tanks exist, it may not be as big an advantage as you fear. Meat is surprisingly easy to repair in eclipse phase. So I see no problem with allowing him to stack up on Hardware skills to fix himself, just like a bio charachter stacking up Medicine and surgery skills. The catch is he may require tools and parts to do certain repairs with, which may happen to be as expensive and bulky as a healing tank if the damage is severe.
End of line.
Trappedinwikipedia Trappedinwikipedia's picture
Repair spray, Fixers, and
Repair spray, Fixers, and medichines already cover most of repairing a synth pretty well. Improving on that is kind of hard, as the base rules for physical repairs are less powerful than that, but a decent toolkit will work fine. Still pretty time consuming compared to other options. Basically get a fixer swarm hive, medichines, and a synthmorph toolkit, and you'll be pretty much as repairable as possible.
DivineWrath DivineWrath's picture
Don't forget that it is quick
Don't forget that it is quick and easy to resleeve into another synthmorph. You can let some other guy, some AI fixer bot, or even a fork of yourself to fix your morph while you run around in a spare.
ShadowDragon8685 ShadowDragon8685's picture
Medichines for synthmorphs
Medichines for synthmorphs [b]explicitly[/b] allow them to heal the way a biomorph does.
Quote:
[b]Medichines:[/b] This is the most common form of nanoware. These nanobots monitor the user’s body at a cellular level and fix any problems that arise. Medichines eliminate most diseases, drugs, and toxins (but not nanodrugs or nanotoxins) before they can do more than minor harm to the host (see Drug Effects). If desired, the user can temporarily override this protection to permit intoxication or other effects, but unless the character activates a second specially labeled override, medichines prevent the toxins from accumulating to lethal or permanently harmful levels. In this case, they can also be activated at a later point to reduce a drug or toxin’s remaining duration by half. Medichines allow the character to ignore the effects of 1 wound. They also speed normal healing as noted under Biomorph Healing. If the user suffers 5 or more wounds at once, or more than 6 wounds in an hour, the damage has exceeded the medichines’ ability to repair. In this case, the medichines place the character into a medical stasis, where their mind and body are perfectly preserved, but where the character cannot act in any way. Under these circumstances the medichines also send out a priority call for emergency services via the character’s mesh inserts. [u]Medichines for synthmorphs and bots consist of nanobots that monitor and repair the shell’s integrity and internal system functions. Note that the synthmorph version of medichines allows the synthmorph to self-repair in the same manner by which a biomorph with medichines would naturally heal.[/u][b][Low][b]
Underlining mine.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
R.O.S.S.-128 R.O.S.S.-128's picture
Well there you go
So not only is a self-healing robot perfectly permissible, it's not an unfair advantage at all because the medichines work exactly the same for synths and bios. For anything the medichines can't handle, getting sent to the garage is functionally equivalent to a healing tank.
End of line.
UnitOmega UnitOmega's picture
I believe you can also use a
I believe you can also use a Fabber or CM as basically a healing vat for Synths, just put the damaged components in the machine and it'll attempt to fix.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Mechphisto Mechphisto's picture
Thanks!
Thanks for all the info! Yeah, I know the gear, medichines and vats... but we were thinking of how his knowledge of self-built morph might help him repair out in the field without those things. Since one can use Hardware:Robotics skill to heal one's self, I decided what I could do is let him specialize in "self-made morph" for the +10 bonus. Thanks again for all the feedback! Liam