Sensory Dulling
: Sensory Dulling Hitchhiker's Guide: | |
As a CBM item | |
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Materials | steel / plastic |
Volume | 10 |
Weight | 2.041 kg |
As a Bionic | |
Name | Sensory Dulling |
Bionic ID | bio_painkiller |
Difficulty | 4 |
Toggled | true |
Other | |
Price | $ 2,000 |
As a Melee Weapon | |
Bash Dmg | 8 |
Cut Dmg | 0 |
To Hit | 0 |
CBMs are installed by interacting with autodoc or non-player character with high medical skills. Installation has a low chance of genetic damage, blood loss, or damage to existing bionics based on intelligence, electronics, first aid, mechanics, and the MD profession.
This is a passive CBM, can be toggled on and off, and can be viewed on the bionics menu (p). More details on bionics' JSON flags can be found here. Some bionics can also be disassembled (() to obtain burnt out bionics if you have a soldering iron (20) OR Integrated Toolset (20), 1 tool with screw driving quality of 1, and the electronics (7) and first aid (5) skill required.
(View - Edit Notes )Notes
- Uses the following bionic slot(s):
- head 2.
- This bionic can be turned on, which might have an power cost.
- The Sensory Dulling bionic allows the user to negate the effects of pain, in a similar fashion to taking painkillers. Repeated use will make the character tired, however. Each use will generally remove about one 'level' of pain (e.g. Moderate to Minor pain).
- Having enough power at one's disposal allows this bionic to essentially render pain irrelevant, since it can rapidly removed. Until negative effects are introduced for sleepiness, this bionic, combined with Implanted Night Vision and Repair Nanobots can make sleep essentially pointless, since all forms of healing can be achieved by consuming power.
- In 0.D (Danny) this bionic removes the need for painkillers when installing other bionics, even while Sensory Dulling is deactivated.
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