Regeneration Ray
Regeneration Ray (TL12^)
This is a bed or chamber equipped with a powerful regeneration field. The patient lies inside and is bathed in the energy, which restores cellular function. A regeneration ray can heal injuries and repair the ravages of age. It does not cure poison or disease, but it can restore HP lost to them.
A regeneration ray can be used as a pocket regenerator with a +2 (quality) bonus to the user's skill. Short treatments can be used as part of TL12 Medical Care: the regeneration ray gives a +6 (quality) bonus to Physician skill.
In addition to these minor applications, a regeneration ray can be used at high power levels. This takes an hour to set up, followed by an hour of treatment. High-power use requires a Physician roll. Success heals all damage sustained by the patient. Any attribute points lost to age or prior mortal wounds are restored, and any lasting crippling injuries are cured. Permanent crippling injuries are not restored immediately, but missing body parts will grow back as if the user had the Regrowth advantage. Critical success usually has no extra effect, but in a cinematic game it might trigger some favorable mutation, justifying spending character points on improved attributes or advantages.
Failure means something goes wrong: the subject takes 3d toxic damage, and no further regeneration ray or pocket regenerator treatments are possible for 1d weeks. Critical failure seems to work, but an unfavorable side effect appears 1d weeks later, such as the unexpected growth of tissue or a body part (an Unnatural Feature), cellular damage (a level of Slow Healing), or a bizarre mutation. All side effects also change the genetic code – any clones made from tissue sampled after the treatment will also possess them.
Regeneration rays are large, bulky devices. $1,000,000, 2,000 lbs., E/20 hr. LC3.