Denied Type Red Rejuvenator (Medical Personnel)

This suggestion has been denied and will not receive development.
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"Nightwatch"

Well-known Member
Aug 18, 2023
12
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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
 
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+Support
this would have to be very carefully developed, tuned and gated off so as to properly enhance non-combative RP, but i think if successfully pulled off, a type red reality bender could work to reinforce and generate interest in non-combative roleplay

could follow the standard reality bender formula ala thaumatologist - make it a non-combative and lock it off to xk vip. could help medical out but may also detract from RSD as then RSD would not be the only foundation department with a reality bender, which in itself may be an incentive for people to go for it and try doing research RP. that being said, it does make sense along those lines, to have those high-profile public facing heavy-rp focused departments with the shiny reality bending jobs. i think the idea has promise and is worth exploring.

Unlike Sr. Doctors, they do not have authority over combat medics
...what? is this a US thing?
 

"Nightwatch"

Well-known Member
Aug 18, 2023
12
0
41
+Support
this would have to be very carefully developed, tuned and gated off so as to properly enhance non-combative RP, but i think if successfully pulled off, a type red reality bender could work to reinforce and generate interest in non-combative roleplay

could follow the standard reality bender formula ala thaumatologist - make it a non-combative and lock it off to xk vip. could help medical out but may also detract from RSD as then RSD would not be the only foundation department with a reality bender, which in itself may be an incentive for people to go for it and try doing research RP. that being said, it does make sense along those lines, to have those high-profile public facing heavy-rp focused departments with the shiny reality bending jobs. i think the idea has promise and is worth exploring.


...what? is this a US thing?
Yes, i think when they did the combat medic rework to require a tryout they made it so they must report to senior doctors
 
Aug 6, 2022
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-Support

Seems like an unnecessary and really OP buff to Foundation and also ruins the whole point of making chemicals to cure people if you can just get on Type-Red and cure them with your power. Just seems like a way to be a more buffed SCP-22415-1 while being able to help combatives.
 
+Support
this would have to be very carefully developed, tuned and gated off so as to properly enhance non-combative RP, but i think if successfully pulled off, a type red reality bender could work to reinforce and generate interest in non-combative roleplay

could follow the standard reality bender formula ala thaumatologist - make it a non-combative and lock it off to xk vip. could help medical out but may also detract from RSD as then RSD would not be the only foundation department with a reality bender, which in itself may be an incentive for people to go for it and try doing research RP. that being said, it does make sense along those lines, to have those high-profile public facing heavy-rp focused departments with the shiny reality bending jobs. i think the idea has promise and is worth exploring.


...what? is this a US thing?
Within Medbay Senior Doctors have more authority over CMs. Unless it's dealing with a Combative scenario in where a CM automatically has higher authority
 

werta600

Well-known Member
Jan 5, 2024
41
18
41
-Support

Seems like an unnecessary and really OP buff to Foundation and also ruins the whole point of making chemicals to cure people if you can just get on Type-Red and cure them with your power. Just seems like a way to be a more buffed SCP-22415-1 while being able to help combatives.
^ Same

- Support
 

"Nightwatch"

Well-known Member
Aug 18, 2023
12
0
41
-Support

Seems like an unnecessary and really OP buff to Foundation and also ruins the whole point of making chemicals to cure people if you can just get on Type-Red and cure them with your power. Just seems like a way to be a more buffed SCP-22415-1 while being able to help combatives.
As I said above, Type Red's would be explicitly disallowed from helping combatives in any form of combat scenario and can only help them in a regular/non combative scenario. With illnesses I tried to make it so you wouldnt be able to mass heal an outbreak like influenza but the energy consumption could easily be increased to say 75-100 energy so they could only heal 1-2 people at a time and would require chemicals to some degree. It still requires knowing the illness so you would still go through the procedures but it is meant to be slightly less reliant on having everything on hand which can be annoying at times
 

"Nightwatch"

Well-known Member
Aug 18, 2023
12
0
41
150hp isnt a type red thats some bloke on a hard steroid cycle
It's not 150 HP, its 150 base energy that it has to use its powers, TG/8837 has 300, Thaumatologists have 50, etc. The point isnt to have Type red be beefy in any way and would just have the same HP as anyone else. Lore wise you could put in like a 1hp per 5 second passive in the Type-Red but i find it unnecessary since thats not why i want it added in the first place
 
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Jan 1, 2022
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Suggestion Denied

Hi @"Nightwatch",

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

Content Believe that this addition will lead to abuse and not be utilised correctly. Instead players should utilise SCP-22415-1 for the use of a Non-Combative Medic for Roleplay.

Your suggestion will now be locked and marked as denied.​
 
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