Regeneration tank

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regeneration tank
Character

Ω

ID?Use this ID to Wish for regeneration tank

Regen Tank

Charge per Use

101

Charge Used For

RegenerationSystems [100], TemperatureControl [1]

Max Volume

128 drams

Complexity

6

Tier

6

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

general, electronics


Extra info:
  • Made out of Metal
  • EMP sensitive
  • Has a capacitor (40 recharge per turn up to max 20000; starts with 0-4x50000-20000 (Avg: 10000) charge)
  • Can receive broadcast power, up to 40 charge per turn
  • Can receive electrical grid power, up to 1000 charge per turn
  • Can receive hydraulic power, up to 1000 charge per turn
  • Leaks when broken (10-20% per turn)
  • Weighs 400 lbs
  • Is an enclosing object
regeneration tank

Tetraxenonoglass walls and convalesscent gel recreate the conditions of the amnion where reptile, bird, and mammal embryos are nurtured to whole life.

Perfect

Regeneration tanks are a rare type of furniture that can normally be found in the depths of Bethesda Susa. One also exists in the Yd Freehold. When unexamined, it is called strange furniture. If the player chooses to, they can enclose themself inside a tank for a bonus of ♦2 AV and a penalty of ○-8 DV while inside. Entering a tank safely requires an agility save of difficulty 15. If this fails, they will not enter and there is a 25% chance to deal ♥1d2+12-3 (Avg: 2.5) damage. Exiting the tank requires an agility save of difficulty 14, with the same effect.

Regeneration tanks will be partially or completely filled with convalessence or homogenized convalessence (i.e. mixed with a small amount of cloning draught). The one in the Freehold will always contain 2 drams of cloning draught. The tank must contain 128 drams of a combination of convalessence and cloning draught to work. Aside from this, a regeneration tank also requires charge to use. It has a max charge of 20,000, and will have an amount of charge from 0 up to 20,000 when found. It can be charged by radio waves, and charges 40 per turn if no more than 7 strata deep. One turn inside a regeneration tank uses up 100-101 charge, so even a radio-powered one can't be used indefinitely. (1 charge may be used to reduce its temperature by up to 40T if it exceeds 60T).

Effects

Depending on how long the user spends inside the tank, additional effects will occur. Each turn inside will use up 100-101 charge. Every turn:

  • They will recuperate, which removes several specific types of negative status effect.
  • They will have negative status effects removed identical to level 4 Regeneration.

Every 10 turns (1000-1010 charge):

  • If the tank contains cloning draught and the player is missing a limb, one dram of cloning draught will be consumed and one missing limb will be regenerated, including a missing tongue from glotrot.

Using the Regeneration Tank

  1. Fill the tank to 128 drams. This is done by pouring convalessence (and cloning draught if desired) into the cell that contains the regeneration tank or by using the fill option from its interact menu.
  2. If necessary, recharge the tank with A bits.
  3. Try entering the tank until you succeed.
  4. Wait a turn or two to remove minor negative status effects.
  5. Wait about 10 turns for each missing limb to regrow it.

Trivia

Previously, regeneration tanks could be animated by applying a  Spray-a-Brain or a  nano-neuro animator. When animated, they started with Staunch Wounds, Heal, and Set Limb. Legendary ones would have titles related to healing, including phrases such as "Therapeutic" or "The Tired". Now attempting to animate one displays "There's nothing viable to animate here".