What does this suggestion change/add/remove:
- This Suggestion is to Add a Type-Red Rejuvenator job to the medical staff
- Type Red Rejuvenators are people that can specifically heal people and perform medical work on people using their powers
- Type Red's are quite rare to the foundation and as such should be non-combative within Site-65 (See SCP-8002 or Type Red's in general for their context)
This would be how it works:
- 150 Energy at base (lower than Danny's power to prevent Power Creep)
- Heal Ability remains the same (75 Energy with no alterations to the ability)
- New Ability: Illness Purge (50 Energy (Can be Changed): Removes all illnesses that require chemicals to cure and does not include any anomalous conditions. Player must specifically choose which illness to cure and is not a panacea)
- New Ability: Anomalous Augmentation (100 Energy: Removes all anomalous conditions afflicted on a person such as 1025 conditions and cognitohazards, 096 and 008 are naturally exempt from this)
- Requires Level 30 Support, Level 90 Total and Medical License required
- SL can decide on any other barriers to entry such as whitelist or Vpoint purchase
- Can be modeled on either existing Sr. Doctor model with red/black color and a specific badge
- Limited to 2 slots for the job
- Same tools as Sr. Doctor for other equipment and level clearance
- Unlike Sr. Doctors, they do not have authority over combat medics
Specific Rules for Type Red's should include:
- Type Red's are Non-Combative and specifically should not not aid combatives while combat is active (Foundation has deemed thier lives too important to be present in combat in Site-65, and should take all measures to preserve their own lives, they may help combatives otherwise in safe scenarios)
- Type Red's may aid non-combatives in dangerous scenarios but only when they deem it is safe to do so, and Type Red's cannot abuse their ranged healing to help personnel escape a death scenario in combat (makes enemies aware of Type Red, Foundation Dissuades this behavior as it compromises them unnecessarily)
- Type Red Must make a diagnosis before curing any illness or anomalous condition (they cannot cure an illness until they know what they are dealing with, doesn't include general health or things they can clearly see is wrong)
- Type Red may only assist in specific SCP testing if their unique abilities are deemed necessary by higher clearance research/medical staff for the test, and must take all precautions of safety to ensure they are not killed during testing
Has something similar been suggested before? If so, why is your suggestion different?:
- I have not seen any suggestions currently, though it may exist somewhere
Possible Positives of the suggestion (At least 2):
- This provides a specific job for medical staff that is unique to the department that isn't pigeonholed into being combat medic or senior doctor
- Provides RP opportunities as a anomalous healer for unique circumstances in the facility that only they can solve (see how it could work above)
- Can make medical concerns more efficient and creates more avenues to heal medical personnel other than current methods
- Reduces the reliance of having every single chemical compound on-hand for all illnesses
-Some of the framework is already present (Heal Ability)
Possible Negatives of the suggestion:
- Dev-Time for unique abilities
- May overshadow Danny's Relevance for healing people
- May become the go-to for medical staff who have access to the job and may become perpetually full
- By the same token: no need to rely on having chemicals on-hand to help sick people which may be considered power creep
Based on the Positives & Negatives, why should this suggestion be accepted:
This would be an exciting addition to the medical staff as there isn't much variance in what medical staff can do for specific roles, and requires that people who play it are dedicated to being a part of the medical team. It also provides a unique spin to the custom system CG has made to make them more helpful to the foundation other than being purely combat ability oriented like Thaumatologists and TB/TGs
Edit: Reworded to match what they actually are
- This Suggestion is to Add a Type-Red Rejuvenator job to the medical staff
- Type Red Rejuvenators are people that can specifically heal people and perform medical work on people using their powers
- Type Red's are quite rare to the foundation and as such should be non-combative within Site-65 (See SCP-8002 or Type Red's in general for their context)
This would be how it works:
- 150 Energy at base (lower than Danny's power to prevent Power Creep)
- Heal Ability remains the same (75 Energy with no alterations to the ability)
- New Ability: Illness Purge (50 Energy (Can be Changed): Removes all illnesses that require chemicals to cure and does not include any anomalous conditions. Player must specifically choose which illness to cure and is not a panacea)
- New Ability: Anomalous Augmentation (100 Energy: Removes all anomalous conditions afflicted on a person such as 1025 conditions and cognitohazards, 096 and 008 are naturally exempt from this)
- Requires Level 30 Support, Level 90 Total and Medical License required
- SL can decide on any other barriers to entry such as whitelist or Vpoint purchase
- Can be modeled on either existing Sr. Doctor model with red/black color and a specific badge
- Limited to 2 slots for the job
- Same tools as Sr. Doctor for other equipment and level clearance
- Unlike Sr. Doctors, they do not have authority over combat medics
Specific Rules for Type Red's should include:
- Type Red's are Non-Combative and specifically should not not aid combatives while combat is active (Foundation has deemed thier lives too important to be present in combat in Site-65, and should take all measures to preserve their own lives, they may help combatives otherwise in safe scenarios)
- Type Red's may aid non-combatives in dangerous scenarios but only when they deem it is safe to do so, and Type Red's cannot abuse their ranged healing to help personnel escape a death scenario in combat (makes enemies aware of Type Red, Foundation Dissuades this behavior as it compromises them unnecessarily)
- Type Red Must make a diagnosis before curing any illness or anomalous condition (they cannot cure an illness until they know what they are dealing with, doesn't include general health or things they can clearly see is wrong)
- Type Red may only assist in specific SCP testing if their unique abilities are deemed necessary by higher clearance research/medical staff for the test, and must take all precautions of safety to ensure they are not killed during testing
Has something similar been suggested before? If so, why is your suggestion different?:
- I have not seen any suggestions currently, though it may exist somewhere
Possible Positives of the suggestion (At least 2):
- This provides a specific job for medical staff that is unique to the department that isn't pigeonholed into being combat medic or senior doctor
- Provides RP opportunities as a anomalous healer for unique circumstances in the facility that only they can solve (see how it could work above)
- Can make medical concerns more efficient and creates more avenues to heal medical personnel other than current methods
- Reduces the reliance of having every single chemical compound on-hand for all illnesses
-Some of the framework is already present (Heal Ability)
Possible Negatives of the suggestion:
- Dev-Time for unique abilities
- May overshadow Danny's Relevance for healing people
- May become the go-to for medical staff who have access to the job and may become perpetually full
- By the same token: no need to rely on having chemicals on-hand to help sick people which may be considered power creep
Based on the Positives & Negatives, why should this suggestion be accepted:
This would be an exciting addition to the medical staff as there isn't much variance in what medical staff can do for specific roles, and requires that people who play it are dedicated to being a part of the medical team. It also provides a unique spin to the custom system CG has made to make them more helpful to the foundation other than being purely combat ability oriented like Thaumatologists and TB/TGs
Edit: Reworded to match what they actually are
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